#ue4-general
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which will help the objects reactions to physics
you can enable it in the blueprints, and change the mass amount
" I set the mass of the vehicle to 50,000 kg but it didn't have any effect on the physics interactions, "
not working
dang
than i dont really know what to say xD
im not really all that knowledgable on how to handle cars
but that was my wild guess
I search this on forums and everywhere since few years ago, there was no answer yet
Hi o/ I have a question related to Unreal's built-in program "CSVTools", should I ask it on the Plugins channel or is there a better place for it?
have you tried to tweak linear and angular damping?
Anybody versed in using html stuff inside a blueprint/widget and taking info like document variables from the page out into the greater scope of things so I could share it with the actor
not possible from what i've tried
Feck
you would have to change stuff in the browser plugin for it to work
Hmmm
All it is o have a web page with an auth work flow that authed a user for another thing then I just need to get their βusernameβ off the page into the game so they can be linked up.
well, scrubbing a web page isn't the way to do something like that
what if someone rebuilds the webpage, redirects your browser request to localhost and just "signs in" as someone else?
yes, but this was your first question, you got to wait 10 seconds before you ask another one
i tried to download grass from the "quixel" library and it didnt work. The file i downloaded looked odd and i couldnt put it into unreal. do you know why? @neon bough
nope, never used quixel bridge
Hello guys I have problem with my inventory system I want to make exchange item system when you select an item and press button to exchange it with other item, it is kinda working but the problem is that it doesn't update the "thumnail " of the old item. idk how to fix it
https://blueprintue.com/blueprint/wc17rfdr/
this is the link of my all bp
I will be more than happy if someone can help me
I am fighting with this problem for 2 weeks π¦
@turbid wasp what you need to do is properly explain the problem, what you did and how it failed you. No one can read your mind. Things can be "weird" on million different ways and what is weird to you might actually be correct behaviour, it is just that you wrongly expected something else. No one can answer a question where it isn't clear what the actual problem and question is
if anyone has a simple answer answe rto this please let me know
If i build an entire city on mountains for example
waaaaaaaaaaay up in the air
filled with npcs and such other stuff
will it affect people waaaay below even if you dont have access to it
Affect how?
like if i make a sky city filled with stuff and cities and npcs and quests and all of that but you cant access it yet for example will it affect performance of everything far below it
It shouldn't unless you setup things wrong or in a silly way
It depends on if you run the logic or not
like the maps and all of that stuff on ground level o.o
If you run any logic on them then of course it will affect performance
so if i set it all up but dont run logic ill be fine?
Most likely yeah. If they don't do anything and just sit there, it would only really affect rendering performance
would stuff like animations, or things moving up there in the sky be considered logic?
Yes
fuk
Yeah, having multiple locations that are technically on one level/map has been done since early 3d games
If it's far away the player probably wouldn't see things moving there anyway
ok what if certain things like spinning wheels and such run so it looks ively but nothing else happens on it
So you could probably just not move npc's and nobody would know
will it cause much issues?
it depends on how many of them you move... simply rotating some objects is not a big deal
definitely wont move npcs lmao
yeah like rotating perpellers
maybe make the cities move their location around
You can rotate an object just in the material and not have much cost at all
back front nd side to side
It's what Fortnite does on mobile
o.o smort
ddint think of that
but i wanted to do so so i have less to setup when i let you play up there and also for aesthetic reasons
my last question
what if your character jumps down from there toground llvel
would the stuff above to below cause a pc crash from translating the stuff up there to stuff down there?
Nah
None of this is likely to be a big problem
with no prolem
i know fortnite lets you fly off into the below
but nothing happens above so
hmmmmmmmm
It's mostly just a question of how you set it up, and if there are any perf or other issues, you can usually work around them by just reducing the amount of logic that runs etc.
If you do want to do Fortnite style dropping onto a map from the sky, I'd watch some of their technical talks about performance on YouTube
no no id lke you to be able to transition from sky cities to ground cities
like sky of arcadia but if there was a ground level world xD
Same idea
there is a document showcasing the inner workings of fortnite
i bookmarked it, but my bookmark-folder is a mess
some googling might allow you to find it, as epic released it themselves
ah thats good to know
wait
what f i wanted to make conitenents
like entire countries for example
could i do that with landmass?
im relatively new to unreal engine going through a tutorial series- my camera in the game testing place is different to the one i set in my third person character viewport, any fixes?
how to detect collision with code?
Hello. I'm pretty new to UE4 and I was wondering, how is it possible to create a large-sized map(open world-like RPG) ? how is that map rendered at once? is it just one level? Or what's the workflow behind it?
Is it necessary to delete unused assets before packing?
Also, are there any source control like github for code for UE projects? where one can download and upload updated BP/Files etc
ashes of creation uses unreal engine π
yes.
you can make anything you want with unreal engine.
but how is it possible
to do it?
some tutorials?
the best for learning mmo building is with him.
Everything i learned was from udemy courses.
redid like 10 courses over and over agian till i understood everything.
The official learning hub, https://www.unrealengine.com/en-US/onlinelearning-courses
im using devsquad for the fps tutorial although this camera issue has no solution lol
Hey, does anyone know how anisotropic metals work in 4.27?
the only thing i do not like about his tutorials he is always casting to character instead of using Interfaces.
I think thats a bad habit to get into >_<
i didnt notice any actual issues like that as a beginner
You start to notice things like that when you want to replicate your game π
casting to 'Character' is generally not so bad since it's a functional base class that shouldn't be referencing any assets (though where possible it is better to cast to 'Pawn' or work directly with components)
true
but i mean it just is another process to get the characters direction and forward vector
if that's all you want, any actor has it, so you probably don't need to cast anything at all
unless you're pulling direction (of movement) out of the movement component, in which case you can try to grab the component directly
we work with the components, rather than the actors, a lot, since it dramatically reduces code-coupling and dependencies
(and doesn't pull in any assets through reference chains etc)
smart man π
it rapidly becomes necessary when you have hundreds of GB of assets, haha
Weird Question but does anyone know why this is happening? when i jump on another characters head my character starts to accelerate upward like he is bouncing lol https://www.youtube.com/watch?v=-CJzVROAnOs
it's a literal bounce in physics, by the looks of it
likely because the character you're jumping on cannot be used as a base for the character doing the jumping, or something similar
I dont know i am using this as a movement plugin and trying to figure this crap out lol
weird question
can you interface a component
into a component
than interface the interfaced components on a character?
Theoretically yes.
would it cause issues long term?
especially if tending to do replication eventually
I have no idea bud, I never tried that.
xD
thats just going to far lol
I don't think it would cause a problem, but I also don't know why you'd bother
idk
just seemed like something that would solve 2 problems elegantly
i didnt wanna have like 90 components on a 3rdprson blueprint
Just put them into one? and cast the event or function from bp
xD
idk im spitballing lmao
your making shit to complicated for yourself lol
what replication for? snowie you are the only one playing your game π
Ouch π
honestly i havent even touched replication
and i know for an arena fighter i need to do that before i even start coding
but im dumb and i know ill pay for it the more i pussyfoot around doing it ._.
If have UE 5 installed and I want to download UE 4.x is like a complete separate installation, in terms of disk space required?
do u guys have any tips for doing lighthouse lights? that rotate?
spotlight isnt working as good for me for some reason
The reason I ask is: I had 36 gb of free disk space and after installing UE 5 , only 10 gig are left. So I'm afraid I can't have both at the same time?
youre going to need way more space than that for game design
especially when you get assets for models animations programs needed for painting mesh making etc
music
LOL your kidding, no?
pick up a few TB's externally and call it a day
I have 3 TB of just assets.
If you are serious about game dev, you need at LEAST 1 TB, thats still not enough.
i have nearly 5 tb in total
and im thining of getting another interal HDD since my rig has 5 slots for HDDS
and i havent even started worldbuilding
just animations, character mesh , textures, sounds(footprints and stuff) and character blueprint takes up 20 gigs
I hope ue5 will have something like that.
im still waiting for intel to release their HHDD ram system
they said was done 5+ years ago
where each gig of HDD space doubles as ram
so 1tb HDD is also 1TB of ram >_>
yupp i have a 512 gig used as virtual memory as well lol
xD
i tried changing that and bricked my HDD hard
idk how so i left it on default this time ;-;
tho i can only imagine how tech will evolve when every gig of HD is also a Gig of ram
let alone when Li fi tech bcomes normal household stuff
they already figured out how to use Li fi for more than net
but information processing
When working with landscape is it okay to spawn trees as an actors and not static meshes. Because i want to have a feature where the player can cut trees down? Like does the performance take a hit on that
always a good asset pack for everything... but coded by a beginner...
YUP
im honestly concerned about that
coding my entire game
and its a unoptimzied PCbricking hunk of software
If you know your game from the ground up, where everything is placed and what goes where and what connects to what there should be no issues.
i just see how triple A companies butcher the goose and wonder
am i going to be in that position 3 years from now xD
how do i fix it before my game becomes deadware Zzz im a single developer lmao
anyways im going to take a nap
Yes I have more than one hard disk , but I suppos the UE installations must be all in the same drive./ main drive
Is it normal to have 30 FPS in the editor but it will not be the same when i pack the game into EXE format?
You can use instanced meshes and then when the player gets close, convert them to an actual BP actor. There is a video out there that explains how they approached this.
its ok to all the time convert trees into actors when you walk around in a forest?
That's what this one person was doing.
I can't find the video, but they posted about it on reddit. They can have unlimited amount of trees with virtually no performance hit
And cut trees down
It is kind of a long video and their game is a low-poly game.
To help you kind of discern a bit which one I'm talkin' about
Got a problem I'm having trouble googling.
I've build UE 4.27.1 from source and the compile went fine.
But when I hit "Start with/without Debugging", the editor splash screen says it gets to 45% (compiling shaders) and sits there.
So far that is apparently pretty common.
Except I don't even have a shader compiler process appearing anywhere in task manager. The only thing relevant in Task Manager is the UnrealEditor process, using about 40% CPU and gradually consuming memory (about 8GB last time I gave up trying). The "45% (1,114 shaders)" on the splash screen doesn't change after over an hour.
Any tips anyone might know that I could try?
did you install incredibuild when you installed visual studio?
I've definitely had it installed, but I believe it isn't installed now
If it is, I haven't found a way to show it
it would show up as installed in the visual studio installer app
In VS2019's tools section, it shows it unticked too
that can cause compilation issues
might try running it from the .exe then and not from visual studio, since its compiled go into the folder and run it directly.
I'll check my VS2017 just in case
ah yeah, good idea
Damn, there it is showing in VS2017 π
Hopefully that's it and I can just say 'my bad'
(Incredibuild)
oh super weird
I just don't get it in my notification area anymore, and I don't know a way to show it's running/installed other than task manager/add/remove programs
But I know I've had it, and that I had done something to get rid of it ages ago.. but memory bad.
Holy crap that was it, it's working
THANK GOD
And thank you for prompting me into that one little step extra of thought that got it over the line
Incredibuild not installed for VS2019, but for VS2017. And I still don't know any other way of checking it exists without looking in VS2017 itself.
I think if you track the running processes in windows you can find it
but yeah I always just check VS installer
That sounds dumbly obvious in hindsight, but yeah I didn't check that.
So Epic Games Launcher thinks UE4 is still running even though it isn't, how can I fix that?
kill the tasks in task manager, restart the pc, set it on fire and start over?
its not updating the engine or launcher is it?
Nope
aww bummer
There has to be a lock file or registry entry it's checking I would imagine
Is there any easy way to test if an asset pack/project works on other versions than the one I made it with? Installing other versions to test it seems like a lot of work
get some people who test for you?!
@neon bough That's something I was thinking about, but I'm trying to sell the asset pack so it would be nice to find a way to test it myself first
well, get some people you can trust π
it goes on with the different operating systems
otherwise, i don't see how you would test it without the engine versions installed
Trusting people isn't the problem!
I mean I was thinking about just installing the other engine versions, do they take much space?
Anyone knows why my baked light doesn't take into account the opacity mask? it bakes as if there is no mask
when one mesh intersets with another one, yep thats normal. you would make it collide or not allow it
why are my viewport and game preview cameras not the same? it's not actually attatched to the character in the game preview
which part of that is wrong?
well the viewport position doesn't correspond to the game preview camera so it doesn't move how it should
and now that i realigned the camera with a better position in my viewport the game camera is miles off
is that camera attached, or is it on a springarm?
its really hard to see your setup, show your characters blueprint completely so we can see the components
theres the event graph, would you wanna look at the full viewport?
check if you override the position of the cam in the level character
or just delete the actor and place it again in the world, if you don't have any custom settings on it
oh wait i think i got it
and cameraboom is probably a springarm
ill report back lol
but unrelated as nothing is attached to it
now it's not taking my mouse input
the controls are all weird as well lmao
yo hold on i forgot use pawn ctrl rotation sorry i got it
Launcher UE4.25.4:
- Imported simple materials wouldn't show in the scene
Launcher UE4.27.1:
- Imported simple materials would show in the scene, but any attempt to save them would freeze the editor.
- Building or building lighting would cause Swarm to export scene forever, and freeze the editor on "Exporting Lighting Data - 33%".
Source UE4.27.1:
- Initialising the editor would stall forever on "Compiling shaders - 45%".
Removing Incredibuild from VS2017, even though UE4.27 uses VS2019 and VS2019 didn't use Incredibuild, fixed all of the above.
That's all I wanted to say. UFFFFF.
Hi, Was wondering if somebody might be able to assist with the following scenario:
I'm making a single screen, local multiplayer game. When it starts, I want each gamepad to register as a player in our game. So, if gamepad 2 presses start, they're OurPlayer 1, gamepad 2 then presses start, they're OurPlayer 2, etc.
Ideally, I would like the keyboard to also be assigned to whomever registered first. So, in the example above, if gamepad 2 registers first, I would like for OurPlayer1 to have Keyboard/Mouse and gamepad 2
Right now, in my GameMode i'm creating players for our max players using -1 to autoassign a controller (image below)
Any pointers or things to look into would be greatly appreciated
you could save them on a map in the gameinstance?
map <playerID, playerController>
or the playerID on the controller
I have a character actor that is controller by AI. When I hit the component I want it to step backwards. I tried doing this with Add Movement Input, but this doesn't work. If I use AI MoveTo, it turns around and then walks. That's not the effect I'd like to get. Anyone has an idea on how to solve this?
@neon bough i do have my own mapping stored on the game instance with PlayerController to mine. However, first registered i want to be OurPlayer1...but if PlayerController 2 registers first, they won't have keyboard.
I guess I'm wondering if I can switch the keyboard to a different player controller
how do you guys use vsc for ue 4.27? The github intellisense fix doesnt support it so I am reinstalling 4.26.2
attach camera to mesh socket head
lol pro hud and competive shooter hud broke on me, what a start to the day.
can someone help me to install quixel?
Yeah click install.
lol
Its like orient something in your actor settings
Hi just starting out ,hope this is the right channel . I have retrieved via code the Landscape Essential Concept project and have tried to create a project but it does not show in my "My Projects" I have checked the file path of other projects and it shows in the my projects folder ,it's like it missed the final step ,any help you could give would be amazing .
did you restart your launcher after redeeming the code?
yes it shows in my Library
and when you click create project on it?
it creates it but it does not show in my projects although if I check the file path of other projects it shows that it is in the unreal projects folder with the others when I open the file it it only shows a config and content file
when you created it, what version did you create it for and do you have that version of the engine installed?
4.26.2 and yes I have that installed
I just tested it without .26 installed and am installing it now, it didnt create the .uproject for some reason (which would cause this issue)
any ideas how to fix it ?
technically yes
how tricky would it be
it wouldnt be. grab the .uproject from another project, probably like the third person template, and copy it into the folder for landscape essential concepts.
then rename it to the name of the folder your project is in and it should open fine
technically you could name it whatever you want since its not a source project
Thanks I will give it a try Thanks for your time π
thanks for the question, if the marketplace file is broken (im testing to verify) then I can atleast let them know about it to get it fixed
yep I just checked, they updated it from .25 to .26 to add a missing heightmap file and... well... the .uproject ended up missing lol. I let support know
Hi, I have some trouble in changing max walk speed of a character through a cast
Im working on the AI and I added a service for when the character patrols and chases the player to change the speed
But it doesnt work
I'm just happy it wasn't me that stuffed up lol
@violet yokeyou might need to show code so we can see what might be going wrong. have you tried something simple like printing out the AI speed every tick to see if its changing? or debugging to see if your code is being called?
I havent yet
Wait a sec, I ll send the blueprints
This is the character's blueprint I want to change the max walk speed of
AI
The service blueprint
what is the name of the blueprint at the top? where the Speed event is at
your going to have to start debugging then, watch the behaviour tree while its running
the code seems fine, but we cant see it running
shouldnt need to cast it all the way to the enemy either
since movement lives in parent
I forgot how to add custom tasks..
oh yeah
can anyone help me whenever i package my game and use it its using 100% of gpu how can i stop this?
maxfps?
if you dont limit fps
why would it not use 100%
unless cpu bottlenecked
or something
So this is the good way?
none of the code for this lives in the character
its just using the movement component of an actor thats parented to character
What is that Walkspeed?
yep
simple and effective, you could use a blackboard key to affect the speed if you wanted
with other tasks
instead of the float
depends on usecase
this is for setting a static speed
But in this case its a float?
yes
I dont understand what you mean about the blackboard key..
Could you explain a bit more?
you could have other tasks to change a bloackboard key and use that instead of a local task float to change the speed dynamically
if you dont just want to set a straight float
depends on bt design
you could have the bt design do that aswell so
by simply having parts of it set different walkspeeds
with the float as I have it here
like you can do for find target for example
for example
set a float there
as a key
and have logic to determine the speed
did you tick success on finish execute? π
I dont think Im allowed to be that dumb xd
o7
I dont remember where I change the AI sight distance
I found it
Yep
I think I will start working on a way to make the AI to remember the location where it seen the player last time
How can i disable "open last project"?
:clock2: Johnssss#5534 was muted for 1 minute.
I use another folder for my projects and UE says that i have no projects... can I change the default project path?
if you open a project with UE4 from that folder it will add it to the my projects
OH HI! I love your tutorials, thanks for making them π
I hope this is the right question, Im about to start an Oculus Quest project in Unreal and had a couple of years experience with Unity before, Im hoping to get a stable version and have the project not break or crash too often after a few months
should I install 4.26.0 or 4.27.0 ?
yes, either one should work
with that said the latest versions normally have the latest SDK's for third party stuff like the quest, so that might be smarter
The older versions cant get the latest SDK though?
say if Im on 4.27 and in a few months there is a new sdk
maybe? if you are good with the source and want to edigrate it yourself sure
@violet yoke This video is pretty good covering BTs in UE. Don't be shy to watch it a few times if needed. https://www.youtube.com/watch?v=iY1jnFvHgbE
In this presentation, Epic's Paulo Souza uses Unreal Engine's built-in AI features to build smart enemy behaviors for a game with stealth-like mechanics.
By relying on the Gameplay Framework in Unreal, we're able to quickly create convincing AI using Behavior Trees. Behavior Trees are great for creating complex AI that can be presented in a way...
Err, updating Plugins like OpenXR isnt something that can be done? Sorry to ask like this I dont know mich about the subject
Id check within engine but Im downloading ue4 now, used 5 for a few days but it was unstable
generally no, its not as easy as that as its part of the engine. 4.27 is probably a good start as it switches over to openXR
Ah way way different than unity then, Im glad I've asked.
yep. With that said if there is a 3rd party plugin then yes it could be updated independently
So core features stick to their version and third party are adjustable, gotcha. Ive heard better things about openxr these days from some people.
Thanks by the way!
Anyone know how to keep cloth simulating even if visibility is False? Every time I set it to False then True again, it resets the cloth sim
all tutorials are marked as complete and I cant use any of them.
would love to be able to, but they cant be "redone" but I never used them.
really hoping I can get a response here there are no results for such a thing
@plush yew that is odd. you might wanna email the epic/ue4 team with that.
Its happened in UE5 and 4.27.1 yeah I'll try and email them today
Thanks
@thick herald
mine is the top one I dont know about how to search like the one in the bottom
@thick herald No wait Ive got it
You need to click "show engine" and/or "show plugin" content in the little settings options box
Thank you so much!
Your very welcome π
Got a bit of a weird problem rn, I can start my project if I don't build from source but if I try to build from source I get this error
2>C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\Common7\IDE\VC\VCTargets\Microsoft.MakeFile.Targets(44,5): error MSB3073: The command ""C:\Program Files\Epic Games\UE_4.27\Engine\Build\BatchFiles\Build.bat" MyProjectEditor Win64 Development -Project="C:\Users\Martin\Documents\Unreal Projects\MyProject- Newest\MyProject.uproject" -WaitMutex -FromMsBuild" exited with code 6. Previously when I tried building it from the launcher I would get a popup saying it failed and that I should build from source and then I could use the log file to find out what caused the error and fix it
Also, it built fine from source yesterday but then some magic happened and today it wont build
what should one do to fix this?
You need to get a reference to the player controller that you want to call IsInputKeyDown on, and hook it to the target pin
If it's running on tick you could have Keyboard F event set a bool on pressed and use that instead
okay ty to you both!
I am using the first person shooter template, so what would I drag in as the player controller in a public reference?
I think there should be a GetPlayerController or GetLocalPlayerController node
Use index 0
that worked thank you so much!
Hey to anyone who might be able to help.
We're trying to use Bink and UE4.27. Have the screens hooked up, there is 5 screens. 1 screen plays video A, Screens 2-5 are playing Video B.
Videos file size are 10MB or lower.
We have to change videos depending which character is active. Yet one of our programmers set it up in a blueprint using dynamic material instances. Since he hooked up his blueprint it has caused constant crashes. From duplicating an object, to opening a folder, opening an asset ect. Anyone familiar with Bink and playing multiple videos.
Should we have multiple material instances set for each video texture, or do a texture swap within a material as to not have more and more materials ?
On my packaged game on my pc it runs perfectly find and my gpu is at 10% but on my testers pcs its running 100% of gpu and its kinda poor
are you saying about bink?
nope
I created a blank scene, which only has the default floor and added a bunch of furniture to it. I get 45 fps
If it delete the floor mesh, the simulation goes down to 15 fps
is this expected?
I'm importing Daz3D into UE4 and I'm noticing at a distance there are white lines around the texture seams??? I'm assuming it has to do with the LODs. Up close its gone. I don't think its the mesh LOD because it stays at 0. How can I fix this Thanks!
Does anyone know how to make 3D movement like this? https://youtu.be/n6dL4PqINZM
Follow me on Twitter for updates on my games:
http://twitter.com/tylermcbride
Music used in this video:
https://www.youtube.com/watch?v=C-t9y0Hcp5U
New stuff compared to previous video:
-Dashing: When you land from a speedy move, you'll gain a speed boost that lasts for a short while or until you stop running.
-Climbing: You can climb certain ...
Like having the player build up speed over time and having the short hop is almost like a shortcut to get to the top speed.
Also the jump is controllable and not super floaty like in ue4. Does anyone know how to make it like that? I've been messing around with the character movement component for months but it still feels off.
Lordy, any way to reduce load times when starting new projects. I'm new to this stuff and every time I open new project it takes AGES as tons of shaders load. I've seen examples of folks starting new projects and their stuff loads like quick pronto. What gives? Any tips? Been looking for solid FAQ or video to help as it taking like 5 minutes to start a new project.
It only builds shaders the first time unless you make changes idk might be something else
can anyone suggest any mobile monetization plugin except admob
looks like move it tbh
is this the right way to disable collision?
im trying to stop player grabbing weapon/item from another players hands
but running this dosnt seem to work
tryyyy
seting the death to a on rep notify
Why multiboxtracebychannel is returning only one hit?
I just got an M1 Pro 16β and unreal runs terrible on it
In case anyone was thinking of doing that
Iβm getting 5 fps rn in the abandoned warehouse marketplace level
5
Idk if I should upgrade to the M1 max or just return it and not waste my time lol
build a pc. buy ryzen 9 3950 or something like that.. 64 gigs ram, 2 tb hd, either 6900 xt, 6800 xt or nvidia 3070+ series. Do not game dev on macs..
what did you expect byuing mac?
the m1 max is insane on paper
it's really not a "lol mac" thing as much as the lack of info on if we can viably use ARM chips?
delete and re-install visual studio
sillyness
this is returning me actor_13627
instead of p7_duct_metal_rectangle
anyone know why?
Does anyone know how to make the client process faster while in the background? say you alt tab and go to google and its on a second monitor, by default it will lag hard and not process ticks as it does while focused
What can I use to interpolate two values that's tied to a variable - I have a timeline for FoV when aiming and realize I can't change the speed or change values conveniently
Unreal editor is slow when it is not the active window
Go to Edit/Editor Preferences, select "All Settings" and type "CPU" in the search box. It should find the setting titled "Use Less CPU when in Background", and you want to uncheck this checkbox. @tawdry wren
This happens well into gameplay... but only sometimes... what could cause the player controller or hud to return none?
Multiplayer?
why does none of these give me the world outliner name?
@muted imp i did that but its still insanely meh
@tawdry wren did what
Go to Edit/Editor Preferences, select "All Settings" and type "CPU" in the search box. It should find the setting titled "Use Less CPU when in Background", and you want to uncheck this checkbox. @tawdry wren
@tawdry wren When did I write that lol I don't think that was me who wrote that
All good bro lol I was like.. hold up bro I ain't that smart
@grim ore
Lesson of the day, if you're using a plugin and it affects your game, keep it in your projects plugin folder. Otherwise you can mistakenly update the plugin, things can get messy and have to contact to the plugin dev in order to get older version. I learnt that in a hard way. But thankfully plugin dev was a good person so he gave me the old version.
No single... that's why I'm so confused
since I just import my scene from blender, and each objects are seperated
then I export it, but Unreal read the .fbx as a seperated objects,
do I need to join each objects first on blender ?
Hello guys I have problem with my inventory system I want to make exchange item system when you select an item and press button to exchange it with other item, it is kinda working but the problem is that it doesn't update the "thumnail " of the old item. idk how to fix it
https://blueprintue.com/blueprint/wc17rfdr/
this is the link of my all bp
I will be more than happy if someone can help me
I am fighting with this problem for 2 weeks π¦
i tried object and it doesnt work
my first guess is "actor"
Guys what was the keyboard shortcut in the viewport to display an asset list, similiar to right click in the blueprints?
Has anyone had this issue before? This is a crash on a packaged game.
Assertion failed: Blendspace != nullptr
[File:D:/build/++UE5/Sync/Engine/Source/Runtime/AnimGraphRuntime/Private/AnimNodes/AnimNode_BlendSpaceGraphBase.cpp] [Line: 13]
learn.unrealengine.com is down π
Component mask
does anyone know how to filter textures in windows (or some image app) to only those that contain alpha channel?
Anyone have some cool ideas for an horror game?
yeah
i think its cool anyway
@worthy plaza ok so u know the show westworld, with the archons and creepy dudes, it was based on the gnostic religion, (idk if its the first religion to exist but predates Christianity and all the major ones) where people believe that when you die you get reincarnated by evil interdimensional beings and earth is basically a farm and every person has relived their life thousands of times
How about a game where it starts with your character dying but instead of being reincarnated you wonder as a spirit and fight evil interdimensional aliens
you could make it like silent hill
You are alone in a maze and u've to find the exit, i was talking about the jumpscare and something like that
rn having no ideas other than the usuals "spawn people in front of you" or "whisper in your ears"
Hi, I've been working on a project about 2 years, I almost never made builds so now the game crashes very often despite the game works perfect in the editor. I tried to build a debug version but it doesn't compile. It says:
Missing UE4Game binary.
You may have to build the UE4 project with your IDE. Alternatively, build using UnrealBuildTool with the commandline:
UE4Game <Platform> <Configuration>
So I can't even find where are the errors. plz help π¦
anyone know why an existing project cant find visual studio installed but if i create a new project it finds it
Nvm solved it face slap
Bruh
"After some research, Vertex Painting when used to control opacity will always work on the mesh, but the light pass on a Static Light will not reference the vertex information. You would have to set the light to Movable, Stationary will also reference the Static Light build and will not render our correctly based on the vertex painting."
I created a blank scene, which only has the default floor and added a bunch of furniture to it. I get 45 fps
But if it delete the floor mesh, the simulation goes down to 15 fps
is this expected?
Just a theory, but you are setting the player controller to be slot 0. so if the value ever goes to one, this could return to none. Make a check for zero, if zero do that.
Use random integer in range, min 0 max 0
Hi everyone, I am trying to place a car and the chaosvehicleplugin. my car is not pinned to the ground and does not move. It seems like the car is floating. what could this be? UE5 is used
maybe someone else had this problem and also a solution to it
Thanks for this answer. i know you mean well. but i wouldn't ask if i hadn't googled already. but thanks anyway.
as a example. look over the code
lol
sorry man just got out of work
use the base demo for the car it uses chaos
thats the problem, demo map dont exist, i buyed one to test and learn, no demo map, and blueprints seem corrupt. so i tried to make it. but yea ^^
sounds like a issue with the physics body or gravity settings.
I dont work on vehicles so i dont know lol
all good, thanks anyway π
figured it out π
might be 100% your collision settings tho
Try removing any wheel bodies you may have in your physics asset. The WheeledVehicleMovementComponent should create those automatically. Also, make sure your mesh's wheel radius and offset match your VehicleWheel radius and offset properties
add this to begin play after as well, in your vehicle base bp
i will try π
Hey guys. Stumped with 2 things.
#1 Why do texture objects do this the displacement, where as a standard texture sample doesn't?
so im doing a python function that is spawning 27k actors and it crashes after like 4k. because memory goes to 100% with time, is there anyway i can limit memory usage or something i can fix in my code?
Low polycount could be better. 4k poly per actor = a lot. 4000 of them and you have nearly 19 million polygons onscreen.
They say max you should have on screen is max on screen 300k polygons
You can use a system that creates thousands but the ones in the backgrounds are super low polycount and super low materials. They are instanced too to reduce drawcalls.
You could also use graphics sprites for the ones super far. Can get maybe millions then
do u think thats whats causing my crash
heres my code btw
i think its crashing because of loading
Pretty sure. Do a test. Replace them with planes. They have 2 polygons each. You should get about 150k of them before you get close to crashing.
Wait a 2 polygon actor instance had 877, but a 4659 polygon instance got up to 4k?
no it was 877 in a minute
So polygons don't matter. What texxtures are you using?
Is that the epic python integration or unrealenginepython from GitHub?
the intellisense fix isnt working with ue 4.26.2 for me
it still shows me the red squiggles
can someone help?
Yeah I don't think I can help there.
epic python
thank you for trying π
Interesting.... I had some memory issues with unrealenginepython but haven't used the epic integration
yea the memory problem is on spawn_actor_from_class
So you have some actors already in the level, and you are creating a new staticmeshactor for each
Have I read that right?
Ok, so when you tried using the plane as Steve suggested, did you comment out the load asset line?
no
Try that
but i did this thats also the same thing but better to test right? i didnt apply a mesh to the staticmeshactor
and it still happened
the memory stuff
No cos you are still loading assets for every actor
I suspect your issue is coming from the assets you are loading,nnot the actors spawning
i'll block out the load asset
You might find, maybe, this is a hunch, but you might find it's loading copies of that asset every time, not loading a shared instance
Move that load asset out of the loop and try
What's that code look like?
Interesting. And there's nothing happening outside of this python? It works exactly as expected if you comment out the spawn actor line?
Interesting....
Yeah it could be something with how actors spawn. Try loading 100 at a time, then waiting a few frames or a few seconds. Let the engine or editor tick between
yea i just tested on blueprints and it crashes after 4k always
i'll try adding a 0.15 delay
4k isn't nothing, but it's also not That many actors. I wouldn't expect that to crash
Interested if the delay works
What's the actual crash log say?
Yeah so straight up memory issues
yea delay didn't work
crash at 4700
can you see if u can spawn more than 4700 without crashing?
might be my specs idk
4k actors and ue4 editor is at 8.4gb
I rigged up a button to do 1k at a time
5k actors at 9.1
Gb
right, so i'm on 4.24, spawning 6k actors used 10gb of memory for unreal alone. saving, closing the editor, reopening and loading the map, and the editor is using less than 1gb of memory
you'll need to track what actor you've already loaded a new actor for. and just do a few at a time.
how much ram do you have?
do you have a lot of stuff running in the background?
hmm, yeah i dunno. unreal definitely used a lot spawning that many actors, so you might have some issues if you can't free up some memory
as i said, my unreal grew to around 10gb
but loading a map with that many actors is fine
so maybe you can find a way to mark progress, and do it incrementally
yea i'll try thank u! @real heath
NP
Apologies if this has already been answered before, but anyone knows what is causing this weird "black square" bug on reflective surfaces?
I'm on 4.26.2.
Thanks!
why does world position offset, and displacement, just rip my meshes apart?
look up, looks like the default level.
yo my game just crashed and i loast a lot of progress where can i find the backups???
back ups never work but they are in your save folder
you might be fucked.
i lost 2 days of work if the backups dont work
Been there.
lol
I lost a whole project because of one structure breaking every single blueprint
bruh what the fuck is this
that looks like a CTD and everything is broken π¦
manually save after every edit
no cap lol i save every 2 minutes
manually save?
Yeah
u mean compile and save?
file, save all
if you never saved it previously, then its gone
can i put it back in?
@plush yew i love u bro
reset the animbp and do not forget to move the cam
make the capsule component bigger too, you want to it cover the whole body.
it prevents this btw
gun clipping or body clipping in a TP game
i was wondering. what percent of all software developers are game devs?
probablt a small amount

lol
So 2 meshes, the bottom the original rock, importing into blender, changed, and exported. Second, created from scratch in blender. Why is the crappy rock not showing vertice lines but my smoother version is?
I have a pretty simple question, if im not using baked lighting do i need to use lightmass importance volumes
@tender mountainby vertice lines do you mean the yellow outline
cool thanks
Nah in the bottom one, you can see where the sharp edges of the mesh are. But they aren't sharp in the bottom mesh which is very low poly. The top one is smooth but every triangle is pretty obvious.
Hii, Iβm an artist and I start using for references and concept art, I see some cool animations too, I was trying to use some animations, but I have a question, is possible start an animation and then stop this/ slow mo etc etc, I mean like when you use a 3D software like blender
I want to, idk, load a punch animation into the base model then stop the animation half away and turn the camera around
How I do this in UE?
spline and a camera actor?
looks like LOD issues
I have no lods on either that I know of.
Number of lods 1. On both meshes
The rock kept it from export from UE4 to blender, and back. Not sure what it is.
Does anyone understand Panini re-projection on the vertex offsets of viewmodels?
and how not to make guns 100% not clip?
What's the left have that the right doesn't have? And how does it have 1228 triangles from 664 vertices? Mine (right) has 3k vertices and 1k triangles. Why?
sorry if this a stupid question but is there a way to put a texture on a landscape-material which covers the hole landscape and doesn't tile
Am I allowed to use quixel bridge megascans in blender with the unreal license? I will use the megascans for the game Im making in ue
probably your mesh and beyond your power dw about it
i think it has to do with how unreal generates triangles but i wouldnt be surprised if some of your faces had 5 vertices
Im not exactly sure
why when i host a game on first windows and join (with ip adress) with second windos, UE crash?
Does anyone run ue4 chaos build on windows 11? Curious if it works before i download
Found it: In blender, there is this thing in "faces" called "shade smooth"
Hi, I'm trying to make something like this (with a whole lot of foliage) but Unreal starts lagging so bad after I paint 100K trees. Anyone know a fix or an alternative? -- Also, the farther I get from the trees, the less I see them which enables the terrain to look empty - anyone know a fix for this too? Thanks π
Yeah, upgrade your pc or use super low poly.
Ok thank you
thats the thing about foliage. Its animation + polycount, or animated particle texture
lots of those and BAM virtual momery is gone.
i have 16 gigs with my 6900 xt, and still lag like a son of a bitch lol
Never, ever click on those links lol
u saved me
What happens now? Is my acc gonna get stolen?
Do not know, i never clicked on it.
but you can read about it with google tho
people steal accounts to try and get the cc linked to the discord account
Question, I'm trying to work on setting up an interaction system by essentially having raycasts hit an object then have that object increase the hunger bar. The issue I'm having is that I want the raycast to fire off from the mouse cursor but the best I've got is it hitting where the player character is.
That is because you are only calling to do that lol
Yeah, true... I should have explained that I needed help figuring out how to set it up to fire from where the mouse curser is.
I believe there is a demo, where you can look what they did
start by looking at the get hit result under mouse/cursor nodes and you can go from there, that might be easier? otherwise you can get the mouse position then deproject it to the world position then cast outwards to find what it hits
Ohhh.
your also not doing anything by getting the camera direction
When i start learning ue4. Should i start with making little scenes or with something bigger?
Oh okay, thanks for the heads up!
@amber lakeyes, either one works. figure out what you want to do and do it. With that said if its somthing bigger maybe break it into smaller parts?
input action might not be the right idea
you might want to create a custom event
then call a reference to the interact key
add the camera location and the cameras forwards vector
to the custom event
ok thanks, i'm gonna make somekind of nature scene
Ello!
im using ue4
And im wondering how to make a tranformation from robot to car
https://youtu.be/dnB68Sy15K0
Like this
And you can walk as a robot and drive as a car
plz give a tutorial or anything
Hope you like it!
Twitter: https://twitter.com/JspReviews
Instagram: https://www.instagram.com/jsp_reviews
Gonna see if a copy of the project builds, if not I'll try to reinstall VS, thanks
please ping me
Also question, why when I put my player character into the scene the actual model in the editor says "BADsize"?
It's not effecting me in any way, just curious.
Either you are clipping thru the ground with the capsule or something, or the placement is clipping
Truly.
excel is the unreal lifesaver, your solution worked, was the physics, but now i see, bone orientation is wrong too. means I bought a faulty asset π
lol
i bought over 5 k in assets. Learned to never use someone elses code and figure this shit out for myself.
@humble bayis this on unreal engine 5
look up impostor foliage for nanite,
then make the far away trees imposters
do not ever buy a FPS blueprint from the marketplace. the shit these people do.. LOL
@steel lava
Inventory UI with UMG
Hello, how much do draw calls affect performance
look at that
yes i thought in the unreal marketplace the stuff should work. thought wrong haha. Of course you learn when you make something yourself. but sometimes the time is not enough. I spend otherwise already daily time in unreal xD
True, LOL. The only thing you should never involve yourself with is HUD, UI, MENUs, buy that crap.
Noctè does good ui stuff tho
To be fair most of what I've found in the marketplace isn't even useful for my current project so I haven't really grabbed anything from there. lol
The only thing i used from every asset was guns, anims, textures and materials.
I guess I'm doing it backwards then, I love designing Ui haha
lol Yeah, for the life of me UI has always been a issue.
Same, except for inventory/quest systems they are really annoying
true
Bro Pro HUD v2.
Just amazing for that
It's not for inventory ui tho plus working with all those vertical and horizontal boxes really confuses me
i kinda thought the UI and Hud would be the easiest for me to create. With animations I have much more trouble. or that a car drives haha
then you would have to recast to a ui
how to fix copy/paste not working when copying files from one project to another?
I already own it although I don't like the new update
you do not copy and paste.
you migrate
Migrate inside the engine right click / migrate
i want to export vfx from one project to another
anyone here understand ambient occlusion distance fields and can help me fix moneydog, some light angles leads to blurry textures around low roughness on my dog
Put them in a folder and migrate the folder
if the VPX is in the content folder, you can copy and paste from folder to folder.
anyone understand whats happening here?
ive tried about everything to fix it
i often copy/paste thirdpersoncharacter
it works for a while then it just stops
i mean copying directly in the scene
In order to copy/paste inside the file explorer you WILL have to get the same directories right
After the content
ok, thanks
What is the easiest way to prevent gun clipping? I do not want a super huge capsule, it will mess everything up.....
i tried near clip plane to 0.1
You could do physical animations component to the gun but I assume this would make even more trouble if you don't have hand IK or you could render the weapon in an entirely new separated world there are some clipping tutorials on YouTube
watch out when you change the near clip plane to a number that is too small, other issues might pop up later.
thanks for the heads up
ill have to look this up.
Its not a minor issue, but it bugs the crap out of me
Solo dev issues lol
WOW this works off material
wierd af
Thanks but no it's not the default level π It follows my camera and seems to appear when the sun is behind me.
I think it's related to something in the water system's default material , as when I change it (for some other random water material) the bug disappears. I just tried in 4.27.1 and the bug is still there π¦
deff the material
is it the epic default water?
or it can be the reflection
yeah, I made an instance of it to edit some settings (color etc)
I don't know, I might have to check each of its settings (there are a lot)
that comes with some water materials for ya π
Thanks! π
this is the full project
Is there any sort of setting that will make Unreal Engine run better on M1 Pro processors? Or is it just gonna be terrible always lol
I bought it thinking i could use it to supplement my game dev on the go, blender works great which is as expected, but unreal is attrocious on anything above the starter projects
lower the scalability? lower the resolution? what do you get in a default third person template
I get 120 in third person template
I think it would run a lot better if there was metal compatibility
but i think this computer just sucks on UE lol
thats kinda of a bummer, I was considering getting one shortly
I know there was some weird compatibility before where you had to basically use IOS emulation when the M1 first came out
Ik I was so excited
and I had assumed it used metal for macOS, it seems weird it doesnt its a requirement when you launch it
Well maybe Im thinking of this the wrong way, I do use iOS emulation and get 120 FPS, but it doesnt look good
I was thinkign with the level of power they show in this laptop, that it would run just fine on regular mode
BUT
If metal only works in iOS emulation then theres the issue
in your project settings for platform, what is it showing for the default for macos
let me check
or uh mouse over the project name in the top right it might show the renderer being used
Damn its metal
So that is the metal performance then
So basically, it can only handle mobile graphics
darn
I know the gaming tests put the pro around 50fps in tomb raider, so I would expect a bit more out of that scene
might be the resolution honestly, since macs are evil high dpi devices lol
which M1 is it?
M1 Pro, Im tempted to return it and get the M1 Max
to return that one later and go with amd64? π
But im putting my scalability settings back down to Low and im getting no fps change
well if its 5fps on the pro it would scale to around 10fps on the max so still not a good change
Ya imma just return it
try changing the native resolution of the screen down to a normal resolution like 1920x1200 and see if that helps
ill try that when I get back home i got some time to play with it and experiment, my manager will let me return it past the window lol
I mean it just doesnβt make sense tho 5 fps
I get playable frames on my 1070
Itβs gotta be that intel emulation bullshit
Rosetta 2
I seriously doubt that on low render res and scalability that Im still gonna get 5 fps
people mentioning some stuff they did here, but also 120fps for action RPG so maybe thats a data point you can compare to https://forums.unrealengine.com/t/m1-mac-4-26-compatibility-report/155331/31
Interesting stuff in there, didnβt know about cook content for Mac
No idea what it does but when I get home Iβll try it
Is that like some extra step for macs that might improve performance, some sort of caching?
not really, its meant more for packaging
can anybody help with the scaling of the material?
what did you need help with? you want to scale it? add a texture coordinate node into the UV part of the texture sampler in your material and change the scale on the Texture Coordinate node
Is it possible to have shadows on statics and cloud shadows at the same time?
or can I change the cloud shadow opacity
eyo
just started out, i need pointers for tutorials
i wanna make a first person fighting system where you have completer control over your weapon(similiar to vr controls but with physics)
pinned messages has general learning materials
?
this is anything but general :/
do you know the basics of the engine and programming and game design?
basics yes, i know how to make blueprints and objects and interact with the engine.
then if you know the basics, and like you mentioned this is anything but general, you need to break apart your design into pieces and focus on the pieces then. you might find tutorials or learning materials on the parts so you can put it together.
there does seem to be some learning materials out there on first person combat
yes thats what i wanted man, links to those :/
oh wait, youtube links not allowed on here?
my bad if thats the case.
Guys please this is so annoying, does anyone know where i can change default input for widgets in UE4
as far as I know you cannot, its the bottom face button on the gamepad. You would have to override the pressed function on the widget and check for that button
or listen for input actions in the widget itself
I will see if i can make it work, thank you
Hey, this is quite a stretch, but does anyone happen to have any knowledge on getting ue4 actor manipulation to work like it does in blender?
Like, in blender a single keyboard button press makes an actor follow your mouse. Pressing x y z would constrain the actor to coords. Similarly with rotation and scale. Ive been using the UE4 gizmo to move actors for years, and its really bogging me down.
Its so clunky to have to press W to enter the movement gizmo, reach my mouse over and aim on the axis I want, and then click to move it, and if I choose to change direction, I have to unclick aim and click again.
While in the described blender version, its just press G, then press X Y or Z at anytime to choose an axis.
I think it comes down to some software related issue, if Unreal was built to natively use the M1 chips then it would be a whole different story
Somewhere in the emulation with Rosetta or something itβs killing fps
yeah there is only so much the translation software can do
its annoying since the basic stuff works fine, so somewhere something is causing it. could be too much transparancy, could be AA, could be who knows. you would have to profile it to see the issue
This is exactly what I was thinking. There must be some piece of this scene thatβs causing a dramatic slow down,not emulating correctly
But youβd think all of the cinematography things you can do in UE that epic would make an ARM build
Iβm looking at a lot of reviews on this computer and it seems to be software is holding it back. All software designed for M1 is crushing even desktop computers
For example I did a geek bench test Iβm getting 2000 more multicore than my i9 10850k
And to be fair, my light build times are nearly instant
Thatβs one thing, the cpu portion is spectacular
Guys please help, been working on this game all today. I added two new sections {manage - add} to my landscape to create the beachy bit at the bottom of the image. I was working on that section and then out of nowhere my player now falls through the landscape. Haven't touched any collision settings {landscape is set to Block All} . It was all fine before i added the new bits of land. One thing i'm thinking is because i made the beachy area really low. Anyone have any ideas how to resolve?
Idk if it itβs related but isnβt there a ZKill or something inside of the World properties
thanks salzar. I haven't really changed any settings. Game has been working flawlessly for weeks and then i add these two new bits of land, make the beach and player falls through it now as in video above but anywhere on the landscape.
Your welcome, Iβm not at my pc rn so Iβm trying to remember the setting, but if you placed the landscape lower than the others I believe this option Im thinking of will effect it
World settings Kill Z
Thatβs what it is
Thanks, i see this Zkill in World Settings, is that what you mean? Should i lower it maybe?
Yes thatβs it, Iβm not sure itβs related but itβs the only thing I can think of that would correlate to a lower landscape
i need help with an project
Although is that only related to world composition? Im not using that just adding segments.
I believe itβs just the distance to which your character controller is destroyed after falling through the map
Nothing specific to landscapes but if your landscape is low you could be at kill z level
Iβm not too sure tho like I said itβs the only thing I can think of other than collisions on your character and land scape being off
Yeah thanks Salzar, i tried those settings but hasn't resolved it. Really weird. I had this issue once before and have no idea what causes it. It does seem like a bug. Might have to try UE forum.
what would be the best way to select an object type from a string or name? I know that it's pretty expensive to check strings frequently
optimisation question:
what is best, 4 material instance of 4 meshes with no texture or 1 material instance of 4 mesh with a texture?
(the texture is a basic radial gradient so I wonder if I should do it in Unreal or not, if I do, I need one material inst per mesh as I add colour variation)
Anybody able to help me understand why this is happening when attempting to retarget my animations? I have no preview pose;
It errors when I try. I've followed tutorials to set default pose and to change the Preview Mesh, but this doesn't seem to change anything
My preview mesh is set correctly on the animation, but it still doesn't show up in the retarget manager or let me retarget at all.
anyone had experience with steamcore and just making so a client can leave a lobby? not getting any luck with it
Reinstalling didn't work but copying the project makes it build once and then after I've run it once it wont build again π€
hmmm, turns out i was able to load a backup from 5 minutes earlier and it works again. Maybe the map just corrupted.
@plush yew ? Any further tips or ideas? Can't seem to find info anywhere.
does anyone know how i can use azure to render my animation? I need my computer for work, and i dont have a render farm. I want to make high qaulity vidoes, but cant with my computer. KINDA NEED HELP ASAP!
No, but if you use Unreal Engine, you don't need render farms.
wdym
my computer will take e 2 months to render what i want in high quality
and it would wreck my computer
Unreal Engine is a realtime renderer, it'll took you way shorter time to render stuff even in modestly lower end computer.
no, like i want to render a short film.
Using Unreal Engine, right?
I don't get how you draw that 2 months number from, if you're using UE.
my computer has littlery no GPU and terrible CPU
I could symphatise if you're using offline renderers.
I dunno, I have similar situation and sequence export runs just fine and dandy.
if i use sequence renderer can i crank up quality from there? bc i used that but i had tonns of noise wasvery bad quality
Using 50% screen resolution with some 5th gen TAA upscaling, managed to get decent quality renders.
It's how I did renders in 4K.
my friend has an azure comuter and he intalled ue4 on that then transffered his project there. i can do that, but i was just wondering if that was the only way to use a pwerful computer to render a high qulity movie?
srry for the typos
I mean, who knows, this whole realtime rendering thing with game engine isn't even a standard by big budget VFX creation houses.
so my best bet would be to do what my friend did?
If you really want some high quality render per powerhouse standard, might as well forgone UE4 and use offline renderers (ironically via online render farm)
do you have any to recomend
But then again, it's not like you can't YOLO your method.
his method worked really well. it was super crisp
If it works, it works. If not, at least you can learn something and tweak the stuff.
What's the best way to detect a right mouse button click inside of a widget?
overriding mouse button down event
what's the way to go for a landscape with different kind of biomes, like sandy/forest/mountains, should i put everything in one landscape material or split it to separate landscape with their corresponding materials?
I mean specifically a right mouse button click not just any mouse button click
while later one wouldn't get the best blending between each biome i guess
@winter rain you take the input event and check "is button down" and define it to compare against right mouse button
@winter rain
Try restarting the launcher.
