#ue4-general
1 messages · Page 1082 of 1
And no, there's no conspiratorial shady things going on. Might be specifically YOUR installation of the launcher acting up.
lol, I never thought about it being conspiratorial
let me show you
that's all I got in this page, the rest is just news articles
Duh.
It's in "Library".
Does anyone know how to turn off a mesh but still keep it in the level?
How about just hiding it?
Are you talking about this?
I'm wanting to hide it in the editor and in game but keep it there for later use
hiding it only works in editor, not in game too
No. This, in the Details panel.
Ahhhhhh very nice thank you
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?
Sublevels.
that's not necessarily what i want but ok, i can guess that can work
like, i want the entire level to tear down and set up again. like, if you're loading the level
but ok i guess i'll try that
My AV is unironically blocking Build.bat
how can i disable xbox 360 gamepad in the editor?
Physically yank it out from your computer.
I don't see the reason why you would disable the gamepad in the editor, unless your controller is faulty and cause the editor viewport to fly out of control.
well that's a very ignorant take on it, and completely obsolete answer.i obviously asked, because there is a benefit to just focus gamepad input on other application, rather than responding to two at the same time.
open your mind.
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.
Open your google then. There could be some hacky Windows level workarounds for it.
Or, you know, just minimise the frickin editor while you use the gamepad on other app. Problem solved.
no need to be clowning. you are not contirbuting at all
I can understand if minimising the editor is a chore, but okay fine.
Greetings fellas, I may need some help with one thing I'm working on.
I've made one material in UE5 which has emmissive on it
and this happens
is this renderer bug or material isn't set up properly?
Are you talking about the ghostly lines, or something else?
yeah
That's just the lens flare.
Huh, probably Lumen reflections.
I'm newbie to Unreal Engine at all (except UE2 that I used for Postal 2 years ago)
So how can I quickly disable the Lumen?
Either use UE4, or disable it in Project Settings.
Restart your Unreal Enginr
wats that?
Does one still need to build ue4 from source to export dedicated servers?
or is that outdated info?
yo guys
ive decided i want to start my game dev journey
and so
i wanna know how should i start it off
I see alot of people use blueprints but i wanna do c++ and blueprint mix so should i learn ue4 blueprints first?
hello
@unkempt raft
https://www.unrealengine.com/en-US/onlinelearning-courses/blueprints---essential-concepts
hello
Anyone know how to disable post process in Unreal without having to completely delete it from scene?
could someone help me with something should be simple
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
I sent my code in the bp channel
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
Does Unreal have an animation editor, where you can keyframe?
I used a timeline so I do not know sorry
Yes it does
oh are you asking me I apologize lol
@winter rain is it the sequencer?
Yeah this part of an animation blueprint
Click a bone, press S to add to sequencer, move the bone, click Key at the top to add a keyframe etc
ok thanks
hey guys, my vr game launched in desktop mode which definitely not what i wanted
how do i fix this? sorry this is my first time package game for htc vive
maybe project settings
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?
yeah but my friend said he opens the file n the first map he sees is a default blue sky wif stars n mountain something like that
im very confused now
lol I dont get this
wouldnt the technical artists have an easier time??
(idk what exactly a tech artist really does in this context)
arent technical artists the ones who usually retopologize for artists??
Expect price range of $20K for mocap suit
Personally I prefer animating by hand, because I'm aiming for more stylised anims, not necessarily realistic.
you do not even need mocap stuff these days
just buy this
you only need one anim
for each thing you do..
This removes the traditional 8 way direction, to one animation only.
good morning, can i add array in a map in ue4 bp?
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?
(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)
Yes you would need more than one material to do that
each spot you want to rematerialize, you need a material for
you want to do it in game? or in the editor?
in game
you can create a custom event and cast to chage the material on the object
in the bp of your character
I would suggest using maybe a line trace by channel
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
thats up to you lol
Is that an approach that isn't entirely terrible?
i mean you can do a switch on physical surface too when the line trace hits the tile and changes the color.
but the engine only comes with like 80 on default
Oh, but the whole thing is 1 surface
Hmm, getting a bit over my head hehe
I understand line traces and such, but not sure why you're suggesting them
If it's relevant, I can already indentify any tile I want to change
you left click, you want the color to change
xD
MANY easier ways to do this, i was thinking replication
work time 😦 I hate night shifts
ok, stuff for me to think about, ty
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.
Then, make that change/update
That is doable. I'm curious about whether that's considered a good practice for my intent.
And what exactly is your intention with the ball? Are some shader work is not going to cut it?
Ultimately I want to be able to flip any tile's/tiles' colour/colours as much as desired. Say when a little guy runs across them, or some other game logic happens.
You said shader work, but I'm not sure what to look into learning about.
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
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)
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
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
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
Maybe some render targets? Though I'm not sure how it's going to work with a sphere.
I can't see why you'd want render targets for any part of this
@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
?
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
line tracing to determine which is under the mouse cursor is valid for the purposes of determining which you're working with
you may actually find it better to ditch Blender and generate the geometry inside Unreal itself
but obviously there's a lot of work involved there
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
But by that I mean, the polygons are known, which may or may not be of much use.
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?
yeah, that's quite a lot - if the sphere is the entire 'game' it's probably just fine
if your icosahedron gets bigger (more tiles), then not having a unique asset per tile will probably become a priority
but for now each tile can merrily be it's own actor / have it's own static mesh
and from there the act of changing the material in slot 0 is just trivial
not having a unique asset per tile -- is that why you suggested considering generating the geometry in Unreal instead?
it's one reason yeah, you'd have an easier time managing and duplicating the tiles
And yep, so ok the multiple-meshes approach is one thing I can get my head around. Progress.
right
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
Right
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?
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?
1000 is a lot - that they're all using the same material is a good thing, rather than a bad one
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
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
and that will have a big impact
How does one make a collider mesh?
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
you double click on your mesh, and then you can generate an automatic collider (not advised) or import yours
So I've done that...
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.
he gets stuck on the seam of the edge
show me your mesh, you probably didn't divided your collider
if your mesh has a concave shape, you have to make slice of it in order to only have convex shapes
otherwise Unreal will "fill the gap" and make collider on void
can you click on collision?
come to PM
Sure
Hello, I imported weapon skeletal mesh and now my skeleton dont play animations ? how ?
@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.
(5 because 5 different possible materials)
you write code to create and remove instances as necessary
you'd need one ISM component for each tile with a given mesh and material
you can create and destroy these ISM components at run time as you require them
this is valuable because if you have 300 identical tiles, you can effectively batch and render them as if it were a single tile
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
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.
That sound on the money?
that's correct yes
you'd end up with 5 batches, one for each combination of that tile + different material
yup
@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".
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.
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?
sounds like the job of a render target. can you pack that data into a texture?
I imagine I could learn to
Can you chuck a small texture down to the shader each frame?
sure, you just update the one texture
same way render targets work
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
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
Yeah
That's what I was doing in said messing around
ok
So a possible approach
possibly more efficient than sending in 1000 variables into the material, but i don't know, never messed with anything of that scale
eh, even setting up 1000 variable would be a PITA
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!
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.
I will give it a go then. Thank you very much!!!
Hello, anyone updated to win 11 here? any insight on performance side?
do I need to learn java to use unreal? I know python and JS but I didn't start java
no
not in ue as far as I know
there is c++ and blueprints for coding and python for scripting editor
so im gonna need to learn c++ if I want to make complex games right?
yes, but you can get very far with blueprints alone. depends how complex we talking about
not really unreal-related but amd is bottlenecked, and generally you'd want stability when game-deving, so I would not suggest using an OS that is pretty much a beta.
thanks, then I will remain on win 10 until UE need win 11 to work
if you wanna live on the edge, can always use that (and ue5 ea for good measure XD)
Not much stuff changed under the hood anyway.
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
nvm
there is camera speed top right of the viewport
Aside from centered taskbar and stuff, you aren't missing out much
worked ut out
Though I personally used Windows 11 because I'm living in the edge.
I see, thanks guy
MMMM gota love it when ureal crashes and nothing saved
Does anyone knows why timelines works different from editor to build even restricting ticks?
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
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.
because you're exporting the fbx files at the wrong scale or your import scale is wrong
if you're using blender you may want to look at one of the UE export plugins for it
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.
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?
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?
Ok thanks
any1 know some free cabin assets lmao
im to broke and idk how to use blender
or even just a house
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?
@drowsy snow u know how to solve my problem in blueprint channel?
Anyone know the best way to replicate a particle system on a dedi server? 🤔
The model?
the mesh is probably just pointing in the wrong direction, rotate the component and that'll likely to fix it
yeah, for some reason the default character faces +Y
instead of +X like everything else
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
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
check the unreal learning portal perhaps
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...
u mean like this one?
woah, okay i'll try that
okay so just change that?
yep
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
ty
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..
Is it ok to have player model that has 715 000 triangles and 425 000 Vertices
Is it a lot?
First person game
a player model that you wont see?
you can, but it is rather pointless.
I will make it so that the body is shown and meaby in the future there will be some cinematics idk
LOD's
Should I?
Yea i know
Is there any way to hear the sound from server and client for testing?
Lets say client one shots bullet but you can not hear bullet on client 0 (server) because the window is not active.
depends on game style and environment
it looks kinda cartoon like
making a cs/valorant modernday clone
yeah too big
i figured
or you could try to make it more bland
transparent
is there a way to promote it to a variable and make the size smaller?
True!
not good with niagra..
idk
tried niagara, but couldn't get it working
thats how you do niagra right there
lol
and you can't change size of the element?
wtf
exactly.. ill figure this out i guess, i always do! lol
export it to blender
then export again
and import
lol
or does it not work like that
So i am trying to make a landscape with an auto material thing and the landscape is pitch black
im using a material instance as the matarial
the material i got from an asset pack
So by default
that should be a remove procedural generation i believe
you need to change it to grass or something
You using brushify?
no but ive tried using brushify and the same thing happend. Im using the stylized forest pack that comes with an auto material
Hold on i know how to fix this i just have not done landscape in along time lol
Open layer information i think
you need to apply a layer
npnp
I just need a simple basic runner-style 2d character
why is it difficult to find that
lern pixel art
LOL FIRST TIME WORKING WITH CAMERA SHAKE
lmfao
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)
Jesus
lol
anyway, fast question
how can i make text appear on the wall?
like it's slowly being written as you spend time in level
or just in general - you load a level and text is just being written
LMFAO
i died laughing from this. It should of not been that funny. I might keep it like this tbh xD
u mean something like this?
#UE #UnrealEngine #UETutorial
Overcome wasting time with this short book! ➡️ https://amzn.to/3xX01Zq
How to make Water in Unreal Engine 4 ➡️ https://youtu.be/HCdPkPOUmy4
Find this tutorial useful? Support my work here ➡️ https://paypal.me/ivicamilaric
Hi everyone and thanks for checking out my tutorial on how to make the simple 3D text for you...
good luck
why you say good luck? I guess i wont give players PTSD then
not really, more like a horror type of vibe - like there's a dark room and suddenly a bright text appears or starts writing by itself on a mirror
probably could create animation and then make it appear with a trigger box or smth
im not sure why i am getting this error can anyone help me please (this is the tower class)
this is the arrow class
Try promoting the return value to a variable?
or creating a interface with the value in arrow?
you have not compiled the Arrow blueprint is why @real moth
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)
its just a joke, i dont have a real ptsd, its like nostalgic vibes lol XD
HOW I CAN UNJOIN THE GROUP
oh nvm
im stuck
how did you group them together?
how i can unjoin
how did you join them?
how i can exit this group
no of here discord
right click the icon on the left and leave server
Dafaq
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
Sounds like it's just a timer starting when the key is pressed tbh
look up set timer by event
Someone needs to create a plugin called shortcut.
easy shortcut to a folder in your project.
ez $$
I guess I'm not getting what the timer would do in this case. Is it supposed to loop over a short duration and check if the input is held?
You break your rotator or connect the gray pins directly
It's just personal preference but I always use break nodes instead of just splitting the pin
would that cause any issues with replication?
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
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
lol i love how we all solve our own problems xD
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?
use #source-control software
yes?
i dont believe in my pc
it will crash many times over the 50 years it takes to make a pong replica dont worry its natural
ha
the issue is my computer
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?
the last time i used it (like half a year ago and now my windows got renewed) i got like 1 fps
how many fps you had while making it?
my screen moved for 0.5 seconds and then froze for 5
i mean, if it can run well in build it should as a final project too
u mean when uplayed it?
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
rookie numbers huh? @plush yew
Rookie numbers 
should i just go to sleep and hope this is loaded in the morning?
youl probably find gpu is bottleneck? unless mines broken........ always running 100% and browser or other things get chunky while im in editor
You could increase ShaderCompileWorker.exe processes's priorities to high. That way it'll use more of your CPU and sped things up.
oh right yeah.
im so trash at computer i dont udnerstand what you are talking, funny people
Bruh. It's just as simple as going into Task Manager.
im there rn
01101100 01101111 01101100
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
is three a lot?
This could help speed up the shader compilation process by a lot.
when will i see progress?
or where SHOULD i see the progress
what hardware are you running?
This is your progress.
the only thing i know about my computer is... windows + intel
Starts a Fire(); Timer that loops the fire while you hold the key
So while you hold the key it will try to fire
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.
74% rn
I'd argue it's good for large amount of shader counts. Also it's not really going to brick the entire OS, but it's a good time to drink some water and watch some YouTube videos on the phone.
I'm talking about starting from 500+ or so.
@drowsy snowi got myself a celeron NUC just for cases like this
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.
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
Maybe something to do with the montage slot?
The default slot should affect anything, so I'm not sure what else causing it to not appear on the persona viewport.
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)
Hello everyone, tell me how to enable statistics for frames and objects in the upper right corner in the engine?
It's in Editor Preferences.
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
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
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?
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?
short answer, no
but it can made to compile and support ARM devices with a little effort
Huh... basepass is where a deferred renderer draws triangles without lighting, just grabbing the information that will eventually be used for lighting (albedo, normal, metalic, etc.).
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.
yo how do i use a image like a png,jpeg ect as a material
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?
its already made into a material however no image shows
That's way too vague for me or possibly anyone else to troubleshoot.
Interesting maybe because I only got 16 gigs of ram unified
Which I’ll upgrade to the 32 when I get the M1 ‘ax
Max
im just trying to put a .png on a sphrere lmao i actually just dont know how to do it is what i mean
I strongly doubt that it's capacity. If it was discrete memory then I might say "Okay maybe you ran out of GPU RAM so it's ping-ponging with system RAM" but unified would be paging to disk and that just seems like it would crash.
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.
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 😭
how do i make a object destroy after being shot
Make a custom event that's called from the thing shooting it
I see, so the M1 Pro (what I have) has 200GB/s bandwidth, while the Max has double at 400GB/s. I plan on returning this and getting the max even if it doesn’t work with unreal I still need a laptop, so I’ll run some tests when I get it maybe that could help a lot
U put in a player start?
yeah but what do i do with the custom event
@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
If u want to use the pawn u set in the game mode you have to drag in a spawn point
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.
anyone wants to test my city builder game? dm me
mmmh
i understand like 2 things of what the fuq u just said lmao
i have returned!
hi how can i make iron man’s repoulsers in ue4 with the unibeam?
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?
Hmm... GeForce RTX 3060 has 360 GB/s of bandwidth... and I highly doubt that a reasonable scene would get 100 ms of latency on an RTX 3060 lol. Things to check would be the vertex counts of the meshes, and the materials used.
the enemy ai destroys it self when it runs into things and not just when i shoot it how do i fix that
You're firing the event when it overlaps with anything
how do i change that
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
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
you make it check for an actor that matches the class you want it to
if you're stuck at this point you might consider just finding a starter tutorial
how do I change the gravity of the player?
Have a little question, would not having the skills to animate or model stop the production of making your dream game? xddd
just gonna ask this again
Isn't that kinda like a true or false thing?
probably some simple input queue boolean
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
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
you need to call the execution pin on that "Set" function
Does anyone know how to add these nodes?
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
Yeah they collapsed these nodes into one
Any idea about the "Set" node?
Nvm found it
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
how to change character height? im trying to make a character creator in game where they could adjust height
Easiest method is to just scale the skeletal mesh
I've been trying to install 4.26.2 and 4.27.1.
When I click install for both, nothing happens
Please ping me
At what point does it do nothing?
When I click install in the Launcher
It doesn't install at all
Tried restarting the launcher?
Yeah I did that. And restarted my computer as well @drowsy snow
ok does it installing stylescape are similiar to install quixel blueprints ?
I am using paragon minions, what is an additive animation?
Hey Guys why the widget always return none when i play on Dedicated server
i set this on begin player -> Player Character BP
@runic fern widgets only run on clients. The little icon in the corner indicates this
Yes i know that but its not accessed to the clients so how can i create it for each client ?
Oh so the begin play create it on server right ?
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
Ok cool thanks bro
Is neon/glowing UMG text possible?? Or even a close fake? maybe a Custom Font Material?
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
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.
check your world settings has the right pawn
Hm, literally the only way its World Settings differ from those of a working level are in the Lightmass and LODSystem panels.
I am making a surveillance camera system. Any idea how i could get the player detected once it is in the cameras vision?
You can look at the Blueprint content examples in the marketplace from Epic games, it actually includes a working detection camera with render targets and alarms and everything.
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?
Have you set Visual Studio Code as your Source Code Editor in the Editor Preferences? Keep in mind it's highly advised to use either Rider for Unreal Engine or Visual Studio with ReSharper or Visual Assist when working with Unreal.
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
In terms of usability with UE, Visual Studio Code is minimal, bottom of the barrel. Either proper Visual Studio IDE suite or Rider for UE are more reliable.
Oh okay, thank you for the information! @drowsy snow
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? 🙂
anyone else experienced this flickering issue with virtual texture? what is the cause for this madness? 4.27
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
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)...
oh I remember that video
trying to get a multiplayer system but it no worky any ideas?
the port is forwarded also
paint landscape or other meshes?
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
so you have a second box that is not working?
Yes Mr MathewW
Also i see this system is very week and i can't think with something more efficient
is the second box another class, or is it just a copy of the first one?
just copy of same class but Mission ID Integer is different
because each house have its own ID
so the blueprint name is the same, missionreaderbox?
no, i was just seeing if your casting was going wrong
so your character handles this code, not the boxes?
it seems like the boxes should, and just tell the character when it happens
i will try again
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
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
hi guys i have question
- Would iron man run? I think just walk rihgt?
Continuting there
how to remove running from a unreal game? With custom animationss
your running/walking is normally using a blend space and the max walk speed on the character. adjust them so it never "runs"
oh ok
the default third person character can be used to look at how this is done
Then just dont add running anim right
yes
you can always ask, anyone who can help tries to help
people do sleep from time to time lol
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
you can use niagara and a beam emitter for the effect, you can use the input system for the trigger
e
i dont know those
im still new
yep, your going to have to look at the tutorials, documenation, or examples for them
epic has all of those
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...
looks like it yep
is there a way to put it like 1 shot and then 1 second cooldown then again?
the box 0 is overlapping but box 1 not even overlapping
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
Yes also i dont like the collision box idea i'm trying to find something modern 😄
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
Yes i will check something is broken with the other one
if you literally use the same blueprint, just drag them in and set them up, then if one works they all should work
Yes literally same
are you setting the variables in the blueprint itself, or are you setting them in the details panel using exposed/public variables?
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
Only replicate objects that actually matters - e.g. pickups, objects that affect player navigation.
It's one of the reason why CSGO lacks many physical objects compared to it's older brother CS Source.
Also do sync every few tick or so.
so like having a general physics object blueprint and just enable replication for the actor?
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
i beleive this is one of the things that chaos is trying to correct with the current physx limitations
Chaos is poorly documented and supported from what I've seen trying to go deep into it
To begin with, Chaos isn't even production ready yet, even in UE5.
To begin with, Chaos has been in the same state for about a year and none of the documentation has changed but a lot of the apis have. They also encourage people to experiment with it but it's completely broken, it's not even a beta
Try looking at implementing Chaos Cache Manager and doing anything with it and you'll see what I mean
And you're saying what I said. I've been messing with Chaos in my side time since 4.23.
What I'm saying is people are belittling how poor of a state Chaos is in, no one should ever touch or mention Chaos until they actually do more announcements
I was as bamboozled as you did, judged by your wording, because I was expecting it to be at least usable by 4.24, and Epic's own words on it replacing PhysX in 5.0. I have no concern on multiplayer, sure, but I have my concern on the replication aspect for replay system.
from my own tests it wasnt too bad, heared from others that its pretty bad
MathewW the Issue with the Array in the 2nd Collision box its going empty to the widget
When you were working on it, a lot of things were working... around 4.26 they actually removed things from their own tutorials because of stability issues and general bugs they were finding so they just stopped working on a lot of important aspects related to cache
Performance wise, PhysX still rules, though the replication side can be a bit hacky.
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 😛
@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
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
the code above, is it in the mission reader box blueprint?
Yes true
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
If i not using the sweep result all houses will show same missions because the array in the box reader box
@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
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.
but which forum for upvoting? the ones i looked at had no upvoting
Its same thats why xD
theres nothing really like that, no real way of voting for features anymore
Sorry for that Mathew xD
they plan on adding that support later
Brain sometime broken crashing xD
https://forums.unrealengine.com/t/unreal-engine-lack-of-speech-to-text/246070 this is my post back in August lol
Windows Speech SDK integration is missing from UE and Unity has this implementation. I was suggested to email this address after asking on the youtube channel live stream for 4.27 update. The problem any UE developer will have is no windows voice recognition where any developer who chose Unity has a huge advantage like Ghost Hunters Corp and Ph...
Specifically with Windows Speech thingie, that's platform specific calls, so I doubt you'll get engine level integration from Epic.
Though there's always C++, and at least the engine code is available for all licencees, unlike Unity.
Unreal engine does plenty of platform specific features lol. Yeah I love Unreal Engine over Unity I just hate this feature is so simple and missing for them to do
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
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
while it might seem simple and easy for them to do, if its not a cost benefit its not going to get approved
yeah agreed but that's why if you're gonna have a community, you have to have a way to have a community upvoted features and build traction. Otherwise don't act like they care about the community requested features, you can see a lot of people ask for this in this discord
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
I've literally been told to email their community email and never gotten an email 4 different occasions, they just don't care at this point
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
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
In Unreal's defence, C++ scripting in Unreal can go pretty low level (compared to Unity's higher level C#), even in project plugin capacity, so there's not much stopping you from writing your own plugin, and spread it (or sell it) to the world.
You're missing the point completely m8 lol, the point is lack of communication response to the topic
they are busy, they work, they might not have the time or desire to communicate
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
it might not be best but it is what it is
If they don't do it, someone else will.
That's kind of the thing.
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
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.
There is a community need for sure, why let a competitor have an edge on you, that's not the right reason
Though it's not guaranteed that custom UE4 modified by some devs is available for everyone else
hm. Idk what you mean. I have lots of grass and wanna paint on a forest path of dirt
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.
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!
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
I checked the temps they are fine as far as i have seen
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
ah, they ported device lost from vulkan to directx now 😄
It's usually not a temperature thing your card is just being pushed to its limits
not sure how that could be just poking a material blueprint and not even doing a build.
might be an edge case with your material if you can reproduce it on the same material
what gpu are you using?
rtx3090 FE
-.-
There is no one function that triggers it.
i can be hitting save, i can be adding a node, connecting a wire.
have you tried an older gpu driver?
Technically yes.
which ue4 version is that btw? 4.27?
Not sure how old i would needing to be going back.
Try version 460 something
Currently 4.25.4 but 4.27 does the exact same thing.
i have made projects in both just for testing from scratch.
i would run some stresstest on the hardware to check if it runs fine
just to be sure that it's not system related
no crashes running Heaven
did you try hell?
No...i am already there....
hense why i am asking for salvation from this issue. 🙂
I will look up 460 and give that a try, thanks HoodieGuy..
as workaround you could try to set render pipeline to use vulkan
you just wont get raytracing
Noted ty
At this point in the dev we are no where near thinking about RT but still useful to know for the future!
does the same crash happen to other devs in your team?
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.
yea that sounds like something on your system is acting weird
either software or hardware
really would run something that stress tests cpu/memory/gpu
5950x 16 core , 64 gb 3200mhz, m.2 hd.
Not running VR but everything else this thing doesnt bat an eyelash at lol.
Ok well thanks...i will poke around more.
yea because most stuff won't even come close to put some real load on it 😄
Right
and ue4 when it is crashing most often shouldnt be either.
again poking around a blue print on a material in a new project shouldnt do that either.
Something isnt playing nicely
Hello everyone! Does anyone know how to update the UWebBrowser's chromium version?
Go through the engine's source code and update the CEF codes.
Also note that you actually need to build the engine source code yourself, which is obtained through the GitHub repo. Changing the code in vanilla launcher builds won't do anything.
Okay thank you! Do you have any idea on the feasibility of creating a system to automatically update this if it becomes out of date?
and prepare for some fun times 😄
It's not feasible automatically, at all.
@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
It's engine level.
See Engine/Source/ThirdParty/CEF3
?
yea but i would still expect a bunch of work to getting to latest chromium, or do i overrate it?
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...
lol damn they use a lot of niagra particle systems
Hey, excuse me, I need help here
My weapon keeps disappearing after changing levels
How do I fix that?
dunno, your not giving us much information
Right, sorry
are you casting to level blueprint?
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.
Okay, thank you!
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. 🙂
was about to say that too
lol
GameInstance is a class that which state persists switching of levels
All right, got it, thank you very much
You are just storing the information in the wrong places, then you need to call that action 🙂
best place to learn concept between local and world offsets?
and the diff between offsets and transforms etc
Think about it as world offset = move to global north/south/east/west/up/down. Local = move forward/backward... in direction of where the object is looking.
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.
Heya
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
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?
Is there a way to translate variables from a data table/spreadsheet to a BP other than assigning each at runtime?
Any way to get parent class on actor overlap?
So do people use modular building sets not only for legos but for better occulsion culling?
I have two characters derived from one parent class but all it detects is the instances
@hollow tendon
Somehow, when i drag a plane or a cube in my blueprint viewport, it wont show anything, the cylinder/spheres work just fine
someone knows how to fix this?
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
In that project or any other project did you make any alterations to the cube?
sure, but first in the World Outliner click on the 'edit static mesh' bit on the Cube's line
In the view port of the cube, is there a cube?
no, there isnt
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'
That will reset your engine to default
It's only checking files and will replace any that have altered, not redownloading the entire engine
Ok, but somehow its still verifying 😉
i will let it finish and let you know when its done
so does the engine cache ever clear out on its own
my only project on drive atm is like 5gb
thank yoiu!
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.
yep
but parts of it are going to be regenerated when you open ue again
@torn ember
ahh good
thats exactly what I wanted
cause most of that is dead data
and my ssd is small
ty
when you cant download new assets textures etc because the old assets you've already deleted still have data in the ue cache 
Stationary/static lights can't be altered in runtime. You'd have to use movable lights to alter its properties.
@thick herald it worked ❤️
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
My camera moves when I hold down right click, anyone know what option it is to turn that off?
did you scale the mesh and not the capsule?
oh wait
nvm
glide not hover
change play rate / max numbers in the animation blendspace?
or did you want to scale the movement speed down?
Fix was to Disable Input Axis Turn, and Input Axis Lookup
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
Sequencer, level BP, enemy BP are all options. You probably want to fire it all either from the game mode or the enemy's AI, depending on how the events are triggered
bit unrelated but
How are you supposed to prepare a model's UV map when you intend on using a seamless material on it?
I guesss you can just hit unwrap and import it ?
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
does this help? https://docs.unrealengine.com/4.26/en-US/SharingAndReleasing/Mobile/Android/GettingStarted/
there's a whole section for android dev https://docs.unrealengine.com/4.27/en-US/SharingAndReleasing/Mobile/Android/
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
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
Sounds like you should test if the problem is Android not being able to host or PC not being able to join
Or vice versa sorry
So android to android and pc to pc to see which, if any, causes issues
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
So android cannot connect?
not at all
Host a session on Android and join it on Android to confirm
?
Troubleshooting 101
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
i only got 1 xd
Bluestacks or something idk
oh yeah that could work
Maybe someone would be willing to test it with you
i think i have an idea what the issue is
i think i haven't port forwarded ue4 on my pc
xd
nope damn thought that would be it but apparently not
i dont think bluestacks works on windows 11 rip
xd true
If u I use UE often can I get windows 11 or are there any known issues with 11
There's practically no difference.
Gotcha thx
I figured it’s just reskinned
Not even worth it prolly I’m too lazy to install it lol
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.
amd is still bottlenecked in win11
Ah so like a little cleanup and ui change
So i could just upgrade like I would an update it’s not big enough where I should do a whole reinstall
When I went from 8 to 10 I did a fresh install cuz ocd lol
And I argue this is on par with past Windows 10 update regressions
in win 11 it is expected to be between 10 and 40% slower atm.
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
how do i fix my textures looking very low res in the editor?
can i get help?
If anyone knows how to do a server in ue4 such that it can be communicated with by external clients pls dm
the top error is normally due to a missing module reference in your build files
docs https://docs.unrealengine.com/4.27/en-US/API/Runtime/HeadMountedDisplay/UHeadMountedDisplayFunctionLibra-/GetPositionalTra-/ says it uses the "HeadMountedDisplay" module so you have to make sure you have that
if its for mobile, probably overkill. most of the time 30fps is fine with 60fps as an option to use more battery/heat
is it safe to delete DerivedDataCache folder? I moved it to another directory. What's is this folder?
its a cache, it speeds up stuff. yes it will remake it
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
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 :))
my sloppy silly way to do it
would be when leaving close collision overlap
make everything behind change into something else
theres possible a way better way to do that so dont take my word for it lol
what if the player walks backwards :0
well you can apply a "do once" node
before any of that
so he can walk backwards a thousand times and have nothing else change
No if you walk backwards through the collider you will see it change
not if its do once iirc
that makes no sense
it's not an unreal thing it's a logic thing, sorry to be harsh
no no youre fine words dont offend me
stupidity does xD
hence why i told him my sloppy way which better ways may exist for would be the above
Raycast, and some sneaky level swap, or teleport into similar looking room in another place in the map if you don't want any potential hitch from async level streaming.
Notably the teleport method is what the time travel level in Titanfall 2 used
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