#ue4-general

1 messages Β· Page 1081 of 1

prime willow
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do you have mass enabled you can add actual weight to actors

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which will help the objects reactions to physics

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you can enable it in the blueprints, and change the mass amount

digital rover
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" I set the mass of the vehicle to 50,000 kg but it didn't have any effect on the physics interactions, "

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not working

prime willow
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dang

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than i dont really know what to say xD

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im not really all that knowledgable on how to handle cars

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but that was my wild guess

digital rover
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I search this on forums and everywhere since few years ago, there was no answer yet

prime willow
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;-;

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your egonna have to throw stuff at the wall until you figure it out

cosmic venture
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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?

neon bough
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have you tried to tweak linear and angular damping?

warm horizon
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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

neon bough
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not possible from what i've tried

warm horizon
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Feck

neon bough
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you would have to change stuff in the browser plugin for it to work

warm horizon
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Hmmm

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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 β€œusername” off the page into the game so they can be linked up.

neon bough
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well, scrubbing a web page isn't the way to do something like that

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what if someone rebuilds the webpage, redirects your browser request to localhost and just "signs in" as someone else?

turbid wasp
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Hey can I ask someone here a couple of questions?

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I’m really new to this lol

neon bough
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yes, but this was your first question, you got to wait 10 seconds before you ask another one

turbid wasp
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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

neon bough
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nope, never used quixel bridge

plush yew
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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 😦

frozen stratus
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@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

prime willow
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if anyone has a simple answer answe rto this please let me know

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If i build an entire city on mountains for example

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waaaaaaaaaaay up in the air

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filled with npcs and such other stuff

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will it affect people waaaay below even if you dont have access to it

exotic thicket
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Affect how?

prime willow
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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

mental helm
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It shouldn't unless you setup things wrong or in a silly way

exotic thicket
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It depends on if you run the logic or not

prime willow
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like the maps and all of that stuff on ground level o.o

exotic thicket
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If you run any logic on them then of course it will affect performance

prime willow
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so if i set it all up but dont run logic ill be fine?

exotic thicket
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Most likely yeah. If they don't do anything and just sit there, it would only really affect rendering performance

prime willow
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would stuff like animations, or things moving up there in the sky be considered logic?

exotic thicket
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Yes

prime willow
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fuk

mental helm
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Yeah, having multiple locations that are technically on one level/map has been done since early 3d games

exotic thicket
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If it's far away the player probably wouldn't see things moving there anyway

prime willow
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ok what if certain things like spinning wheels and such run so it looks ively but nothing else happens on it

exotic thicket
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So you could probably just not move npc's and nobody would know

prime willow
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will it cause much issues?

exotic thicket
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it depends on how many of them you move... simply rotating some objects is not a big deal

prime willow
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definitely wont move npcs lmao

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yeah like rotating perpellers

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maybe make the cities move their location around

mental helm
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You can rotate an object just in the material and not have much cost at all

prime willow
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back front nd side to side

mental helm
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It's what Fortnite does on mobile

prime willow
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o.o smort

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ddint think of that

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but i wanted to do so so i have less to setup when i let you play up there and also for aesthetic reasons

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my last question

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what if your character jumps down from there toground llvel

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would the stuff above to below cause a pc crash from translating the stuff up there to stuff down there?

exotic thicket
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Nah

prime willow
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so i can do this o.o

exotic thicket
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None of this is likely to be a big problem

prime willow
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with no prolem

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i know fortnite lets you fly off into the below

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but nothing happens above so

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hmmmmmmmm

exotic thicket
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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.

prime willow
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ah

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thank yyou

mental helm
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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

prime willow
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no no id lke you to be able to transition from sky cities to ground cities

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like sky of arcadia but if there was a ground level world xD

mental helm
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Same idea

prime willow
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ah

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okie definitely will take a look

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❀️

fierce tulip
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there is a document showcasing the inner workings of fortnite

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i bookmarked it, but my bookmark-folder is a mess

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some googling might allow you to find it, as epic released it themselves

prime willow
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ah thats good to know

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wait

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what f i wanted to make conitenents

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like entire countries for example

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could i do that with landmass?

clear nacelle
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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?

pure sorrel
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how to detect collision with code?

plush yew
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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?

strange peak
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Is it necessary to delete unused assets before packing?

plush yew
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Also, are there any source control like github for code for UE projects? where one can download and upload updated BP/Files etc

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ashes of creation uses unreal engine πŸ˜‰

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yes.

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you can make anything you want with unreal engine.

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but how is it possible

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to do it?

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some tutorials?

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the best for learning mmo building is with him.

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Everything i learned was from udemy courses.

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redid like 10 courses over and over agian till i understood everything.

thick herald
clear nacelle
toxic cliff
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Hey, does anyone know how anisotropic metals work in 4.27?

plush yew
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I think thats a bad habit to get into >_<

clear nacelle
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i didnt notice any actual issues like that as a beginner

plush yew
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You start to notice things like that when you want to replicate your game πŸ˜‰

wary wave
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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)

plush yew
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true

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but i mean it just is another process to get the characters direction and forward vector

wary wave
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if that's all you want, any actor has it, so you probably don't need to cast anything at all

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unless you're pulling direction (of movement) out of the movement component, in which case you can try to grab the component directly

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we work with the components, rather than the actors, a lot, since it dramatically reduces code-coupling and dependencies

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(and doesn't pull in any assets through reference chains etc)

plush yew
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smart man πŸ™‚

wary wave
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it rapidly becomes necessary when you have hundreds of GB of assets, haha

plush yew
wary wave
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it's a literal bounce in physics, by the looks of it

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likely because the character you're jumping on cannot be used as a base for the character doing the jumping, or something similar

plush yew
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I dont know i am using this as a movement plugin and trying to figure this crap out lol

prime willow
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weird question

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can you interface a component

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into a component

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than interface the interfaced components on a character?

plush yew
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Theoretically yes.

prime willow
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would it cause issues long term?

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especially if tending to do replication eventually

plush yew
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I have no idea bud, I never tried that.

prime willow
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xD

plush yew
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thats just going to far lol

wary wave
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I don't think it would cause a problem, but I also don't know why you'd bother

prime willow
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idk

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just seemed like something that would solve 2 problems elegantly

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i didnt wanna have like 90 components on a 3rdprson blueprint

plush yew
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Just put them into one? and cast the event or function from bp

prime willow
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i could possibly merge the components via blueprint utility transfer

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hmmmmmm

plush yew
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xD

prime willow
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idk im spitballing lmao

plush yew
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your making shit to complicated for yourself lol

prime willow
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yup

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im stupid

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pls forgive me

neon bough
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what replication for? snowie you are the only one playing your game πŸ˜›

prime willow
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and i know for an arena fighter i need to do that before i even start coding

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but im dumb and i know ill pay for it the more i pussyfoot around doing it ._.

bleak vessel
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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?

devout edge
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do u guys have any tips for doing lighthouse lights? that rotate?

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spotlight isnt working as good for me for some reason

bleak vessel
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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?

prime willow
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especially when you get assets for models animations programs needed for painting mesh making etc

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music

prime willow
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pick up a few TB's externally and call it a day

plush yew
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I have 3 TB of just assets.

prime willow
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^

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same

plush yew
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If you are serious about game dev, you need at LEAST 1 TB, thats still not enough.

prime willow
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i have nearly 5 tb in total

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and im thining of getting another interal HDD since my rig has 5 slots for HDDS

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and i havent even started worldbuilding

plush yew
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I feel ya.

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lol

prime willow
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the map is preset blocks

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that come for block out and i need more storage xD

plush yew
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just animations, character mesh , textures, sounds(footprints and stuff) and character blueprint takes up 20 gigs

prime willow
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;-;

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compression tech release date when

plush yew
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I hope ue5 will have something like that.

prime willow
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im still waiting for intel to release their HHDD ram system

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they said was done 5+ years ago

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where each gig of HDD space doubles as ram

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so 1tb HDD is also 1TB of ram >_>

plush yew
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yupp i have a 512 gig used as virtual memory as well lol

prime willow
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xD

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i tried changing that and bricked my HDD hard

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idk how so i left it on default this time ;-;

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tho i can only imagine how tech will evolve when every gig of HD is also a Gig of ram

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let alone when Li fi tech bcomes normal household stuff

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they already figured out how to use Li fi for more than net

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but information processing

cyan bronze
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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

prime willow
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theres a really good asset for that

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does exactly that as splines

plush yew
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always a good asset pack for everything... but coded by a beginner...

prime willow
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YUP

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im honestly concerned about that

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coding my entire game

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and its a unoptimzied PCbricking hunk of software

plush yew
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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.

prime willow
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i just see how triple A companies butcher the goose and wonder

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am i going to be in that position 3 years from now xD

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how do i fix it before my game becomes deadware Zzz im a single developer lmao

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anyways im going to take a nap

bleak vessel
cyan bronze
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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?

cedar wave
cyan bronze
cedar wave
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That's what this one person was doing.

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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

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And cut trees down

cyan bronze
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Ok i will dig that up

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ty

cedar wave
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It is kind of a long video and their game is a low-poly game.

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To help you kind of discern a bit which one I'm talkin' about

hidden dew
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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.

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Any tips anyone might know that I could try?

grim ore
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did you install incredibuild when you installed visual studio?

hidden dew
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I've definitely had it installed, but I believe it isn't installed now

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If it is, I haven't found a way to show it

grim ore
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it would show up as installed in the visual studio installer app

hidden dew
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In VS2019's tools section, it shows it unticked too

grim ore
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that can cause compilation issues

hidden dew
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Yeah

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It's unticked there

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Yeah, read of that one

grim ore
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might try running it from the .exe then and not from visual studio, since its compiled go into the folder and run it directly.

hidden dew
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I'll check my VS2017 just in case

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ah yeah, good idea

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Damn, there it is showing in VS2017 😐

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Hopefully that's it and I can just say 'my bad'

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(Incredibuild)

grim ore
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oh super weird

hidden dew
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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

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But I know I've had it, and that I had done something to get rid of it ages ago.. but memory bad.

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Holy crap that was it, it's working

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THANK GOD

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And thank you for prompting me into that one little step extra of thought that got it over the line

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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.

grim ore
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I think if you track the running processes in windows you can find it

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but yeah I always just check VS installer

hidden dew
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That sounds dumbly obvious in hindsight, but yeah I didn't check that.

frail sun
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So Epic Games Launcher thinks UE4 is still running even though it isn't, how can I fix that?

grim ore
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kill the tasks in task manager, restart the pc, set it on fire and start over?

frail sun
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lol

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I've checked the task manager, was hoping to not have to restart

grim ore
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its not updating the engine or launcher is it?

frail sun
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Nope

grim ore
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aww bummer

frail sun
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There has to be a lock file or registry entry it's checking I would imagine

spare stirrup
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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

neon bough
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get some people who test for you?!

spare stirrup
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@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

neon bough
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well, get some people you can trust πŸ˜„

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it goes on with the different operating systems

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otherwise, i don't see how you would test it without the engine versions installed

spare stirrup
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Trusting people isn't the problem!
I mean I was thinking about just installing the other engine versions, do they take much space?

bleak vessel
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Can this kind of clipping happen with UE? If so , how to avoid it?

heady quartz
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Anyone knows why my baked light doesn't take into account the opacity mask? it bakes as if there is no mask

grim ore
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when one mesh intersets with another one, yep thats normal. you would make it collide or not allow it

clear nacelle
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why are my viewport and game preview cameras not the same? it's not actually attatched to the character in the game preview

grim ore
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which part of that is wrong?

clear nacelle
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and now that i realigned the camera with a better position in my viewport the game camera is miles off

grim ore
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is that camera attached, or is it on a springarm?

clear nacelle
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should be attached

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i dont see springarm

grim ore
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its really hard to see your setup, show your characters blueprint completely so we can see the components

clear nacelle
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theres the event graph, would you wanna look at the full viewport?

neon bough
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check if you override the position of the cam in the level character

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or just delete the actor and place it again in the world, if you don't have any custom settings on it

clear nacelle
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oh wait i think i got it

neon bough
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and cameraboom is probably a springarm

clear nacelle
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ill report back lol

neon bough
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but unrelated as nothing is attached to it

clear nacelle
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now it's not taking my mouse input

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the controls are all weird as well lmao

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yo hold on i forgot use pawn ctrl rotation sorry i got it

hidden dew
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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.

plain void
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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

neon bough
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you could save them on a map in the gameinstance?

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map <playerID, playerController>

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or the playerID on the controller

somber patio
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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?

plain void
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@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

dapper frost
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how do you guys use vsc for ue 4.27? The github intellisense fix doesnt support it so I am reinstalling 4.26.2

plush yew
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lol pro hud and competive shooter hud broke on me, what a start to the day.

turbid wasp
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can someone help me to install quixel?

plush yew
turbid wasp
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im not that stupid

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lol.

plush yew
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lol

plush yew
candid kindle
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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 .

grim ore
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did you restart your launcher after redeeming the code?

candid kindle
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yes it shows in my Library

grim ore
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and when you click create project on it?

candid kindle
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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

grim ore
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when you created it, what version did you create it for and do you have that version of the engine installed?

candid kindle
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4.26.2 and yes I have that installed

grim ore
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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)

candid kindle
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any ideas how to fix it ?

grim ore
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technically yes

candid kindle
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how tricky would it be

grim ore
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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.

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then rename it to the name of the folder your project is in and it should open fine

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technically you could name it whatever you want since its not a source project

candid kindle
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Thanks I will give it a try Thanks for your time πŸ™‚

grim ore
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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

candid kindle
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Cheers

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yep it worked thanks again

grim ore
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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

violet yoke
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Hi, I have some trouble in changing max walk speed of a character through a cast

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Im working on the AI and I added a service for when the character patrols and chases the player to change the speed

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But it doesnt work

candid kindle
grim ore
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@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?

violet yoke
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I havent yet

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Wait a sec, I ll send the blueprints

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This is the character's blueprint I want to change the max walk speed of

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The service blueprint

grim ore
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what is the name of the blueprint at the top? where the Speed event is at

violet yoke
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ch1_enemy1

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Its the npc's name

grim ore
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your going to have to start debugging then, watch the behaviour tree while its running

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the code seems fine, but we cant see it running

violet yoke
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So these blueprints look fine?

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Alright

torn ember
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hmmm

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personally I just use a task

violet yoke
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Thanks

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I will try this

torn ember
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shouldnt need to cast it all the way to the enemy either

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since movement lives in parent

violet yoke
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I forgot how to add custom tasks..

torn ember
violet yoke
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oh yeah

thorn dirge
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can anyone help me whenever i package my game and use it its using 100% of gpu how can i stop this?

torn ember
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maxfps?

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if you dont limit fps

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why would it not use 100%

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unless cpu bottlenecked

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or something

violet yoke
torn ember
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shrug

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it works

violet yoke
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then its good

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Can you show me the character's blueprint too?

torn ember
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none of the code for this lives in the character

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its just using the movement component of an actor thats parented to character

violet yoke
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What is that Walkspeed?

torn ember
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task variable

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so I can set it for each task

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in the tree

violet yoke
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oh alright

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So its a float in the task

torn ember
violet yoke
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yep

torn ember
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simple and effective, you could use a blackboard key to affect the speed if you wanted

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with other tasks

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instead of the float

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depends on usecase

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this is for setting a static speed

violet yoke
torn ember
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yes

violet yoke
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I dont understand what you mean about the blackboard key..

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Could you explain a bit more?

torn ember
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you could have other tasks to change a bloackboard key and use that instead of a local task float to change the speed dynamically

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if you dont just want to set a straight float

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depends on bt design

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you could have the bt design do that aswell so

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by simply having parts of it set different walkspeeds

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with the float as I have it here

violet yoke
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oh

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Alright

torn ember
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like you can do for find target for example

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for example

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set a float there

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as a key

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and have logic to determine the speed

violet yoke
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ohh

#

Understood

#

Strangely enough, the npc isnt moving

torn ember
#

did you tick success on finish execute? πŸ˜‰

violet yoke
#

I dont think Im allowed to be that dumb xd

torn ember
#

had to ask

#

stopping on some other task I assume

violet yoke
#

It works perfectly!

#

Thank you <33

torn ember
#

o7

violet yoke
#

I dont remember where I change the AI sight distance

torn ember
#

ai perception

#

sense

#

Sight Radius

violet yoke
#

Yeah but where exactly?

#

I cant remember where I find that window

torn ember
#

in your ai

#

the controller

violet yoke
#

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

brazen forge
#

How can i disable "open last project"?

buoyant graniteBOT
#

:clock2: Johnssss#5534 was muted for 1 minute.

brazen forge
#

I use another folder for my projects and UE says that i have no projects... can I change the default project path?

grim ore
#

if you open a project with UE4 from that folder it will add it to the my projects

brazen forge
plush yew
#

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 ?

grim ore
#

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

plush yew
#

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

grim ore
#

maybe? if you are good with the source and want to edigrate it yourself sure

cedar wave
#

@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...

β–Ά Play video
plush yew
#

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

grim ore
#

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

plush yew
#

Ah way way different than unity then, Im glad I've asked.

grim ore
#

yep. With that said if there is a 3rd party plugin then yes it could be updated independently

plush yew
#

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!

winged crypt
#

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

plush yew
#

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

fierce tulip
#

@plush yew that is odd. you might wanna email the epic/ue4 team with that.

plush yew
#

Its happened in UE5 and 4.27.1 yeah I'll try and email them today

plush yew
#

@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

thick herald
#

You need to click "show engine" and/or "show plugin" content in the little settings options box

plush yew
#

Thank you so much!

thick herald
#

Your very welcome πŸ™‚

sick escarp
#

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

real moth
#

what should one do to fix this?

dense bay
#

You need to get a reference to the player controller that you want to call IsInputKeyDown on, and hook it to the target pin

sick escarp
real moth
#

okay ty to you both!

real moth
dense bay
#

I think there should be a GetPlayerController or GetLocalPlayerController node

#

Use index 0

real moth
candid cypress
#

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 ?

thorn dirge
#

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

candid cypress
thorn dirge
bleak vessel
#

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?

crimson depot
#

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!

latent sonnet
#

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.

sweet dune
#

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.

plush yew
#

It only builds shaders the first time unless you make changes idk might be something else

civic wing
#

can anyone suggest any mobile monetization plugin except admob

plush yew
plush yew
#

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?

faint meadow
#

I just got an M1 Pro 16” and unreal runs terrible on it

#

In case anyone was thinking of doing that

#

I’m 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

plush yew
#

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..

amber shuttle
#

what did you expect byuing mac?

modest trench
#

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?

surreal eagle
surreal eagle
devout edge
#

this is returning me actor_13627

#

instead of p7_duct_metal_rectangle

#

anyone know why?

tawdry wren
#

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

dusk nebula
#

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

grim ore
#

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

glacial pecan
#

This happens well into gameplay... but only sometimes... what could cause the player controller or hud to return none?

devout edge
#

why does none of these give me the world outliner name?

tawdry wren
#

@muted imp i did that but its still insanely meh

muted imp
#

@tawdry wren did what

tawdry wren
#

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

muted imp
#

@tawdry wren When did I write that lol I don't think that was me who wrote that

tawdry wren
#

Oh it was Matthew W

#

sorry man everything happened so fast kek

muted imp
#

All good bro lol I was like.. hold up bro I ain't that smart

tawdry wren
#

@grim ore

knotty summit
#

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.

glacial pecan
fervent dawn
#

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 ?

plush yew
#

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 😦

devout edge
#

i tried object and it doesnt work

modest trench
#

my first guess is "actor"

thorn crown
#

Guys what was the keyboard shortcut in the viewport to display an asset list, similiar to right click in the blueprints?

tawdry wren
#

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]

plush yew
#

bling bling dog isnt real, he can't hurt you

#

bling bling dog

oblique sorrel
#

learn.unrealengine.com is down 😐

plush yew
#

rip

#

anyone know how to find this node

#

i searched for mask r g but found nothing

crude radish
midnight bolt
#

does anyone know how to filter textures in windows (or some image app) to only those that contain alpha channel?

worthy plaza
#

Anyone have some cool ideas for an horror game?

plush yew
#

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

worthy plaza
#

no no wait

#

like the game is already done

plush yew
#

you could make it like silent hill

worthy plaza
#

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"

languid topaz
#

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 😦

flat trail
#

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

heady quartz
#

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."

bleak vessel
#

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?

plush yew
#

rural australia example map

#

how can i change it to night time?

plush yew
#

Use random integer in range, min 0 max 0

fleet raven
#

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

fleet raven
#

Thanks for this answer. i know you mean well. but i wouldn't ask if i hadn't googled already. but thanks anyway.

plush yew
#

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

fleet raven
#

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 ^^

plush yew
#

sounds like a issue with the physics body or gravity settings.

#

I dont work on vehicles so i dont know lol

fleet raven
#

all good, thanks anyway πŸ™‚

plush yew
#

might be 100% your collision settings tho

plush yew
# fleet raven all good, thanks anyway πŸ™‚

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

fleet raven
#

i will try πŸ™‚

tender mountain
#

Hey guys. Stumped with 2 things.
#1 Why do texture objects do this the displacement, where as a standard texture sample doesn't?

devout edge
#

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?

tender mountain
#

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

devout edge
#

do u think thats whats causing my crash

#

heres my code btw

#

i think its crashing because of loading

tender mountain
devout edge
#

ok i'll replace it

#

number 877 and its already 98% memory

#

crashed at 4k

tender mountain
#

Wait a 2 polygon actor instance had 877, but a 4659 polygon instance got up to 4k?

devout edge
#

no it was 877 in a minute

tender mountain
#

So polygons don't matter. What texxtures are you using?

devout edge
#

still sent memory to heaven

#

no textures

#

in them

#

all WorldGridMats

real heath
#

Is that the epic python integration or unrealenginepython from GitHub?

dapper frost
#

the intellisense fix isnt working with ue 4.26.2 for me

#

it still shows me the red squiggles

#

can someone help?

tender mountain
devout edge
real heath
#

Interesting.... I had some memory issues with unrealenginepython but haven't used the epic integration

devout edge
#

yea the memory problem is on spawn_actor_from_class

real heath
#

So you have some actors already in the level, and you are creating a new staticmeshactor for each

#

Have I read that right?

devout edge
#

yes

#

they are empty actors with transforms

#

blender instances

real heath
#

Ok, so when you tried using the plane as Steve suggested, did you comment out the load asset line?

devout edge
#

no

real heath
#

Try that

devout edge
#

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

real heath
#

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

devout edge
#

i'll block out the load asset

real heath
#

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

devout edge
#

20 seconds in

#

without the loading asset

real heath
#

What's that code look like?

devout edge
real heath
#

Interesting. And there's nothing happening outside of this python? It works exactly as expected if you comment out the spawn actor line?

#

Interesting....

devout edge
#

yea

#

no nothing happening

#

maybe i can do it in parts?

#

idk

real heath
#

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

devout edge
#

yea i just tested on blueprints and it crashes after 4k always

#

i'll try adding a 0.15 delay

real heath
#

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?

devout edge
real heath
#

Yeah so straight up memory issues

devout edge
#

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

real heath
#

Gimme 2 mins

#

This is an editor widget? Not runtime yeah?

devout edge
#

yea

#

editor

real heath
#

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

devout edge
#

oh 1k at a time

#

but how'd i do that with a for each loop

real heath
#

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?

devout edge
#

16gb

#

3000mhz

real heath
#

do you have a lot of stuff running in the background?

devout edge
#

pycharm is the most with 500 mb

#

but only that tbh

real heath
#

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

devout edge
#

yea i'll try thank u! @real heath

real heath
#

NP

rough jackal
#

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!

tender mountain
#

why does world position offset, and displacement, just rip my meshes apart?

plush yew
limber warren
#

yo my game just crashed and i loast a lot of progress where can i find the backups???

plush yew
#

you might be fucked.

limber warren
#

i lost 2 days of work if the backups dont work

plush yew
#

Been there.

#

lol

#

I lost a whole project because of one structure breaking every single blueprint

limber warren
#

bruh what the fuck is this

plush yew
#

that looks like a CTD and everything is broken 😦

#

manually save after every edit

#

no cap lol i save every 2 minutes

limber warren
#

manually save?

plush yew
#

Yeah

limber warren
#

u mean compile and save?

plush yew
#

file, save all

limber warren
#

oh

#

where my character go??

plush yew
#

if you never saved it previously, then its gone

limber warren
#

can i put it back in?

plush yew
#

remove spek mesh

#

and readd

#

skel*

limber warren
#

@plush yew i love u bro

plush yew
#

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

limber warren
#

damn thats good advice

#

ty

plush yew
#

i was wondering. what percent of all software developers are game devs?

#

probablt a small amount

fossil oracle
plush yew
tender mountain
#

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?

plush yew
#

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

tender mountain
eager yoke
#

Hii, I’m 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?

plush yew
#

spline and a camera actor?

tender mountain
#

Number of lods 1. On both meshes

#

The rock kept it from export from UE4 to blender, and back. Not sure what it is.

plush yew
#

Does anyone understand Panini re-projection on the vertex offsets of viewmodels?

#

and how not to make guns 100% not clip?

tender mountain
#

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?

tame osprey
#

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

violet yoke
#

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

plush yew
#

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

worthy plaza
#

why when i host a game on first windows and join (with ip adress) with second windos, UE crash?

jovial osprey
#

Does anyone run ue4 chaos build on windows 11? Curious if it works before i download

tender mountain
humble bay
#

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 πŸ™‚

plush yew
humble bay
#

Ok thank you

plush yew
#

lol im not being a dick

#

just saying 100k trees only gives me 80 fps on a super pc

warm salmon
#

i get 14 fps on my laptop lol

#

after adding foliage

humble bay
#

And I wasn't sarcastic

plush yew
#

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

humble bay
#

Should I not have entered my info?

#

Damn

plush yew
#

Never, ever click on those links lol

warm salmon
#

u saved me

humble bay
#

What happens now? Is my acc gonna get stolen?

plush yew
#

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

steel lava
#

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.

plush yew
#

That is because you are only calling to do that lol

steel lava
#

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.

plush yew
#

I believe there is a demo, where you can look what they did

grim ore
#

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

steel lava
#

Ohhh.

plush yew
#

your also not doing anything by getting the camera direction

amber lake
#

When i start learning ue4. Should i start with making little scenes or with something bigger?

steel lava
grim ore
#

@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?

plush yew
#

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

amber lake
narrow loom
sick escarp
steel lava
#

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.

sick escarp
plush yew
#

Either you are clipping thru the ground with the capsule or something, or the placement is clipping

steel lava
#

Ohhh.

#

Well that fixed it! Thanks! lol

plush yew
#

lol

#

Always simple problems are the hardest to figure out

steel lava
#

Truly.

fleet raven
#

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 πŸ˜„

plush yew
#

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

stray tangle
#

Hello, how much do draw calls affect performance

plush yew
#

look at that

fleet raven
plush yew
stray tangle
steel lava
#

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

plush yew
#

The only thing i used from every asset was guns, anims, textures and materials.

fleet raven
plush yew
#

lol Yeah, for the life of me UI has always been a issue.

stray tangle
fleet raven
#

true

plush yew
#

Just amazing for that

stray tangle
plush yew
#

Ohhhh

#

Yeah thats right

fleet raven
#

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

plush yew
#

then you would have to recast to a ui

#

how to fix copy/paste not working when copying files from one project to another?

stray tangle
plush yew
#

you migrate

stray tangle
plush yew
#

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

stray tangle
plush yew
#

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

stray tangle
#

After the content

plush yew
#

ok, thanks

#

i tried near clip plane to 0.1

stray tangle
grim ore
#

watch out when you change the near clip plane to a number that is too small, other issues might pop up later.

plush yew
#

thanks for the heads up

plush yew
#

Its not a minor issue, but it bugs the crap out of me

#

Solo dev issues lol

#

WOW this works off material

#

wierd af

rough jackal
# plush yew look up, looks like the default level.

Thanks but no it's not the default level πŸ™‚ 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 😦

plush yew
#

is it the epic default water?

#

or it can be the reflection

rough jackal
#

yeah, I made an instance of it to edit some settings (color etc)

plush yew
rough jackal
#

I don't know, I might have to check each of its settings (there are a lot)

plush yew
#

that comes with some water materials for ya πŸ˜‰

rough jackal
#

Thanks! πŸ™‚

plush yew
#

this is the full project

faint meadow
#

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

grim ore
#

lower the scalability? lower the resolution? what do you get in a default third person template

faint meadow
#

I think it would run a lot better if there was metal compatibility

#

but i think this computer just sucks on UE lol

grim ore
#

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

faint meadow
#

Ik I was so excited

grim ore
#

and I had assumed it used metal for macOS, it seems weird it doesnt its a requirement when you launch it

faint meadow
#

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

grim ore
#

in your project settings for platform, what is it showing for the default for macos

faint meadow
#

let me check

grim ore
#

or uh mouse over the project name in the top right it might show the renderer being used

faint meadow
#

Damn its metal

#

So that is the metal performance then

#

So basically, it can only handle mobile graphics

grim ore
#

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

dusty bison
#

yoo

#

when i maked my landscape

#

i cant remove sculp

grim ore
#

might be the resolution honestly, since macs are evil high dpi devices lol

dusty bison
#

anybody know the selution

#

nvm

#

fixed it πŸ™‚

#

πŸ₯Ά 🍦 CHILLING BILLING

neon bough
#

which M1 is it?

faint meadow
neon bough
#

to return that one later and go with amd64? πŸ˜„

faint meadow
#

But im putting my scalability settings back down to Low and im getting no fps change

grim ore
#

well if its 5fps on the pro it would scale to around 10fps on the max so still not a good change

faint meadow
#

Ya imma just return it

grim ore
#

try changing the native resolution of the screen down to a normal resolution like 1920x1200 and see if that helps

faint meadow
#

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 doesn’t make sense tho 5 fps

#

I get playable frames on my 1070

#

It’s 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

grim ore
faint meadow
#

No idea what it does but when I get home I’ll try it

#

Is that like some extra step for macs that might improve performance, some sort of caching?

grim ore
#

not really, its meant more for packaging

dusty bison
#

can anybody help with the scaling of the material?

grim ore
#

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

plush yew
#

Is it possible to have shadows on statics and cloud shadows at the same time?

#

or can I change the cloud shadow opacity

untold summit
#

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)

grim ore
#

pinned messages has general learning materials

untold summit
untold summit
grim ore
#

do you know the basics of the engine and programming and game design?

untold summit
grim ore
#

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

untold summit
#

oh wait, youtube links not allowed on here?

#

my bad if thats the case.

trim silo
#

Guys please this is so annoying, does anyone know where i can change default input for widgets in UE4

grim ore
#

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

trim silo
#

I will see if i can make it work, thank you

wintry echo
#

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.

faint meadow
#

Somewhere in the emulation with Rosetta or something it’s killing fps

grim ore
#

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

faint meadow
#

But you’d think all of the cinematography things you can do in UE that epic would make an ARM build

#

I’m 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 I’m getting 2000 more multicore than my i9 10850k

#

And to be fair, my light build times are nearly instant

#

That’s one thing, the cpu portion is spectacular

glad lotus
#

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?

faint meadow
glad lotus
faint meadow
#

World settings Kill Z

#

That’s what it is

glad lotus
faint meadow
primal lagoon
#

i need help with an project

glad lotus
faint meadow
#

Nothing specific to landscapes but if your landscape is low you could be at kill z level

#

I’m not too sure tho like I said it’s the only thing I can think of other than collisions on your character and land scape being off

glad lotus
#

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.

dusk nebula
#

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

feral sierra
#

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)

rare axle
#

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.

hazy horizon
#

anyone had experience with steamcore and just making so a client can leave a lobby? not getting any luck with it

rare axle
#

@plush yew I have done that for both Skeleton assets.

sick escarp
glad lotus
rare axle
#

@plush yew ? Any further tips or ideas? Can't seem to find info anywhere.

rancid lagoon
#

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!

drowsy snow
rancid lagoon
#

my computer will take e 2 months to render what i want in high quality

#

and it would wreck my computer

drowsy snow
# rancid lagoon wdym

Unreal Engine is a realtime renderer, it'll took you way shorter time to render stuff even in modestly lower end computer.

rancid lagoon
drowsy snow
rancid lagoon
#

last i tried it took a really looooong time

#

yes

#

im using the movie render queue

drowsy snow
rancid lagoon
drowsy snow
#

I could symphatise if you're using offline renderers.

drowsy snow
rancid lagoon
drowsy snow
#

It's how I did renders in 4K.

rancid lagoon
#

srry for the typos

drowsy snow
rancid lagoon
drowsy snow
drowsy snow
rancid lagoon
drowsy snow
#

If it works, it works. If not, at least you can learn something and tweak the stuff.

rancid lagoon
#

thanks for your help

#

really apriceate it

winter rain
#

What's the best way to detect a right mouse button click inside of a widget?

neon bough
#

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?

winter rain
#

I mean specifically a right mouse button click not just any mouse button click

neon bough
#

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

bleak vessel
#

ouch! no button to install 4.x after having installed 5.0 first

#

what should I do?

neon bough
#

@winter rain

drowsy snow
bleak vessel
#

it's not that it disappeared

#

it was built this way (I think)

#

it's not something that happened just now