#ue4-general

1 messages · Page 1082 of 1

drowsy snow
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What are you talking about? Mine works as usual, still able to install vanilla 4.27.

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And no, there's no conspiratorial shady things going on. Might be specifically YOUR installation of the launcher acting up.

bleak vessel
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lol, I never thought about it being conspiratorial

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let me show you

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that's all I got in this page, the rest is just news articles

drowsy snow
drowsy snow
past plume
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Does anyone know how to turn off a mesh but still keep it in the level?

bleak vessel
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ah! you got it thanks!

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yeah I'm a n00b 😅

drowsy snow
past plume
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Are you talking about this?

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I'm wanting to hide it in the editor and in game but keep it there for later use

past plume
drowsy snow
past plume
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Ahhhhhh very nice thank you

latent pivot
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sup. say i have a list of levels i want to use as like, a playlist so that when players beat one level they can go to the next. how can i store the assortment of levels? i can manually set up each level to go to the next using different game modes, but i rather some kind of asset that has a list of levels. is there any way of doing this?

latent pivot
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that's not necessarily what i want but ok, i can guess that can work

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like, i want the entire level to tear down and set up again. like, if you're loading the level

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but ok i guess i'll try that

sick escarp
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My AV is unironically blocking Build.bat

midnight bolt
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how can i disable xbox 360 gamepad in the editor?

drowsy snow
midnight bolt
thorn lichen
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Is there a way in UE4 to normalize lightmap UV's? I'm getting weird lighting between these modular floor meshes because the lightmaps aren't consistent.

drowsy snow
midnight bolt
drowsy snow
hardy pendant
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Greetings fellas, I may need some help with one thing I'm working on.

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I've made one material in UE5 which has emmissive on it

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and this happens

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is this renderer bug or material isn't set up properly?

drowsy snow
hardy pendant
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yeah

drowsy snow
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That's just the lens flare.

hardy pendant
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no it's looks like it's smudged

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I've turned off lens and same thing

drowsy snow
hardy pendant
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I'm newbie to Unreal Engine at all (except UE2 that I used for Postal 2 years ago)

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So how can I quickly disable the Lumen?

drowsy snow
hardy pendant
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okay

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still same

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I've switched to Screen Space

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no bueno

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turned it off, same

plush yew
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Restart your Unreal Enginr

plush yew
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hey guys

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does anyone here use Plastic SCM with unreal?

plush yew
errant blade
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Does one still need to build ue4 from source to export dedicated servers?

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or is that outdated info?

unkempt raft
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yo guys

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ive decided i want to start my game dev journey

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and so

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i wanna know how should i start it off

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I see alot of people use blueprints but i wanna do c++ and blueprint mix so should i learn ue4 blueprints first?

plush yew
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hello

bleak zodiac
humble bay
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hello

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Anyone know how to disable post process in Unreal without having to completely delete it from scene?

plush yew
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could someone help me with something should be simple

bitter iris
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hi guys, how would I randomise the material on say "TShirt Mesh" i have here.Basically want the characters to spawn with different materials at spawn so its not all the same

plush yew
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what I mean is is there a simple way to make a train system like gta I would like to know sorry for asking incorrectly

finite wren
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Does Unreal have an animation editor, where you can keyframe?

plush yew
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I used a timeline so I do not know sorry

winter rain
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Yes it does

plush yew
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oh are you asking me I apologize lol

finite wren
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@winter rain is it the sequencer?

winter rain
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Yeah this part of an animation blueprint

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Click a bone, press S to add to sequencer, move the bone, click Key at the top to add a keyframe etc

finite wren
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ok thanks

pure galleon
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hey guys, my vr game launched in desktop mode which definitely not what i wanted

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how do i fix this? sorry this is my first time package game for htc vive

plush yew
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maybe project settings

torn ember
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any way to easily lock z root movement?
or shift it
guess i'll have to learn animating sooner or later 😉
how much does motion capture gear go for nowadays?

pure galleon
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im very confused now

mental shale
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lol I dont get this

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wouldnt the technical artists have an easier time??

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(idk what exactly a tech artist really does in this context)

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arent technical artists the ones who usually retopologize for artists??

drowsy snow
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Personally I prefer animating by hand, because I'm aiming for more stylised anims, not necessarily realistic.

plush yew
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you do not even need mocap stuff these days

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just buy this

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you only need one anim

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for each thing you do..

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This removes the traditional 8 way direction, to one animation only.

faint bone
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good morning, can i add array in a map in ue4 bp?

plush yew
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yay 2 hours and i figured it out 😄

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MFer has ear hands LOL

hidden dew
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Hi all,
I've got a sphere imported from Blender with some basic materials on it to show some tiles with different colours. Their positions were defined in Blender for the example in the pic.

I want to be able to change the colours of those hexagonal tiles individually on the fly, but I don't know what basics I should be looking into. Should I do something like switch tiles between one of 5 different materials? Or more like have 1 material and a way to make it different colours in different places... if that's even a thing.

So my question is: What kind of technique should I be learning about, in order to be able to change colours of individual tiles?

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(Added info: -- over 1000 tiles -- can access the polys defining each one if that's worth anything -- I might not care if the tile is perfectly covered or not, if that's worth anything too)

plush yew
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Yes you would need more than one material to do that

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each spot you want to rematerialize, you need a material for

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you want to do it in game? or in the editor?

hidden dew
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in game

plush yew
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you can create a custom event and cast to chage the material on the object

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in the bp of your character

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I would suggest using maybe a line trace by channel

hidden dew
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You said each spot would need a material... so, like 1000 materials (since there are 1000ish tiles)?
Or is it viable to have say the 5 different colours I want, and be able to set any tiles to 1 of the 5 materials whenever

plush yew
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thats up to you lol

hidden dew
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Is that an approach that isn't entirely terrible?

plush yew
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i mean you can do a switch on physical surface too when the line trace hits the tile and changes the color.

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but the engine only comes with like 80 on default

hidden dew
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Oh, but the whole thing is 1 surface

plush yew
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you got a lot of options 🙂

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Physical materal can be applied to a collision,

hidden dew
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Hmm, getting a bit over my head hehe

plush yew
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you can make a collision for each spot and it would switch it

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lol

hidden dew
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I understand line traces and such, but not sure why you're suggesting them

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If it's relevant, I can already indentify any tile I want to change

plush yew
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you left click, you want the color to change

hidden dew
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ahh

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yeah yeah, ok

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right

plush yew
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xD

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MANY easier ways to do this, i was thinking replication

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work time 😦 I hate night shifts

hidden dew
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ok, stuff for me to think about, ty

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So I think excel was suggesting something like, line trace, then upon detecting a hit, something has to know which polys need a material change/update.

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Then, make that change/update

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That is doable. I'm curious about whether that's considered a good practice for my intent.

drowsy snow
hidden dew
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The main thing I'm cautious of is that there are 1000 different tiles, so I'm sure there's a terrible way to do it, and a not-terrible way to do it

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So I'm wondering what I could look into learning for the not-terrible way of changing the colours of 1000 different tiles separately (between only 5 different colours total)

wary wave
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Lots of wonky advice above. If it's just colour you're changing, all you need is one material with five instances, one for each colour

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you can create instances at run time if you wanted to, and there's not really any limit other than sanity on how many you can create at run time

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the harder part is working out which tile you are working with from game logic, and how you do that is going to really depend on your intent

drowsy snow
wary wave
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I can't see why you'd want render targets for any part of this

hidden dew
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@drowsy snow
Yeah, I'm learning that a sphere certainly does make life harder.

@wary wave
Five instances sounds like a good thing.
When you say "Which tile you're working with", do you mean hard for the system to figure out where it's meant to be rendering the changed colour? Or hard for me to be able to define it?

For learning's sake I can click a tile with the mouse and know which faces on the sphere make up that tile. But I'm not sure where I take things from there. Would I be thinking along the lines of:
a) Literally a different material slot for every tile (hence questioning sanity hehe) (defined in Blender)
b) in Unreal, give every one of those slots 1 of the 5 instances
?

wary wave
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your best bet would be for each tile to be a unique mesh if you're exporting from Blender, but I expect that a lot of the tiles aren't geometricly unique, so coming up with a way to use the same asset multiple times is going to be more sound

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line tracing to determine which is under the mouse cursor is valid for the purposes of determining which you're working with

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you may actually find it better to ditch Blender and generate the geometry inside Unreal itself

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but obviously there's a lot of work involved there

hidden dew
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Yeah, picking a tile isn't a problem. I can already do it with a trace or simply a command, they're already sorted out

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But by that I mean, the polygons are known, which may or may not be of much use.

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Interesting that separate meshes could be a viable thing. I would've thought the other way on that, but obviously I'm only getting to grips with this stuff.
It's an icosahedron so I think that means... sections that are repeated ... 60 (?) times?

wary wave
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yeah, that's quite a lot - if the sphere is the entire 'game' it's probably just fine

hidden dew
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ok

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yeah it would be the heavy majority of it

wary wave
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if your icosahedron gets bigger (more tiles), then not having a unique asset per tile will probably become a priority

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but for now each tile can merrily be it's own actor / have it's own static mesh

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and from there the act of changing the material in slot 0 is just trivial

hidden dew
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not having a unique asset per tile -- is that why you suggested considering generating the geometry in Unreal instead?

wary wave
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it's one reason yeah, you'd have an easier time managing and duplicating the tiles

hidden dew
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And yep, so ok the multiple-meshes approach is one thing I can get my head around. Progress.

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right

wary wave
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but also it would scale, once you have an algorithm that works, increasing or decreasing the number of tiles in your icosahedron becomes as easy as changing an integer in the BP that generates it

hidden dew
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Right

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And just confirm this for me... 1000 separate simple meshes all using the same material aren't making a significant problem in terms of materials/rendering, right?

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Like, the number of meshes adds some work for sure, but sharing 1 material over all of them isn't a big deal from there, no?

wary wave
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1000 is a lot - that they're all using the same material is a good thing, rather than a bad one

hidden dew
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right, cool

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ty

wary wave
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I would almost certainly look into using Instanced Static Meshes in a single blueprint if you're going to have as many as 1000 tiles

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there will be a lot of manual management, but you'll go from around 2000+ draw calls for the sphere, down to maybe less than 100

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and that will have a big impact

broken spire
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How does one make a collider mesh?

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In unity there's mesh renderers and then you can apply a collider mesh component and use that custom mesh. In unreal I can't find a tutorial on how to specify which mesh i want to use as a collider

feral sierra
broken spire
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So I've done that...

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I have a collider set for the floor as "Use Complex Collision As Simple" and the character controller keeps getting stuck on an edge that's completely flat.

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he gets stuck on the seam of the edge

feral sierra
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show me your mesh, you probably didn't divided your collider

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if your mesh has a concave shape, you have to make slice of it in order to only have convex shapes

broken spire
feral sierra
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otherwise Unreal will "fill the gap" and make collider on void

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can you click on collision?

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come to PM

broken spire
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Sure

plush yew
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Hello, I imported weapon skeletal mesh and now my skeleton dont play animations ? how ?

hidden dew
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@wary wave
I'm reading that when using Instanced Static Meshes, you can't change the material between different instances of the same mesh. So I can't think of how ISMs can help significantly.
Hmm... unless I basically have 5 copies of each base static mesh, and rendering the ISMs is about saying which 1 of the 5 base SMs to render an instance of... for every tile.

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(5 because 5 different possible materials)

wary wave
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you write code to create and remove instances as necessary

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you'd need one ISM component for each tile with a given mesh and material

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you can create and destroy these ISM components at run time as you require them

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this is valuable because if you have 300 identical tiles, you can effectively batch and render them as if it were a single tile

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recent versions of UE4 are supposed to be able to automatically handle instancing so that you don't need to care about it, but I'm not sure it's reliable enough in this case

hidden dew
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Yup, but if those 300 tiles could be using 1 of 5 different materials, I can't batch all 300, but I CAN think in terms of having 5 batches - 1 batch per material on identically-shaped tiles.

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That sound on the money?

wary wave
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that's correct yes

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you'd end up with 5 batches, one for each combination of that tile + different material

hidden dew
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yup

fiery basalt
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why can't I install unreal engine?

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its unclickable

hidden dew
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@wary wave
(Feel free to pass if this is taking too much of your time)

From what I've learnt in the last hour it sounds like ISMs are pretty much the way I should go, unless I do decide to try to plough through over 1000 draw calls every frame.

But there's another approach I've been thinking about, made possible because I don't actually care if the tiles change colour perfectly within the lines. I could accept instead just coloured circles on the sphere's surface, overlapping each other at times, no big deal.

So Material Parameters are a thing I could maybe try. I was thinking of that because I once managed to move a circle of changing appearance around a sphere, using a material with a material parameter, that basically did something like "if you're X close to this paramater position Y, render a different thing".

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To extend this thinking to a sphere with 1000 tiles on it, ie., 1000 positions that would each need to know "which of the 5 colours to render near this position", I guess it would mean needing to update the material with enough data each frame to represent 5 states of 1000 points.

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Does that kind of thinking sound feasible? Sending about 3Kb of data to the shader via one/many material parameters? Does it sound sane? Unsupported maybe?

real heath
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sounds like the job of a render target. can you pack that data into a texture?

hidden dew
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I imagine I could learn to

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Can you chuck a small texture down to the shader each frame?

real heath
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sure, you just update the one texture

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same way render targets work

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look at how people draw trails in snow etc, except you'd be encoding data into the texture, rather than using it like a heightmap

hidden dew
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I've messed with that kind of thing once, so I have a vague recollection of what you're describing, but it was only once

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Yeah

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That's what I was doing in said messing around

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ok

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So a possible approach

real heath
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possibly more efficient than sending in 1000 variables into the material, but i don't know, never messed with anything of that scale

hidden dew
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eh, even setting up 1000 variable would be a PITA

real heath
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you could script that, but yeah, i agree

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maintenance nightmare

tall tide
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Hello, I am trying to make a glass jug that contains water and you can pour it to other containers. How would one go about doing this? I am a beginner with unreal so I have no clue what I am doing... If anyone has any ideas on how to do this or can point me to the right direction it would be great! Thanks!

wicked sparrow
# tall tide Hello, I am trying to make a glass jug that contains water and you can pour it t...

Depends if you want to show it pouring, or just removing/adding water. Every actor that can be filled would have a current volume and maximum volume value, and it's simply the case of subtracting X 'volume' per tick from the jug, and adding that same volume to the other container. You can then figure out how full the containers are by using current and max volume, map this to 0-1 and drive an animation, or a blendshape, or something of the water surface moving up/down.

tall tide
outer minnow
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Hello, anyone updated to win 11 here? any insight on performance side?

fiery basalt
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do I need to learn java to use unreal? I know python and JS but I didn't start java

fiery basalt
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ah, good to know

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is java used at all though?

outer minnow
fiery basalt
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really??

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so no coding in unreal engine at ALL

grizzled axle
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there is c++ and blueprints for coding and python for scripting editor

fiery basalt
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so im gonna need to learn c++ if I want to make complex games right?

grizzled axle
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yes, but you can get very far with blueprints alone. depends how complex we talking about

fiery basalt
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I'll just take a c++ course

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honestly as long as its not java Im happy

fierce tulip
outer minnow
fierce tulip
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if you wanna live on the edge, can always use that (and ue5 ea for good measure XD)

drowsy snow
split imp
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hey recently switched over from unity is there a way to make the editor camera a faster cause it feels like im going in slow motion when trying to be productive lmao

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nvm

fierce tulip
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there is camera speed top right of the viewport

drowsy snow
split imp
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worked ut out

drowsy snow
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Though I personally used Windows 11 because I'm living in the edge.

fierce tulip
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lol

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you live in anisotropy

outer minnow
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I see, thanks guy

split imp
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MMMM gota love it when ureal crashes and nothing saved

languid topaz
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Does anyone knows why timelines works different from editor to build even restricting ticks?

warm horizon
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anyone use va-rest? Or know a better solution? I’m trying to auth login users via va rest to my Wordpress site to then get some info to pass to the game. I had tried web browser in a umg widget but when I click the pop up to auth it just loses focus to the main game so figured I could use a rest api auth in Wordpress to grab user info and pass back into game but my auth needs username and password in the body. Works with postman but through va rest it’s a pain to get the body values set. Thanks in advance. Dm or ping me if u answer please I have discord muted

twin stump
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Does somebody know why all my actors in my content browser are being imported at 1% scale? Been searching for an answer for hours and I've come across nothing.

exotic thicket
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because you're exporting the fbx files at the wrong scale or your import scale is wrong

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if you're using blender you may want to look at one of the UE export plugins for it

drowsy snow
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I definitely should wrote a pinnable message about solving Blender scaling without plugins in #graphics.

Lots of people haven't aware with the scaling issue.

harsh tiger
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I'm using an oculus quest 2. I have a plugin to play videos stored on the headsets local storage. Playing the videos works, however the FPS drops to around 20fps with a really high GPU and Draw MS. Any ideas on how to improve this?

thin knoll
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Hi I wan't to sell a Plugin on Unreal asset store but I also wan't to make courses that may use the plugin. Does Unreal marketplace allow reedemtion codes for Assets?

thin knoll
split imp
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any1 know some free cabin assets lmao

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im to broke and idk how to use blender

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or even just a house

neon bough
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i want to use different biomes in a landscape, actually 3 material blends, is that somehow possible on one landscape or do i need 3 of them?

manic urchin
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@drowsy snow u know how to solve my problem in blueprint channel?

prime aspen
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Anyone know the best way to replicate a particle system on a dedi server? 🤔

real moth
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anyone know why my character is always rotated 90 degrees out?

prime aspen
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The model?

exotic thicket
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the mesh is probably just pointing in the wrong direction, rotate the component and that'll likely to fix it

prime aspen
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^

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Usually spawns at wrong angle

honest vale
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yeah, for some reason the default character faces +Y

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instead of +X like everything else

prime aspen
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Anyone know how to make a spawned actor only visible to owner and vice versa on spawn? Blueprint of it doesnt seem to be working :c

real moth
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okay so just change that?

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sorry to interupt ur question

manic urchin
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anyone have a recommended good video of how to learn blueprint? because following tutorial of "how to" alone is like driving without understanding a fuction of a car XD

exotic thicket
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check the unreal learning portal perhaps

prime aspen
# manic urchin anyone have a recommended good video of how to learn blueprint? because followin...

https://www.youtube.com/watch?v=Y1iWAxoSWLg&ab_channel=DevAddict I like this youtuber he seems very good at what he does

Check out my Unreal Engine 4 courses:

►Souls-Like Action RPG with Multiplayer: https://devaddict.teachable.com/p/souls-like-action-rpg-game-with-multiplayer
►Multiplayer First Person Shooter with Dedicated Servers: https://devaddict.teachable.com/p/multiplayer-fps-inspired-by-cs-go
►Multiplayer Top-Down Dungeon...

▶ Play video
manic urchin
real moth
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okay so just change that?

prime aspen
rare axle
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Anybody know why my root bone might be rotating between blendspaces? I haven't moved it at all in 3DS Max, but UE4 is yanking my character into a weird rotation when blending

real moth
rare axle
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The blend between walk and run is fine, but between walk and idle it spins like crazy. Both animations have the same root bone which is un-touched at 0,0,0 in Max..

cyan bronze
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Is it ok to have player model that has 715 000 triangles and 425 000 Vertices

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Is it a lot?

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First person game

fierce tulip
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a player model that you wont see?
you can, but it is rather pointless.

cyan bronze
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I will make it so that the body is shown and meaby in the future there will be some cinematics idk

midnight robin
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Hello!

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I need character for my ue4 game

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Can I use meta humans

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I mean

midnight robin
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Should I?

cyan bronze
plush yew
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Is there any way to hear the sound from server and client for testing?

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Lets say client one shots bullet but you can not hear bullet on client 0 (server) because the window is not active.

plush yew
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is this muzzle flash to large?

plush yew
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it looks kinda cartoon like

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making a cs/valorant modernday clone

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yeah too big

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i figured

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or you could try to make it more bland

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transparent

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is there a way to promote it to a variable and make the size smaller?

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True!

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not good with niagra..

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idk

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tried niagara, but couldn't get it working

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thats how you do niagra right there

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lol

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and you can't change size of the element?

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wtf

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exactly.. ill figure this out i guess, i always do! lol

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export it to blender

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then export again

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and import

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lol

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or does it not work like that

broken socket
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So i am trying to make a landscape with an auto material thing and the landscape is pitch black

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im using a material instance as the matarial

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the material i got from an asset pack

plush yew
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So by default

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that should be a remove procedural generation i believe

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you need to change it to grass or something

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You using brushify?

broken socket
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no but ive tried using brushify and the same thing happend. Im using the stylized forest pack that comes with an auto material

plush yew
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Hold on i know how to fix this i just have not done landscape in along time lol

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Open layer information i think

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you need to apply a layer

broken socket
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oh yeah its fixed now, i fddled around in the layers and it works

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thanks

plush yew
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npnp

fiery basalt
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I just need a simple basic runner-style 2d character

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why is it difficult to find that

broken socket
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lern pixel art

plush yew
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LOL FIRST TIME WORKING WITH CAMERA SHAKE

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lmfao

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Don't know where to ask
I'm trying to import an FBX rigged mesh just like every other and this is the first time I see this

nvm I accidentally ticked the "export only active collection" in blener
(sigh)

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Jesus

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lol

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anyway, fast question

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how can i make text appear on the wall?

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like it's slowly being written as you spend time in level

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or just in general - you load a level and text is just being written

manic urchin
# plush yew

damn my csgo flashback, looks like lot of recoil XD

plush yew
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i died laughing from this. It should of not been that funny. I might keep it like this tbh xD

manic urchin
# plush yew how can i make text appear on the wall?

u mean something like this?

https://www.youtube.com/watch?v=yPB5H11wHxo

#UE #UnrealEngine #UETutorial

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Hi everyone and thanks for checking out my tutorial on how to make the simple 3D text for you...

▶ Play video
plush yew
plush yew
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probably could create animation and then make it appear with a trigger box or smth

real moth
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im not sure why i am getting this error can anyone help me please (this is the tower class)

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this is the arrow class

plush yew
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Try promoting the return value to a variable?

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or creating a interface with the value in arrow?

grim ore
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you have not compiled the Arrow blueprint is why @real moth

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also, if you set the variable to expose on spawn you can set it when you spawn it (no need for the extra setter node after spawning)

plush yew
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Smart man, i never noticed that

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lol

manic urchin
primal lagoon
#

HOW I CAN UNJOIN THE GROUP

plush yew
#

oh nvm

primal lagoon
#

im stuck

grim ore
#

how did you group them together?

primal lagoon
#

how i can unjoin

grim ore
#

how did you join them?

primal lagoon
#

how i can exit this group

grim ore
#

.....

primal lagoon
#

no of here discord

grim ore
#

right click the icon on the left and leave server

autumn flame
#

Dafaq

dusk nebula
#

How can I set my inputs up so that the event will fire when some criteria are met, rather than having the input drop if the window is missed? In Destiny 2, you can swap weapons and hold the mouse button and it will fire as soon as the swap ends

autumn flame
#

Sounds like it's just a timer starting when the key is pressed tbh

plush yew
#

Someone needs to create a plugin called shortcut.

#

easy shortcut to a folder in your project.

#

ez $$

dusk nebula
plush yew
#

I got this far, what do i add here to connect these pins.

dusk nebula
#

You break your rotator or connect the gray pins directly

plush yew
#

nvm i split em

#

oops

#

lol

dusk nebula
#

It's just personal preference but I always use break nodes instead of just splitting the pin

plush yew
#

would that cause any issues with replication?

dusk nebula
#

Don't see why

#

There literally isn't a difference AFAIK aside from how the pins look

plush yew
#

i am only 2 years into dev. still a noob

#

lol

dusk nebula
#

Pretty sure blueprint emulates C++, so there might technically be some performance loss but it's immeasurable

#

It's like writing (2*6) instead of 12 in every math problem

bold holly
#

Does anyone know how to get a widget to only show on a specific level. For me its showing on every single level

#

nvm fixed

plush yew
#

lol i love how we all solve our own problems xD

full sequoia
#

What is the general workflow when it comes to managing UE4 projects? Do you save iterations of your project or just backup the project file often?

digital anchor
devout grove
#

my first time launching a project...

#

will my pc crash?

grim ore
#

yes?

devout grove
#

i dont believe in my pc

warm horizon
#

it will crash many times over the 50 years it takes to make a pong replica dont worry its natural

devout grove
#

how do ppl make games if its crashing every pc lol

#

do u need nasa pc to use ue?

warm horizon
#

ha

devout grove
#

the issue is my computer

warm horizon
#

sometimes its simple. dont do stupid things like circular dependancies. open ended while loops without ending them properly and not using stupid high poly things i guess. thats most of my crashing right there.

#

what u got as specs?

devout grove
#

the last time i used it (like half a year ago and now my windows got renewed) i got like 1 fps

plush yew
#

how many fps you had while making it?

devout grove
#

my screen moved for 0.5 seconds and then froze for 5

plush yew
#

i mean, if it can run well in build it should as a final project too

warm horizon
#

u mean when uplayed it?

devout grove
#

the thing is it ran like that in the place where it is only a small building done

#

i just opened first person building and i wasnt able to build cuz of fps

#

probably i have potato

#

im waiting for this to luanch for like 15 minutes already

#

i hope

warm horizon
#

rookie numbers huh? @plush yew

drowsy snow
devout grove
#

should i just go to sleep and hope this is loaded in the morning?

warm horizon
#

youl probably find gpu is bottleneck? unless mines broken........ always running 100% and browser or other things get chunky while im in editor

drowsy snow
warm horizon
#

oh right yeah.

devout grove
#

im so trash at computer i dont udnerstand what you are talking, funny people

drowsy snow
devout grove
#

im there rn

warm horizon
devout grove
#

im looking at my cpu and gpu

#

but i have no idea whats good and whats not, what numbers should be good and what are nto

#

when i turn on task manager its 11% and turns into 4 or smth

#

gpu

devout grove
#

is three a lot?

drowsy snow
# drowsy snow

This could help speed up the shader compilation process by a lot.

devout grove
#

or where SHOULD i see the progress

warm horizon
#

what hardware are you running?

drowsy snow
devout grove
autumn flame
#

So while you hold the key it will try to fire

next badger
#

I really advice against setting a High Priority to a shader compiler. First of all, it won't work for long, as it will restart the process quite often, second, it may hang whole OS, as generally it takes 99% of cpu.

drowsy snow
#

I'm talking about starting from 500+ or so.

next badger
#

@drowsy snowi got myself a celeron NUC just for cases like this

devout grove
#

91%

#

96

drowsy snow
#

I didn't know your phone's CPU load is shared with your PC 🤔

#

Definitely taking notes.

#

It worked on me for months now, but I'm always the edgy oddball here, so... eh.

#

It's not my problem that your phone is tiny.

plush yew
#

any ideas whats happening here?

#

wow xbox recording sucks

#

Looking at an animation sequence, the animation works 100% when i create a montage, it "A poses"

#

any ideas why?

#

sequence

#

montage

drowsy snow
#

The default slot should affect anything, so I'm not sure what else causing it to not appear on the persona viewport.

plush yew
#

im so lost with this lol

#

it makes zero sense

#

yeah just A poses everytime

drowsy snow
plush yew
#

Yeah

#

when i click it

#

All anims are A pose

devout grove
#

finally my project loaded after an hour

#

and its not 1fps

#

more like 20

drowsy snow
# devout grove more like 20

Next thing you could do is enabling Temporal Upsampling in the Project Settings, and lower the viewport's screen percentage

#

Also lowering the graphics scalability to lower value could help, save for Anti Aliasing (it should be on Epic to make TAA-Upsampling works)

daring granite
#

Hello everyone, tell me how to enable statistics for frames and objects in the upper right corner in the engine?

dusk nebula
#

So if I'm using a data table for my weapon stats, should I still make a separate weapon actor? My original idea was just to switch through everything in the character BP

dusk nebula
#

Well yeah, I'm currently applying the data table to the character's weapon stats. I'm running into some issues between the client and server, though

humble bay
#

Sup yall. I'm trying to clear space on my C drive and was wondering if there's anything I can delete in the Epic Games folder that won't mess up Unreal itself. Anyone have an idea as to what I should delete?

faint meadow
#

So this is my GPU profiler on M1 Pro. Getting 5 FPS on marketplace warehouse asset. I see something about metal not supporting geometry shaders or something, is this why?

#

Is there an arm64 unreal engine?

wary wave
#

short answer, no

#

but it can made to compile and support ARM devices with a little effort

faint meadow
#

Ah I see

#

Thanks

drowsy snow
bleak copper
#

I would guess that you're running out of memory bandwidth... but that's a not-extremely-confident guess.

#

But it seems like your scene is particularly hitting limits around the rop/memory-ish area.

split imp
#

yo how do i use a image like a png,jpeg ect as a material

bleak copper
#

You can use them as a texture that you attach to a material in the material editor.

#

Do you have access to the image when you build your game? Or do you need to load it at runtime?

split imp
#

its already made into a material however no image shows

bleak copper
#

That's way too vague for me or possibly anyone else to troubleshoot.

faint meadow
#

Which I’ll upgrade to the 32 when I get the M1 ‘ax

#

Max

split imp
#

im just trying to put a .png on a sphrere lmao i actually just dont know how to do it is what i mean

bleak copper
#

It would probably be memory bandwidth... ... GPUs tend to have ridiculous bandwidth vs system RAM.

#

Look at things like triangle count, overlapping objects, etc.

#

Of course this comes from a person who has never touched an Apple GPU soooo.

#

There might be some "known issue" or something that just completely goes over my head.

#

But base pass is where deferred buffers are gathered from triangles... so yeah.

sharp crest
#

THEY STOLE MY GAME IDEA

#

/F

#

there is a tutorial file

#

it's ok, I don't have anything else to do now that dani stole my game idea 😭

split imp
#

how do i make a object destroy after being shot

dusk nebula
faint meadow
plush yew
#

hey guys

#

anybody know why my character isnt showing up
?

#

🤷‍♂️

faint meadow
#

U put in a player start?

split imp
plush yew
#

@faint meadow

#

if I put the character in the game and I press Play it just duplicates

#

if i dont have it in the game it will start it as the black guy but wont duplicate

faint meadow
# plush yew

If u want to use the pawn u set in the game mode you have to drag in a spawn point

dusk nebula
# split imp ?

So you do a line trace, or an overlap, or whatever event should actually cause that character to die, and you use the "hit actor" pin as a reference. You cast that to the BP that you're trying to run an event on, call the event and your event just calls "destroy actor" in the BP of that actor/pawn/whatever it is

#

And then obviously you can just fill in the blanks to reduce health, check if it's 0, etc.

sharp crest
#

anyone wants to test my city builder game? dm me

split imp
narrow loom
#

i have returned!

hi how can i make iron man’s repoulsers in ue4 with the unibeam?

bleak vessel
#

Does it have to go thru this step everytime I reopen a project / UE

#

or only if I don't save after it compiles the shaders?

bleak copper
split imp
#

the enemy ai destroys it self when it runs into things and not just when i shoot it how do i fix that

dusk nebula
split imp
#

like what part is it

#

also how do i change it so rather when i press cntrl its when the enemy ai is in a certain radius from me

tidal kernel
#

I'm trying to find the source of this, I know they were doing an interactive unreal engine project with multiple projectors but I cannot find out who else has done it or the origin of it

dusk nebula
#

if you're stuck at this point you might consider just finding a starter tutorial

fiery basalt
#

how do I change the gravity of the player?

real dirge
#

Have a little question, would not having the skills to animate or model stop the production of making your dream game? xddd

real dirge
#

Isn't that kinda like a true or false thing?

modest trench
#

bWantsToFire = true when mouse is held or something

#

and then set to false either on mouse button release or when firing is supposed to stop

fiery basalt
#

how can I change game values like gravity, jump force etc in a 2d platformer

#

I tried to do this but it didn't change anything

modest trench
#

you need to call the execution pin on that "Set" function

past plume
#

Does anyone know how to add these nodes?

modest trench
#

that is the beginning and end of a blueprint macro

#

you could do that inline but they probably did that so they can "copy" those nodes without redoing them

#

try adding a new macro on the left under functions

past plume
#

Yeah they collapsed these nodes into one

#

Any idea about the "Set" node?

#

Nvm found it

feral sierra
#

I don't get why my LOD are not in the right order...
All was working fine with the other mesh, but this one, no matter the naming convention, the LOD are in a specific wrong number

tawdry moth
#

how to change character height? im trying to make a character creator in game where they could adjust height

exotic thicket
#

Easiest method is to just scale the skeletal mesh

round trout
#

I've been trying to install 4.26.2 and 4.27.1.

When I click install for both, nothing happens

Please ping me

drowsy snow
drowsy snow
round trout
#

It doesn't install at all

drowsy snow
#

Tried restarting the launcher?

round trout
#

Yeah I did that. And restarted my computer as well @drowsy snow

calm spoke
#

ok does it installing stylescape are similiar to install quixel blueprints ?

real moth
#

I am using paragon minions, what is an additive animation?

runic fern
#

Hey Guys why the widget always return none when i play on Dedicated server

#

i set this on begin player -> Player Character BP

crisp frost
#

i new here

#

hi

exotic thicket
#

@runic fern widgets only run on clients. The little icon in the corner indicates this

runic fern
#

Yes i know that but its not accessed to the clients so how can i create it for each client ?

exotic thicket
#

create it in the client

#

the server doesn't need to do that

runic fern
#

Oh so the begin play create it on server right ?

exotic thicket
#

Begin Play is likely to run both on server and clients so if you want to create the widget there, you can check if you're running as the server or not

runic fern
#

Ok cool thanks bro

chilly geyser
#

Is neon/glowing UMG text possible?? Or even a close fake? maybe a Custom Font Material?

real moth
#

I am using paragon minions, what is an additive animation?
and how would I use one as they seem to mess things up the way I am doing it rn

dusky bobcat
#

Any idea why in a given level my custom Controller would be loading but not my custom Character? The custom GameModeBase is exactly the same as on the other levels.

exotic thicket
#

check your world settings has the right pawn

dusky bobcat
elder locust
#

I am making a surveillance camera system. Any idea how i could get the player detected once it is in the cameras vision?

tender pecan
modern blaze
#

I'm trying to use vscode for unreal but whenever I open a C++ class in unreal, a ".workspace" file which is empty, the header file and the cpp file opens in vscode instead of the whole project folder. How should I setup for vscode?

dusky bobcat
modern blaze
#

I did set Visual Studio Code as my Source Code Editor but it doesn't work.

#

I just wanted to try using Visual Studio Code if possible because I've been using it for quite some time

drowsy snow
modern blaze
#

Oh okay, thank you for the information! @drowsy snow

turbid wasp
#

Hey. Can someone help me? i've downloaded a forest path material that I wanna paint onto my world. But I can't get it to work. Can someone help me with this please? 🙂

civic cobalt
#

anyone else experienced this flickering issue with virtual texture? what is the cause for this madness? 4.27

fiery basalt
#

I am having difficulty making a running animation for a small pixel art character, this is what it looks like and I have no idea where to start

drowsy snow
# fiery basalt I am having difficulty making a running animation for a small pixel art characte...

Start by understanding 12 basic principles of animation.
https://youtu.be/uDqjIdI4bF4

Further Animation Learning: http://bit.ly/2dleXfH

Full playlist: https://www.youtube.com/playlist?list=PL-bOh8btec4CXd2ya1NmSKpi92U_l6ZJd

(0:10) 1. Squash and Stretch
(2:07) 2. Anticipation
(4:14) 3. Staging
(6:33) 4. Straight Ahead/Pose to Pose
(9:14) 5. Follow Through & Overlapping Action
(11:17) 6. Slow In & Slow Out
(12:57) 7. Arcs
(14:38)...

▶ Play video
fiery basalt
#

oh I remember that video

blissful trail
#

trying to get a multiplayer system but it no worky any ideas?

#

the port is forwarded also

turbid wasp
#

can someone help?

#

i wanna know how to paint my material onto the ground

grim ore
#

paint landscape or other meshes?

runic fern
#

Guys I have Missions Spawns inside Houses I want them to show to the player who close to this area ..

Im trying to set a box Collision and when player begin overlap adding the missions to the Widget but its just working with first Box

#

i want an idea 😦

#

Im trying something like this in PlayerCharacter its working with first Box im interacting with

grim ore
#

so you have a second box that is not working?

runic fern
#

Yes Mr MathewW

#

Also i see this system is very week and i can't think with something more efficient

grim ore
#

is the second box another class, or is it just a copy of the first one?

runic fern
#

just copy of same class but Mission ID Integer is different

#

because each house have its own ID

grim ore
#

so the blueprint name is the same, missionreaderbox?

runic fern
#

Yes i copied it from the scene

#

do i need to make children for each house ?

grim ore
#

no, i was just seeing if your casting was going wrong

#

so your character handles this code, not the boxes?

runic fern
#

Yes true

#

i've tried in the box it wasnot working

grim ore
#

it seems like the boxes should, and just tell the character when it happens

runic fern
#

i will try again

grim ore
#

the box has overlap and end overlap, when it overlaps it talks to the thing that overlapped with it and tells it to do something. your code is very similar to that already

#

if this works above, then that should work as well

#

assuming you can never overlap more than 1 at a time, it shouldnt be an issue

#

i think your above is broken due to the way you are binding events to the overlap and end overlap, its definitely not good. no reason to do that

runic fern
#

Yes its working the same in the box bp but the issue with Widget its setting the first box's mission but second its not showing
i think the Visibility broken i will check it

narrow loom
#

hi guys i have question

  1. Would iron man run? I think just walk rihgt?

Continuting there

how to remove running from a unreal game? With custom animationss

grim ore
#

your running/walking is normally using a blend space and the max walk speed on the character. adjust them so it never "runs"

narrow loom
#

oh ok

grim ore
#

the default third person character can be used to look at how this is done

narrow loom
#

Then just dont add running anim right

grim ore
#

yes

narrow loom
#

Since your the only one responded to me in a while

#

can i. Ask another question

grim ore
#

you can always ask, anyone who can help tries to help

#

people do sleep from time to time lol

narrow loom
#

ok

#

i knoow

#

how can i add iron man’s repulsors as a system? R left shoot
F right shoot etc

#

not exactly like this

#

Like a short one

grim ore
#

you can use niagara and a beam emitter for the effect, you can use the input system for the trigger

narrow loom
#

e
i dont know those
im still new

grim ore
#

yep, your going to have to look at the tutorials, documenation, or examples for them

#

epic has all of those

narrow loom
#

ok lemme search

#

https://youtu.be/QKFOH7vEGMM
this’ll work right?

#Niagara #Tutorials #Laser

Salut ! Dans ce long tutoriel Niagara (Unreal engine 4), je présente une méthode pour créer un système d'arme à Laser complet à partir de rien. Nous allons créer les différents emitters et systems Niagara et nous allons ensuite les implémenter dans le template "FirstPerson" pour être utilisé dans des FPS. Vous pourrez...

▶ Play video
grim ore
#

looks like it yep

narrow loom
#

oke

#

like how can i make it a cooldown thingie

runic fern
#

You can change the thickness and the Length

#

Mr Mathew

#

Its also not working 😄

narrow loom
#

is there a way to put it like 1 shot and then 1 second cooldown then again?

runic fern
#

the box 0 is overlapping but box 1 not even overlapping

grim ore
#

your going to have to start debugging to find out why. your code looks ok, i just dont know how you are using it and its working. IF your box is standalone and working then duplicating it in the world and changing the values should work on the copy

#

@narrow loom you can do anything you want yes

runic fern
#

Yes also i dont like the collision box idea i'm trying to find something modern 😄

grim ore
#

your blueprint for this box should be self contained, it should work on its own basically

#

and theres nothing wrong with collision boxes, its normal

#

drop the blueprint in the world, set up its box size and its values and its done

#

something overlaps it, it checks to see what it is and it then tells it what to do. end overlap does the same thing

#

you can then put them wherever you want them, set them up, and its done

runic fern
#

Yes i will check something is broken with the other one

grim ore
#

if you literally use the same blueprint, just drag them in and set them up, then if one works they all should work

runic fern
#

Yes literally same

grim ore
#

are you setting the variables in the blueprint itself, or are you setting them in the details panel using exposed/public variables?

severe hound
#

What is a good strategy to handle general objects that have physics enabled but it's a multiplayer game, clients tend to see objects differently compared to server since it's happening on client too? What's the best way to handle replication with physics objects that can be knocked around by a client character but the physics ends up being slightly different

runic fern
#

I'm setting from exposed variables

#

ah found it

drowsy snow
#

Also do sync every few tick or so.

severe hound
severe hound
# drowsy snow Also do sync every few tick or so.

Yeah I would be curious about a sync option, like keeping track of server/client physics enabled objects that end up being in different locations, coming back every 10 seconds and adjusting. Would be interested to see if others have done something like this

grim ore
#

i beleive this is one of the things that chaos is trying to correct with the current physx limitations

severe hound
#

Chaos is poorly documented and supported from what I've seen trying to go deep into it

drowsy snow
severe hound
#

Try looking at implementing Chaos Cache Manager and doing anything with it and you'll see what I mean

drowsy snow
obsidian nimbus
#

best is to not do physics 😛

#

fake bounces and stuff like that

severe hound
drowsy snow
obsidian nimbus
#

from my own tests it wasnt too bad, heared from others that its pretty bad

runic fern
#

MathewW the Issue with the Array in the 2nd Collision box its going empty to the widget

severe hound
drowsy snow
obsidian nimbus
#

i mostlt tested some ragdoll stuff, nothing advanced

#

it seemed the constraints were holding a bit better on big forces

#

I just used the old eyeball test 😛

grim ore
#

@runic fernthen what is this sweep result that is checking for a box? where does that come from?

#

are you not already in the mission reader box blueprint for this code? if so you just get the Misson array from that blueprint not something else

runic fern
#

Because the box carrying the array of missions when its spawn thats why its coming empty with the 2nd one

#

I have to set the refernece array in other bp

grim ore
#

the code above, is it in the mission reader box blueprint?

runic fern
#

Yes true

grim ore
#

then you should be getting the local mission array variable and sending that, not getting the sweep result and casting it then getting it. you want the local mission array from that blueprint that is being used

runic fern
#

If i not using the sweep result all houses will show same missions because the array in the box reader box

severe hound
#

@grim ore hey I appreciate how active you are on here, do you know what the best way is to raise certain issues to unreal engine team for like community asked features? For example, Unity has an integration with windows speech to text but unreal engine doesn't a lot of indie horror games build with Unity because of that. I've emailed them multiple times and reached out on live streams but no one ever gives an actual answer it's sad lol, they said email community email and no one responds

grim ore
#

this box that is being overlapped should have a mission variable that is not the same as another box right?

#

@severe hound pretty much the forums for requesting features.

severe hound
runic fern
#

Its same thats why xD

grim ore
#

theres nothing really like that, no real way of voting for features anymore

runic fern
#

Sorry for that Mathew xD

grim ore
#

they plan on adding that support later

runic fern
#

Brain sometime broken crashing xD

severe hound
#
drowsy snow
severe hound
grim ore
#

the biggest thing with epic is they are a company, they are in a business and they make money. They have people who pay them to support their products and add features they need. This also includes internally for features like fortnite. Niche things like speech are not going to get much traction but that is why plugins exist and the entire source code is available

severe hound
#

There are C++ microsoft libraries, I think for Unity it was a little easier because they can write C# and the microsoft libraries for speech to text are better supported

grim ore
#

while it might seem simple and easy for them to do, if its not a cost benefit its not going to get approved

severe hound
grim ore
#

they are transiioning to more community stuff, the changes to the forums and answerhub are showing that. stuff just takes time

#

we might get something like that in the future, but to be honest even if its community desired doesnt mean it makes sense in the long run

severe hound
grim ore
#

they might, they might not. I can't answer for the community team itself.

#

I know the learning team takes feedback, but that doesnt help in this case lol

severe hound
#

yeah exactly that's the point lol, i just would just put more attention to the issues when community is trying to reach out and it seems super hit or miss

#

I just wouldn't tell people to email your community emails and then never respond, just say we are ignoring requests about windows text to speech for now

#

makes everyone's lives easier

drowsy snow
severe hound
grim ore
#

they are busy, they work, they might not have the time or desire to communicate

severe hound
#

It's also something that is not very easy to do without know the engine itself, I would love to work unreal engine to implement it

grim ore
#

it might not be best but it is what it is

drowsy snow
grim ore
#

generally holes are filled if there is a need for it to be filled, if this hole is not filled yet the need it not there for someone to fill it

drowsy snow
#

And at least Epic opens up the source code for all licencees, not just limited to UDN people.

#

So one can bend the engine to fit their needs.

severe hound
#

There is a community need for sure, why let a competitor have an edge on you, that's not the right reason

drowsy snow
#

Though it's not guaranteed that custom UE4 modified by some devs is available for everyone else

turbid wasp
severe hound
#

Final thing hope everyone can do better is like don't brush aside community concerns, you won't develop a community if no one will listen to feedback.

gilded hatch
#

Good morning! I am having UE4 crash far too frequently. I have done a completely clean gpu software replacement, I have everything on current versions. I have tried lowering my clock speed/ voltage and am still getting the same error when it crashes. "Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Windows/D3D11RHI/Private/D3D11Util.cpp] [Line: 198] Unreal Engine is exiting due to D3D device being lost. (Error: 0x887A0020 - 'INTERNAL_ERROR')" if anyone has seen this exact error or has further suggestions it would be appreciated!

grim ore
#

Device being lost generally means there's something weird with your hardware and unreal engine. Your card may be running to hot it may have too much voltage going through it and maybe overclocked

gilded hatch
#

I checked the temps they are fine as far as i have seen

grim ore
#

Since you've already tried lowering your clock speeds and voltage may be increasing your vaulted a little bit and lowering your clocks to get a more stable

neon bough
#

ah, they ported device lost from vulkan to directx now 😄

grim ore
#

It's usually not a temperature thing your card is just being pushed to its limits

gilded hatch
#

not sure how that could be just poking a material blueprint and not even doing a build.

neon bough
#

might be an edge case with your material if you can reproduce it on the same material

gilded hatch
#

it has been any material.

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not just one

neon bough
#

what gpu are you using?

gilded hatch
#

rtx3090 FE

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-.-

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There is no one function that triggers it.

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i can be hitting save, i can be adding a node, connecting a wire.

neon bough
#

have you tried an older gpu driver?

gilded hatch
#

Technically yes.

neon bough
#

which ue4 version is that btw? 4.27?

gilded hatch
#

Not sure how old i would needing to be going back.

drowsy snow
gilded hatch
#

Currently 4.25.4 but 4.27 does the exact same thing.

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i have made projects in both just for testing from scratch.

neon bough
#

i would run some stresstest on the hardware to check if it runs fine

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just to be sure that it's not system related

gilded hatch
#

no crashes running Heaven

neon bough
#

did you try hell?

gilded hatch
#

No...i am already there....

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hense why i am asking for salvation from this issue. 🙂

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I will look up 460 and give that a try, thanks HoodieGuy..

neon bough
#

as workaround you could try to set render pipeline to use vulkan

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you just wont get raytracing

gilded hatch
#

Noted ty

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At this point in the dev we are no where near thinking about RT but still useful to know for the future!

neon bough
#

does the same crash happen to other devs in your team?

gilded hatch
#

Nope! and there system doesn't have my specs either, so a bit irritating. they have been using ue4 as long as i have on this and they have crashed maybe 5 times total....I have that around one session depending on how long i am working.

neon bough
#

yea that sounds like something on your system is acting weird

gilded hatch
#

No game or other software is affected just ue4

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yeah...

neon bough
#

either software or hardware

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really would run something that stress tests cpu/memory/gpu

gilded hatch
#

5950x 16 core , 64 gb 3200mhz, m.2 hd.

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Not running VR but everything else this thing doesnt bat an eyelash at lol.

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Ok well thanks...i will poke around more.

neon bough
#

yea because most stuff won't even come close to put some real load on it 😄

gilded hatch
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Right

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and ue4 when it is crashing most often shouldnt be either.

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again poking around a blue print on a material in a new project shouldnt do that either.

#

Something isnt playing nicely

clear basin
#

Hello everyone! Does anyone know how to update the UWebBrowser's chromium version?

drowsy snow
drowsy snow
clear basin
neon bough
#

and prepare for some fun times 😄

drowsy snow
neon bough
#

@drowsy snow did you actually update the thing on your engine or is all of that just theory? because with such a large package as chromium is, i would expect a lot of troubleshooting the compile process

drowsy snow
neon bough
#

?

neon bough
#

yea but i would still expect a bunch of work to getting to latest chromium, or do i overrate it?

frosty flower
#

for the lovers of UE, enjoy: https://www.youtube.com/watch?v=2HR8_sgJd9I

開放世界RPG作品,《王者榮耀·世界》遊戲演示預告 Honor of Kings World Gameplay Trailer。

天美工作室在《王者榮耀》六週年活動上公佈了《王者榮耀》衍生開放世界 RPG 《王者榮耀 世界》,並宣佈將與科幻作家劉慈欣合作,聯動小說《詩雲》進行內容共創。遊戲將面向全球發行,登陸多平台。

點擊訂閱我們的頻道:https://www.youtube.com/channel/UCussVYe84vFbFfK9m9Znp6A?view_as=subscrib...

▶ Play video
plush yew
modest agate
#

Hey, excuse me, I need help here

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My weapon keeps disappearing after changing levels

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How do I fix that?

plush yew
#

dunno, your not giving us much information

modest agate
#

Right, sorry

plush yew
#

are you casting to level blueprint?

modest agate
#

When I grab the wand its all good, but when I go to the box trigger, my character does travel to the other level but the wand is gone. Don't know if I have to do something here in the level blueprint, I tried to use instance level, but I got nothing.

plush yew
#

Sounds like the character is being reset once a new level opens.

modest agate
#

Okay, thank you!

thick herald
#

If your storing any data in your player character it will get reset when the player moves between different levels. You can store data inside something like Game Instance which doesn't get reset. 🙂

plush yew
#

was about to say that too

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lol

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GameInstance is a class that which state persists switching of levels

modest agate
#

All right, got it, thank you very much

plush yew
#

You are just storing the information in the wrong places, then you need to call that action 🙂

plush yew
#

This guy 😂

charred ibex
#

best place to learn concept between local and world offsets?

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and the diff between offsets and transforms etc

sharp shadow
#

Offset is basically just adding some value to your current loc. So if you want to move character forward 5 meters, you add 5 meters local offset

#

Transform is describing position of your object. It contains its location, rotation and scale.

celest creek
#

Heya

charred garden
#

guys im trying to tweak caligula effect to improve its performance but its doesn't work apparently i changed all the sg to 0 and trying some rendering commands the sg did some performance improvements but r. commands did literally nothing

celest creek
#

How can I move a texture into the second UV quadrant? UDIMs aren't an option for me (they're buggy anyway in UE) so I'm just trying to put 1002 into the second UV quadrant manually, somehow?

dusk nebula
#

Is there a way to translate variables from a data table/spreadsheet to a BP other than assigning each at runtime?

plain glacier
#

Any way to get parent class on actor overlap?

plush yew
#

So do people use modular building sets not only for legos but for better occulsion culling?

plain glacier
#

I have two characters derived from one parent class but all it detects is the instances

meager marlin
#

@hollow tendon

placid socket
#

Somehow, when i drag a plane or a cube in my blueprint viewport, it wont show anything, the cylinder/spheres work just fine

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someone knows how to fix this?

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it shows the tool thingy with the red/green/blue arrow, but when i move it, i see just a little sphere, and not is there actually

thick herald
#

In that project or any other project did you make any alterations to the cube?

placid socket
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not that i am aware off 😛

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can i somehow reset it to defaults?

thick herald
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sure, but first in the World Outliner click on the 'edit static mesh' bit on the Cube's line

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In the view port of the cube, is there a cube?

placid socket
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no, there isnt

thick herald
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Looks like someone has accidently deleted the cube from the blueprint. Close your project and go to the Launcher. Look at the engine you are using, and click the down arrow next to it, select 'verify'

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That will reset your engine to default

placid socket
#

maybe that will explain it indeed :p

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let me verify it! 😄

thick herald
placid socket
#

yeah, its verifying now, but its not installed on my ssd

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since its full 😦

thick herald
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It's only checking files and will replace any that have altered, not redownloading the entire engine

placid socket
#

Ok, but somehow its still verifying 😉

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i will let it finish and let you know when its done

torn ember
#

so does the engine cache ever clear out on its own

#

my only project on drive atm is like 5gb

void sierra
#

Does volumetric lightmapping work with stationary lights? I noticed that my movable actor is still lit up after turning off the light, which is not what I want.

torn ember
#

whats safe to delete in engine cache? XD

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can delete?

digital anchor
#

yep

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but parts of it are going to be regenerated when you open ue again

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@torn ember

torn ember
#

ahh good

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thats exactly what I wanted

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cause most of that is dead data

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and my ssd is small

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ty

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when you cant download new assets textures etc because the old assets you've already deleted still have data in the ue cache alex

drowsy snow
placid socket
#

@thick herald it worked ❤️

void sierra
#

yeah, Im using them right now to turn the lights off and on during runtime. They dont seem to work well with volumetric lightmapping tho

jade surge
#

My camera moves when I hold down right click, anyone know what option it is to turn that off?

torn ember
#

did you scale the mesh and not the capsule?

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oh wait

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nvm

#

glide not hover

#

change play rate / max numbers in the animation blendspace?

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or did you want to scale the movement speed down?

jade surge
prime glade
#

Anyone ever built a WOW like boss encounter? I'm wondering what type of datastructure/system for choreographing timed ground effects or mechanics for the players to avoid

#

Was thinking I could do it via the sequencer, and have the sequencer trigger events

dusk nebula
plush yew
#

bit unrelated but

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How are you supposed to prepare a model's UV map when you intend on using a seamless material on it?

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I guesss you can just hit unwrap and import it ?

spare kernel
#

It's not dead, but you are asking in the wrong channels, and people who may know how to answer your question may not be online. Ask in #mobile and be patient. @plush yew

#

still android, you are asking to make an apk

modest trench
tawdry wren
#

Has anyone had an issue where when you package a project and open a level of choice, only bits and pieces of the level open? like alot of objects are missing

blissful trail
#

so ive been trying to make simple cross platform with windows & android and it kinda works.
android can host fine and pc can join it but when pc hosts android cannot connect

dusk nebula
#

Or vice versa sorry

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So android to android and pc to pc to see which, if any, causes issues

blissful trail
#

so basically ive done a few tests and it appears i can host on android without any problems but i am completly unable to connect
on pc i can both host & connect without any problems

dusk nebula
#

So android cannot connect?

blissful trail
#

not at all

dusk nebula
#

Host a session on Android and join it on Android to confirm

blissful trail
#

?

dusk nebula
#

Troubleshooting 101

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If you're not sure if the issue is Android joining pc or Android joining altogether, eliminate pc from the test by using 2 androids

blissful trail
#

i only got 1 xd

dusk nebula
#

Bluestacks or something idk

blissful trail
#

oh yeah that could work

dusk nebula
#

Maybe someone would be willing to test it with you

blissful trail
#

i think i have an idea what the issue is

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i think i haven't port forwarded ue4 on my pc

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xd

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nope damn thought that would be it but apparently not

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i dont think bluestacks works on windows 11 rip

torn ember
#

you know what they say

#

every second windows version

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skip

blissful trail
#

xd true

faint meadow
#

If u I use UE often can I get windows 11 or are there any known issues with 11

drowsy snow
faint meadow
#

Gotcha thx

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I figured it’s just reskinned

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Not even worth it prolly I’m too lazy to install it lol

drowsy snow
#

Aside from pretty look, kernel version is still 10.0.x so Windows 10 SDK works per usual, and there's no huge changes to DirectX.

fierce tulip
faint meadow
#

So i could just upgrade like I would an update it’s not big enough where I should do a whole reinstall

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When I went from 8 to 10 I did a fresh install cuz ocd lol

drowsy snow
faint meadow
#

For me at least

fierce tulip
#

anyways my 2 cents is, for gamedev you want stability. we already have to deal with crashes of all sorts of software, I refuse to use take my chances with something that is still very much in beta.

#

win10 is annoying enough :p

peak viper
#

how do i fix my textures looking very low res in the editor?

peak viper
#

can i get help?

vestal pagoda
#

If anyone knows how to do a server in ue4 such that it can be communicated with by external clients pls dm

last dune
#

Hi, i having this problem compiling in vs2019

#

Can someone help me please

grim ore
#

the top error is normally due to a missing module reference in your build files

blissful trail
#

Dis bad or good for android

#

im averaging 60fps

grim ore
#

if its for mobile, probably overkill. most of the time 30fps is fine with 60fps as an option to use more battery/heat

glad iris
#

is it safe to delete DerivedDataCache folder? I moved it to another directory. What's is this folder?

grim ore
#

its a cache, it speeds up stuff. yes it will remake it

west garden
#

hellop,

#

does body ik and root motion mix well?

finite wren
#

Hey guys how do you copy key frames here

#

Or here I guess?

full sequoia
#

is there any way to export instanced foliage as an obj/fbx?

#

I've tried going to foliage mode > select all but when I click on "File", "Export Selected" is greyed out, which I'm assuming is because it's an instance

#

when I select the foliage in select mode it just exports the source meshes, so I just have a bunch of meshes clumped at world center

tropic jasper
#

Heyo, so before starting If you do have an answer can you @ me in case I go to sleep and miss it 🙂
So question. In games such as horror games or mind boggling games where you walk into a room and it’s rather empty or just a room you can’t do much in, you then turn around and the door is gone, you then turn around again and the room is different or maybe it’s a hallway now, I’m wondering how or if anyone can point me in the right direction of doing this? I’m assuming using raycast would be viable upon the cast hitting the first wall in the room which makes the door disappear ans then turning around and the rat cast hitting the new wall spawning the new room behind the player. Any suggestions would help :))

prime willow
#

would be when leaving close collision overlap

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make everything behind change into something else

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theres possible a way better way to do that so dont take my word for it lol

finite wren
#

what if the player walks backwards :0

prime willow
#

well you can apply a "do once" node

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before any of that

#

so he can walk backwards a thousand times and have nothing else change

finite wren
#

No if you walk backwards through the collider you will see it change

prime willow
#

not if its do once iirc

finite wren
#

that makes no sense

prime willow
#

than again im still learning unreal so if am wrong im wrong

finite wren
#

it's not an unreal thing it's a logic thing, sorry to be harsh

prime willow
#

no no youre fine words dont offend me

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stupidity does xD

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hence why i told him my sloppy way which better ways may exist for would be the above

drowsy snow
modest trench
#

Notably the teleport method is what the time travel level in Titanfall 2 used

tiny skiff
#

Hello everyone, I'm new to Unreal Engine and I need a bit of help, I want to connect 2 dots by drawing a line, how could I do that in UE? What do I need to know in order to do this

plush yew
#

big game devs be like, 40 dollars! plus 2,000 bonus points!! new skins!!!!