#ue4-general

1 messages · Page 1083 of 1

plush yew
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anyone know a good tutorial on how to make a moveable hud? I want players to be able to move the HUD anywhere or put there own hud style in there

plush yew
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ff14?

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whats that

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ohhh final fantasy

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Last one i played was like 7 on ps1 with 4 discs lol

dusk nebula
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Could I get some help with this? I can't get it to only fire once instead of continuously

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current

plush yew
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like being able to grab the minimap and drag to the other side

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any good plugins or bps out there on the marketplace?

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Wouldnt really know without trying it

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Doubt youd find a bullet with that

hidden dew
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Hi all. Does anyone know what changed about ProceduralMeshComponent in UE 4.25?

I ask because of this:

UProceduralMeshComponent (API docs link) is historically how one would do such a thing in Unreal Engine. As of UE4.25, it is now also possible to “build” and update a UStaticMesh at Runtime, which can then be used in UStaticMeshComponent/Actor.

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I haven't used PMC, but I thought building and updating static meshes at runtime was already what it did

plush yew
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Oh shit your right i watched the end, I could add that in the menu to change the user UI

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thank you 🙂

limpid aspen
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Hey, im very confused, could someone tell me where I can watch the Fortnitemares? Ive read all sorts of pages and nowhere does it actually say where I can watch them. It says "To watch any of the Shortnitemares films, select the “Shortnitemares” playlist and head into the Shortnitemares Theater" But where is this theater?
No links for anything.

plush yew
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Wrong discord? This is for unreal engine dev.

limpid aspen
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NM
Its in Fortnite game

drowsy snow
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Just because this is Unreal Engine dev server, doesn't mean everyone here have extensive knowledge with Fortnite.

obsidian nimbus
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they do have some cool cinematics, mayB i should go watch em later 🙂

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i really liked the stopmotion Xmas one

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and that scooby doo kinda cartoon

runic fern
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Hey Guys I want to make Customizable Mission system realtime spawn and despawn
Any idea where to start

plush yew
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Would it make more sense to put the player UI in the player controller or create a custom HUD blueprint? Anyone have expertise with this? Replication? Just wondering, i dont wanna be screwed in the longrun

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I dont want crosshairs to be Client only

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but hmm

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i forgot about that

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good call 🙂

exotic thicket
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why would a crosshair not be client-only? 🤔

modest trench
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I think they misunderstand what you mean

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where players are looking is of course a replicated thing

plush yew
exotic thicket
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Right, the crosshair would still be technically clientside though

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You would just replicate the settings that control what the crosshair looks like so the client can then display it correctly

drowsy snow
plush yew
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ohhh thats an interesting approch

drowsy snow
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Or any other kind of value you use for it

plush yew
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never done player UI before LOL

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im sick of looking at nothing on my screen

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just a gun with hands, so basic

drowsy snow
runic fern
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I was watching a video in youtube i saw this ...
What is this tree ??

drowsy snow
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You could build one in C++.

runic fern
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Oh nice

plush yew
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This is a system

uneven cargo
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Anyone knows how to have more control over normal camera DOF? I have a camera with a low FOV and want the foreground to be blurred, but no matter what settings I change I can't get more than a tiny amount of blurring

drowsy snow
plush yew
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me too thats why i knew what that was

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lol

drowsy snow
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TBH I prefer my own solution: Flow Graph + Lua scripting

plush yew
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Actually its impended for any type of game... i might have to buy this when i have my paycheck.

drowsy snow
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Thus, I resort to free open source stuff.

plush yew
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I mean, i ended up buying this because i was lazy with anims too lol

exotic thicket
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terrible EULA loophole.
What's this? 🤔

plush yew
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yeah

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indulge me

drowsy snow
plush yew
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You buy it, it's yours. only usable in unreal engine. you can sell with that product your purchased, with out penalty.

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i thought that's how the system worked

drowsy snow
plush yew
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Oh i knew that

exotic thicket
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Well that's extremely confusing if you aren't allowed to share paid plugins between members working on that project...

plush yew
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Each person has to buy the plugin to be used per computer.

drowsy snow
plush yew
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I mean, for now you can share with your team. When it comes to release and you make $ just buy it.

exotic thicket
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What even is the point of sharing plugin files if you need to buy licenses for it, doesn't that basically mean "you might as well not share the plugin files"

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lol

drowsy snow
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It's not per seat, so if the person left the team, they bring the plugin licence with them, and new team members had to buy it for themselves, otherwise they can't work on the project.

drowsy snow
plush yew
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ummm

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you know you can add a plugin folder into your project

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and drag the plugin into there?

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thats what it looks liek for me.

drowsy snow
exotic thicket
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It seems epic's own FAQ contradicts on it because it says you can just login to EGL as the user who bought the plugin and download it...

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they really need to clarify these points

plush yew
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i dont like having pljugins in the main dir tbh

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i always put them into the plugin folder, plus i am using ue5.

exotic thicket
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You are allowed to put code plugins into the project. There's nothing in the EULA that says you can't

plush yew
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thats what i thought lol

drowsy snow
plush yew
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I own all the products i have in there.

exotic thicket
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the other page there says that you can't do it

plush yew
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lol

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This is why people steal stuff.

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I never noticed this issue before xD

exotic thicket
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I submitted a support case from the menu to get clarification

plush yew
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What i hate more is the refund policy.

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200 dollar plugin/content does not work with the version of ue you want?

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your screwed! enjoy!

exotic thicket
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To be fair it states quite clearly which versions of the engine they work with on the store page

plush yew
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CMD As Admin "cd C:\Program Files\Epic Games\ UE VERSION HERE ( NO SPACES) \Engine\Build\BatchFiles"
RunUAT.bat BuildPlugin -plugin="C:\Users\ USERNAME \Desktop\AGRPRO\AGRPRO.uplugin" -Package="C:\Users\ USERNAME \Desktop\ARG"

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i mean you can do this

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but you get the idea lol

drowsy snow
plush yew
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Hi guys Im new to Unreal Engine. I am following a tutorial on udemy but I got stuck when the speaker puts spotlight.. his spotlight has cone mine doesnt. how to open it?

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Thanks in advance!

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speaker puts spotlight?

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OH instructor, puts the spotlight.

drowsy snow
plush yew
plush yew
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I am using UE 4.27

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click the right side details

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no cone like this?

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the cone is the Attention radius.

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in the right side in details.

plush yew
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but theres no transform cone

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or what do you call it

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are you following it exactly?

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is he doing static or movable lighitng?

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rewatch it 🙂

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I mean this one sir

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the bones thing

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mine doesnt have it

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inter core angle, and outer core angle

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I see sir

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but how to show it?

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mine doesnt have bones

drowsy snow
plush yew
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it does not

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Pirate

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scroll to the top of details of the light

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screen shot

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here sir

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I wanted to show the white lines

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hmm weird, file save all, restart editor?

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Okay I will sir

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a second

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I just tried this with 4.25,6,7 and 5 no issues lol

drowsy snow
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See if it's enabled or not.

plush yew
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Oh

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yeah that could fix it

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he has his scalability to nothing lol

drowsy snow
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Safe to say he might accidentally pressed Alt+R, which is the hotkey

lean widget
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Is there any dropdown for selecting values? cant find its name

plush yew
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okaaaay I cant find Show -> advanced sir

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haha

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sorry Im really noob

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just got started this today

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show at top

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WOW

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that fixed it

lean widget
plush yew
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another problem sir

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the transform icons are missing

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no arrows

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hoodie is more of a level designer i take it 😉

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Thanks so much sirs!

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click the cross

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at the top

drowsy snow
plush yew
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which sir?

drowsy snow
# plush yew

I forgot which one, but you know what, try Use Defaults

drowsy snow
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Or maybe just cycle through the transform mode to try summon the gizmo.

plush yew
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Adding a second camera on the top of a character to summon on a minimap, could cause FPS issue in the end, right?

drowsy snow
plush yew
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Ahh alright 🙂 ill follow this guide then, thanks

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player no see, for camera and removing icon too.

drowsy snow
plush yew
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thats what he is using

drowsy snow
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Looks like scene capture to me.

plush yew
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Yupp i figured that would be bad

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double rendering everything twice.

modest trench
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that's definitely a scene capture on a springarm lol

plush yew
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Screen capture component

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yupp....

drowsy snow
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Scene capture would be the worst way to do minimaps.

modest trench
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he has a much longer version that makes a much cheaper minimap https://youtu.be/Z6qzaT4ZOh0

In this episode I show you how to create a more advanced minimap for your game. Part 1 handles the creation of the minimap and tying its movement to the player.

Support me on my Patreon and see episodes 2 weeks early: https://www.patreon.com/ryanlaley

This type of minimap is the preferred method as it has minimal impact on performance; unlike ...

▶ Play video
plush yew
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i just started watching that 🙂

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damn so in some games, the FPS drop is not coming from the actually game level, its coming from the way it is set up.

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never thought about that before.

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What IF you do a scene capture component, ignore the world and paste a image in the sky no one can see? other than the minimap.

drowsy snow
plush yew
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alright, ill have to look into this. I don't like to do wrong practices.

tawdry wren
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Anyone else had an issue while building the client and getting this?

Failed to find streaming level package file: /Game/MyLevel/Generated_/WPRT_MyLevel_MainGrid_Cell_l0_X6_yDLO. This streaming levele may not load or save properly

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Only happens when packaging the game my initial level opens, but when i use OpenLevel it does not fully load the level. The level will load but all the streaming instances will not load, so the entire map is basically empty.

obsidian nimbus
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you have an include maps in package

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you need to select all lvls you use

tawdry wren
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I did that @obsidian nimbus

plush yew
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thanks guys!

obsidian nimbus
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ahh ok, I never done much with stream levels

vocal edge
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hello guys

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i have a problem with a widget

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cand someone help me for a second?

plush yew
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Holy moly. SceneCaptureComponent2D really adds quite the lag LOL bye to that.

drowsy snow
plush yew
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Yeah, nothing you can really do to fix it either.

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on to learning UMG 😛

steady bramble
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Hi, I have two identical levels, but one of them is darker. (I just duplicated the map)
What could be the problem?
Hi, I have two identical levels, but one of them is darker.

real heath
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Try rebuilding lighting

drowsy snow
drowsy snow
plush yew
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that sounds like a LOT of work

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lol

lean widget
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Does anyone know how to add Event BeginPlay on graph? for some reason its not here by default

drowsy snow
lean widget
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here?

drowsy snow
# lean widget

Oh, it's a widget BP.

Yeah, practically Construct is BeginPlay for widget. It got executed as soon as it spawned in game.

lean widget
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I have to create new widget or i can do it in my main widget?

drowsy snow
lean widget
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i can find only these

plush yew
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why are you trying to put a begin play in a ui? that makes no sense.

lean widget
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i want it on graph

plush yew
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what is graph?

lean widget
untold summit
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hello, i need help with creating a completly new battle system.

plush yew
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create a custom event, and cast the custom event to where you want it to be?

untold summit
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the basic idea is pulling VR controls and porting them over to mouse.

loud meadow
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Guys how to do more than object need to be collected than go to a place to finnish the game

ruby folio
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Does anyone know if it is possible yet to import tiled landscapes into UE5?

drowsy snow
ruby folio
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Cheers

plush yew
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@drowsy snow i found what i am looking for but this is a lot of work.. lol

acoustic wraith
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Is there a recommended way to run ads on Windows and Quest2?

turbid wasp
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ive painted this but why is it so linear?

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its like a bunch of squares

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i want it to be smooth

plush yew
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change the size of brush

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and also smooth it

turbid wasp
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ok thanks!

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wait

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bigger brush?

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and how do I smooth it?

plush yew
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i mean smaller

turbid wasp
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oh

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okay

plush yew
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and edit small details

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for smooth

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press on sculpt and there's smooth brush

turbid wasp
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okay!

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thanks =)

plush yew
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good luck, just play around till you get it right 😁

turbid wasp
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hm

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:D

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the smooth brush doesnt do anything lol 🤔

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as soon as i make it to "smooth" it stops working

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oh

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wait

plush yew
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zoom in

turbid wasp
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lmao

plush yew
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change size

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etc

turbid wasp
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when i press smooth it cant paint anymore but it can delete what ive painted

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ohhh

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I get it now

plush yew
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it should just smooth everything lol

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make it even

turbid wasp
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yeah!

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i realized that

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thanks a lot

celest creek
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Hey people - does anyone know how to mask off a specific UV quadrant on a UDIM UV set?

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So let's say I want 1002 to be fully white but the rest fully black?

plush yew
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anyone know why this node can not be connected? It should work 100%..

acoustic wraith
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What is "InTransform"'s type? @plush yew

void sierra
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How do I change the target directory for the built lighting?

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All files get built in my C drive but I want them in my E drive

plush yew
acoustic wraith
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If you google "SetRenderTransform UWidget", it shows that it is a FWidgetTransform

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If you search for "FWidgetTransform" on the GitHub repo you can see what its members are, but it's a blueprinttype so you should be able to just split the struct in your blueprint anyway

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A widget transform takes a Translation, Scale, Shear, and Angle according to the source file

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Right click on the struct pin and choose "split struct pin"

plush yew
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thanks

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such simple things.

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cause the most head aches.

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lol

turbid wasp
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can someone explain why its so linear?

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its like im in minecraft. lol

acoustic wraith
turbid wasp
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do you know how to fix that?

acoustic wraith
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I believe you have to recreate the landscape with a finer scale

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I don't know much about landscapes

turbid wasp
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smaller?

acoustic wraith
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Not necessarily; when you are creating a landscape, and it shows the dot matrix (for lack of a better name), mess with the settings until the dots are sufficiently close together

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It'll probably take some experimenting until you find what works for you

turbid wasp
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ah okay

hidden dew
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Would anyone have any guesses as to why this:

``` just does nothing?

Stepping into it all I see is a called to Resize() in Array.h, and some string conversion function in GenericPlatformString.h. After this it simply moves on to the next line in my code as if this quit call never happened.
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It's being called early in BeginPlay(), if that means anything.

acoustic wraith
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There are other ways to quit the game, does it need to be done this way for your implementation?

hidden dew
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Nope

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Just one quick way I found

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I've tried FGenericPlatformMisc::RequestExit(false); as well

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Also acts as if it isn't there, but I haven't stepped into that yet

acoustic wraith
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Mmm you asked the right random person. I ran into a similar issue before

hidden dew
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woo

acoustic wraith
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Is this running on Windows?

hidden dew
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Yeah

acoustic wraith
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You want to import the platform header file for Windows. Most platform-specific files aren't included in the online documentation.

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Then the call is FWindowsPlatformMisc::RequestExist(false) or something like that.

hidden dew
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ah

acoustic wraith
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For multiple platforms, use #if statements to make the right call for the platform

hidden dew
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ok, great and thanks

regal mulch
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Since BP have a function to quit which should work on all platforms, you could just call that one. Probably part of the KismetFunctionLibrary or so

fiery basalt
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I am very excited to finally make a proper game with a proper game engine but what is delaying the progress is the art. I cant make a good animation for my character. Dont get me wrong it is literally the simplest of characters but walk cycles are annoying and it has been 2 days since and I havent made much progress. Whats your advice on this

acoustic wraith
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Don't focus on art until it's absolutely necessary. Focus on the gameplay

drowsy snow
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Don't force yourself to be the jack of all trades if you can't.

fluid mist
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Hi. I'd like to ask for help please also I'm not entirely sure where this question falls anyway I've been trying to figure out, what I can only describe as live in-game cinematic action.

You know, those in-game cinematic action sequences like Naughty Dog's.

acoustic wraith
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What's your question?

fluid mist
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That's my question, that's it called. That thing that Naughty Dog does especially the ones shown in Uncharted 4

drowsy snow
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So... what's your problem with it?

fluid mist
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I'm trying to figure out what it's called

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So I can study it.

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I've looked through documentation, YouTube, courses. Which leaves me here.

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Still havem't figured out how its done

drowsy snow
fiery basalt
drowsy snow
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Good thing my bookmark is full of anim references lol

drowsy snow
fluid mist
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@drowsy snow thanks!

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I'll go study it.

fiery basalt
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😬

fluid mist
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Hopefully, I can finally figure out how it's done.

drowsy snow
drowsy snow
# fiery basalt 😬

Sorry, but the ones that bring food into the table gets more priority than those that don't.

Even most FOSS projects are worked in spare time, unless they got massive amount of donations consistently (like Blender Foundation or large Linux companies)

That's not to say that rev share is totally impossible, it's just that your contributors won't dedicate much of their time for you. You don't provide warranty to them, so do they.

lean widget
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am i able to make a mp3 to uasset ?

drowsy snow
lean widget
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my mp3 looks like this

fiery basalt
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But its a 16x16 pixel art i literally just need to move the legs 😭

fluid mist
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Ssshhhh... this is so clear. Sshhh

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Thanks again @drowsy snow

drowsy snow
# lean widget

Converting it to WAV and importing it is more preferrable, especially for a click sound.
MP3 is terrible for more instantaneous sounds like that and generally not favoured by game makers.

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Again, the WAV files will end up compressed in packaging anyway, while allowing for fast audio loading.

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I think UE uses Vorbis for that, but I might be mistaken.

hidden dew
# acoustic wraith You want to import the platform header file for Windows. Most platform-specific...

Hmm.. I wasn't actually getting a difference with using the Windows headers/calls.
What I did find though was that it was related to BeginPlay() after all. Both the approaches I tried did quit, but not until BeginPlay() had completed. My issue had been that I was getting other crashes inside BeginPlay(), after the quit calls, confusing things.

I've also found that ConsoleCommand("quit") gives me a closed PIE and return to the editor, and RequestExit(false) closes the whole editor. Either way, both after BeginPlay() has completed.

drowsy snow
drowsy snow
stuck chasm
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Would android multiplayer make quest 2 and mobile cross play? Or is there more to it ?

acoustic wraith
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As long as it builds, there's no specific setup for crossplay

drowsy snow
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The only thing that would stop crossplay is your own separation, or the platform's online infrastructure (and we know how Sony got backlash after Fortnite accidentally crossplay from PS4 and Epic saying how simple it was to do)

acoustic wraith
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^ You'll probably have different PlayerControllers and Characters

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You'll need to set the proper classes via the GameMode, when players connect.

neon bough
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how do we still not have an control rig channel 😭

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it's barely related to animation blueprints, so it's own channel would be justified

drowsy snow
neon bough
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well, i'm currently twisting, not only my, head around getting head rotation work within a limited range with DAZ rig -.-

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i have some working implementations which split rotation into yaw/pitch, and it seems to work better than the aim node

drowsy snow
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On top of that I don't use Daz (even though Snowie often gave me some clues about it, including its own merits)

neon bough
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but it feels so complex and i feel like there must be an easier solution

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@plush yew how did you solve it?

prime willow
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Solve what?

neon bough
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head rotation on daz rig in control rig

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for things like lookAt

prime willow
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yeah control rig and Daz

neon bough
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did you use aim node, or some other solution?

prime willow
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I have tried many things

neon bough
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welcome to my world...

prime willow
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nothing has solved my daz mesh from becoming a sphegetti monster

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and if i use fix rotations before import they import as a spghetti monster ._.

neon bough
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i'll get nightmares from that 180° yaw rotations and such 😄

prime willow
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;-;

neon bough
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oh that sounds like you failed even earlier

prime willow
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yup

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i mnaged to make everything work perfectly

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until placed on the map

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than he re-spghettis

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all over again

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control rig and daz isnt worth it

neon bough
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it sure is

prime willow
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i burnt over 4 months for no real usable progress

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thats four months of mechanics and systems

neon bough
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the problem is that you cant copy paste youtube solutions 😛

prime willow
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and i work really really fast when i work lol

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i can setup entire systems in 20 minutes

stuck chasm
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Is there a specific channel for setting up android setup errors

prime willow
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i still wreathe at the loss of time spent for control rig to still not work

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.-.

stuck chasm
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ty

prime willow
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@neon bough I have a suggestion but you may have to do things that are not okay ;>_>

neon bough
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which is?

prime willow
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well that depends on if you can find any working solutions for character creation 3 and control rig

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I may have a bypass lmao

ivory locust
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does anyone know how to export a tessellated mesh from ue4?

neon bough
#

thats the iclone software?

prime willow
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reillusion so possibly

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they also made iclones stuff

neon bough
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yea, that's not gonna happen

prime willow
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too expensive?

neon bough
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it doesn't work flawless on windows "emulation"

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and their software is clonky

prime willow
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very clonky

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but their bone setup to export might be good

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o-o

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for the control rig issue

neon bough
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and i'm kinda worried that my next trouble would be animations if i work with an altered rig

prime willow
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lol

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yup

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also you can use sendtoeu and blender to daz bridge

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and have a working decent Daz animation setup

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where you pull rig and mesh animate in blender instantly send to unreal all done in 5 minutes or les sper animation

neon bough
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i'm using a blender plugin for the DAZ rig and stuff

prime willow
#

ah oki

neon bough
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i guess my main problem with the Aim node in CR is that it applies roll to the head bone, which i don't want

prime willow
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this is the best i can give you for your control rig issue

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and even than you have to follow the description instructions

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and that might not fix it either

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didnt for me ;-;

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also my guess is try using a different bone for the head roll maybe?

neon bough
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my rig works fine, it's just that particular problem with limiting the head rotation

prime willow
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like neckupper

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i know daz has silly names for their bones

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i think iirc

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upperneck is head 1 for daz

neon bough
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head is head, it's pretty obvious 😄

prime willow
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oh sorry im stupid and havent slept in 24+ hours xD

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the only other person who may be able to guide you i know is @fierce tulip and he doesnt touch daz control rig iirc

drowsy snow
# prime willow ah oki

BTW I did some testing with MB-Lab models, and try to rerig it with Auto Rig Pro, and with the rig adhering more to UE mannequin standard, it works better with Control Rig. Though I have yet to solve twist bones problem.

Also yeah, it's practically throwing away the old, incompatible rig, and rerig the mesh, but from my experimentations, Auto Rig Pro did a good job at making auto weights with voxels.

prime willow
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you can always cheat that process

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and rrun a daz script

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that completely tears out twist bones

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and forces the model to become 1 and 1 with mannequin

neon bough
#

i think there's also a paid plugin for blender which pretty much makes anything UE mannequin compatible

#

not mr mannequin tools btw

prime willow
#

Hmmmmmmmmmmmmm

neon bough
#

nvm, auto rig pro is what i meant 😄

prime willow
#

im dumb and using daz as is from import

#

with daz bones

prime willow
#

and everything tells me to eject fast

#

and use mannequin bones ._.

#

@woeful hatch hush you U:<

woeful hatch
#

which one is it where you can place it its like a collision box and you can edit lighting? forgot name lol

neon bough
#

$40 on blendermarket

#

where did you get it for 30?

drowsy snow
woeful hatch
#

just forgot it lol ofc it is

#

cheers again man

prime willow
#

Well Ben im sorry that i wasnt any help at all .-.

#

i qit the whole control rig thing

#

didnt seem worth the pain

#

like id waste away 6Plus months or more

#

and thats enough time to make your whole game mechanically

#

or at least the core aspect

neon bough
#

yea you did waste them because you did quit

prime willow
#

might as well come back to it later

neon bough
#

instead of learning from the fails 😄

prime willow
#

i just noticed that i keep getting stuck and have no idea or clue how to move forward

#

i feel like i should wait and work on other stuff

#

come back later when i msmarter wiser

#

and probably have a better understanding on unreal ;-;

#

its the same way with character creation tbh

#

i burnt nearly a year getting lost on that

#

sinc ei went to do that first before anything else

drowsy snow
prime willow
#

i could maybe do it now lol but dang the time wasted super painful

#

anyways as ive clearly established im pretty useless in the control rig aspect and cant help you much at all in that area

untold summit
#

hello, i need some help, i wanna port vr to mouse controls, theres no yt video on this topic as far as i am aware.

prime willow
#

my only advice idk if its possible with control rig would be to setup an ignore function for twist bones if they get in the way maybe?

prime willow
#

worked for setting up iks

neon bough
#

ok, thanks tho

drowsy snow
neon bough
#

but honestly my advice is to try to understand what's going on

#

that helps in moving forward 😄

prime willow
#

i agree

#

do forgive me

untold summit
neon bough
#

probably the rig isn't the actual main problem but the fundamentals 😄

prime willow
#

im currently suffering through fixing my mantle system let alone aadding climbing and prince of persia floops

#

yup i still need to learn fundementals lol

neon bough
#

you must become one with the bone

drowsy snow
#

Speaking of moving forward, Control Rig executes in forward sequence, at least from Forward Solver, so overriding is possible.
RigVM is quite lightweight, so abuse it and find what works.

neon bough
#

and see how stuff gets messed up from the bone perspective 😄

untold summit
untold summit
prime willow
#

maybe add physics

neon bough
#

create a physics asset and define a weight

prime willow
#

than change its weight in mass or weight

drowsy snow
untold summit
#

thats the oposite of what my intent is :/

#

i wanna add collision to the weapon.

drowsy snow
#

Well, you said implying it's not VR. In non VR, the mass rarely relevant.

#

Save for things like dropping weapons, which even then often not physically accurate.

untold summit
#

well

#

just a system for now

drowsy snow
#

Again, I don't work on VR at all (blame my health condition for that), so you're asking to the wrong person.

#

Even if I had to, I could just outsource the job and let someone else do it.

untold summit
prime willow
#

i hope so

untold summit
# prime willow i hope so

very much, for this purpose i also need the weapon to have weight while colliding with another weapon.

prime willow
#

it better be sexy as fluff D:<

untold summit
neon bough
#

well i think the full body ik solver is just trolling me

#

and not applying the limits corrects

drowsy snow
#

With some clever animation trick, one can make fighting sequences feel punchier than it should.

#

(and optionally some particle effects)

untold summit
untold summit
#

but be alot slower to swing.

drowsy snow
untold summit
#

but the system i have in mind has a way to avoid getting hit even if the blades touch, by guiding the sword away from your body.

#

think for honor, but less gimmicky.

drowsy snow
#

Maybe artificially add latency / desync to the HMD movement on screen to signify the weight, based on arbitrary JRPG numbers, and make it unusable if the weapon's enum switch disable one handed support.

Theoretically.

untold summit
drowsy snow
#

The thing is that VR controllers can't get heavier in real life, so you have to problem solve it on screen.

untold summit
untold summit
drowsy snow
#

Although the bulky headsets caused me to nearly pass out.

neon bough
#

i bet that would feel really weird in VR

untold summit
#

the thing is

#

i just want the vr controls

#

no vr headset

#

all normal on pc

#

just with vr controls.

neon bough
#

still your brain wants to see the movement to be somewhat what you tell your arm muscles

#

if you add artificial lag to it, you get into trouble

drowsy snow
#

FWIW, I see streamers playing that one VR game about sword battle, and the weight of the sword barely matters.

neon bough
#

yea probably for the reason that i said above

hallow void
#

Hey guys, quick question, just to make ideas clear for future development, If I wanted to implement into my games some bots that use the same type of character the player uses (for example to allow bot support in deathmatchor other multiplayer modes), can I just make an AI possess or use that specified character or should I make a separate pawn or actor and recreate something similar to the player character on the front end while on the back end is completely different?

#

Take something like Unreal Tournament for example, my question is if I can put in some ways an AI to control a character or I should make something dedicate,

neon bough
#

you use the same base character, and unless you do weird things they can be possessed by players and AI

drowsy snow
hallow void
neon bough
#

idk about the first person character because i never used it, but probably yes

hallow void
#

Good to know, this will make my life a lot easier, thanks!

drowsy snow
hallow void
#

Great!

#

I am trying to learn C++ even though with school I am kinda stuck there, working majorly on UE5 and Blender rather than on C :/

drowsy snow
hallow void
placid socket
#

noob question, i have functions in my blueprint, one has a greenish F, and the others are blue/greyish, what's the difference? 😄

drowsy snow
# hallow void Everything that can get me on the track of making a quality boomer shooter is we...

Also, about boomer shooter, you can even grab this Source/old Quake like movement system, from Project Borealis.

https://github.com/ProjectBorealis/PBCharacterMovement

GitHub

HL2-style, classic FPS movement for Unreal Engine 4 implemented in C++ - GitHub - ProjectBorealis/PBCharacterMovement: HL2-style, classic FPS movement for Unreal Engine 4 implemented in C++

hallow void
#

I hope there's a way I can turn my game developing experience into work hours for school... here in Italy there's the tradition of not letting students have a private life at all, so our dear dear government put a law that forces high school students to work 90 hours in 3 years otherwise you can't access university

#

Oh, you don't get any kind of money or experience from that work, you just work for free at McDonalds to have access to life

drowsy snow
hallow void
placid socket
drowsy snow
hallow void
#

Green functions are used most of the times as references or target, most of them are Get functions that get a value or a game component (e.g. Get Player Controller) and can't be executed, while blue ones can be executed but they often (not always) rely on variables and those green functions

untold summit
hallow void
#

I am very interested in UE5, can't wait to see what its future holds, now I'm probably go back studying Kant (I allegedly detest him)

untold summit
drowsy snow
untold summit
drowsy snow
# untold summit

Yeah, this is definitely the animations that make it looks (and feels) punchy.

#

The simplest way to get it would be with some tweening.

untold summit
drowsy snow
untold summit
drowsy snow
#

Motion controls w/ peripherals, but not VR display, that's basically Wii in a nutshell.

obsidian nimbus
#

well rift wont work w/o headset

#

quest neither

obsidian nimbus
#

wii is unsupported

untold summit
#

pc master race 😄

drowsy snow
#

Kinect is dead by now.

untold summit
#

forget wii, mouse it is.

#

its not really finding out a proper way to make it work, its about the how to add the controls rather than how to make it work gameplay wise.

drowsy snow
#

Though, you could add your own Wii controller support, if you want to, with some hacky C++ code, even though only retro enthusiasts, speedrunners, and grannies with the Wii mini still holding on the Wii remote.

obsidian nimbus
#

you could try use a phone as controller

drowsy snow
digital rover
#

cant we edit/change distance of existing layer on world composition

untold summit
drowsy snow
obsidian nimbus
#

could get spatial awareness if u incorp the camera tracking

drowsy snow
digital rover
#

oh ok thank you

untold summit
drowsy snow
#

Though to be fair the integration was started way before the Fortnite banning fiasco.

obsidian nimbus
#

yea its not perfect, but ppl often have one

#

more ppl own an iphone than quest

#

iphonme + pc that is

#

its also something a lot of ppl dont wunna bother with

#

phone +pc has a lot of potential for a sync multiplay, but phones comin in all shapes and sizes makes things a bit tricky

dawn gull
#

I'm trying to see if a hit actor is a specific class, I tried this and it doesnt work, what could I try?

#

I know its hitting because it could print the name of each actor fine

drowsy snow
dawn gull
grim ore
#

get the hit actor, get its class, compare class to class, profit?

drowsy snow
dawn gull
#

Oh, like this?

grim ore
#

yes, that would compare the classes

dawn gull
#

ill try it out

grim ore
#

you can also cast and that would work as well

drowsy snow
turbid wasp
#

I made a landscape that I then deleted and made a new one. And when i was gonna add my material again so I could paint it onto the ground, it didn't work to press "ok". It worked before I deleted the terrain

It's what he's doing here
https://youtu.be/X0MN9xWr-iI?t=386

And I get the error message "Asset /Game/Landscape_sharedassets/Grass_LayerInfo already exists." When I press "ok"

Learn how you can setup a landscape material and then paint multiple textures onto your terrain using Unreal Engine 4 in this tutorial.

♥ Subscribe for new episodes weekly! http://bit.ly/1RWCVIN

♥ Don't forget you can help support the channel on Patreon! https://www.patreon.com/VirtusEdu

♥ Join the Virtus Dev Squad Discord: https://discord.gg...

▶ Play video
dawn gull
#

Works great! Thank you!

drowsy snow
turbid wasp
grim ore
#

hqve you tried to run a save all so it saves the temporary files

#

it also shows the folder its in, in that error

turbid wasp
#

i just started with this a couple of days ago hehe

#

so im really new to it

drowsy snow
turbid wasp
#

okay great

#

im gonna start it up now again

grim ore
#

its also under the file menu at the top

turbid wasp
#

wait when i started it, the ground was black

#

hm

drowsy snow
turbid wasp
#

but - ive done that twice already lol

#

this should be fine

#

but

#

the only problem I have

#

is still the "ok" thing where i cant press ok

drowsy snow
#

Mark my words.
If you're still learning and things gone haywire, you can always create a new project.

turbid wasp
#

yeah yeah

turbid wasp
grim ore
#

show the actual issue

turbid wasp
#

im a beginner sorry for that

#

dont know a lot about this..

drowsy snow
turbid wasp
#

oh

#

okay cool

grim ore
#

or

#

dont create a new one, just use the old one

#

see the drop down next to each material on the left, those are the layers you have assigned. click on the none and choose the one you created before

#

your trying to create the layers again (which is fine), and then save them into the same folder as before (which is the error)

turbid wasp
#

oh

#

i did a misstake lol

#

i pressed control + z

#

and i did this

#

by accident

#

._.

#

im so bad at this lol

#

now its black again

grim ore
#

on the left you have the two round balls, each represents the material for the layer

#

next to them is the layer info, which is set to none

#

change them

turbid wasp
#

ohh

#

thanks!

#

can I change my fly speed?

#

I know I can

#

i've forgotten how

#

also, it's really hard to know how big I should make something. how can I know how big my path should be?

#

what if I make it too big

grim ore
#

use something for reference, drag in your character for example.

turbid wasp
#

how?

#

i can drag in a root or something but how do I drag in my character?

grim ore
#

you drag in your character. find it in the content browser and drag it into the scene

#

or you could drag in a cube and size it to your character

boreal sun
#

I have this ground wave projectile where I'm scaling a static mesh taurus in the xy direction. The only problem is that I want the width of the taurus to stay roughly the same for the whole duration. I can't seem to figure out how I would do this, does anyone have any ideas or solution?

#

not sure how I could scale the outside and inside diameter together

turbid wasp
#

nvm

#

found it haha

drowsy snow
turbid wasp
#

damn is it this big lol

#

good to know at least!

plush yew
#

anyone know where to get victorian style castle interior models? like walls and details

drowsy snow
plush yew
#

also for free

plush yew
#

yeah

drowsy snow
# plush yew also for free

If you want it for free, either: work with what you can get, even if it looks terrible; create it yourself in DCC tools of choice; or infringe some copyrights and screwing yourself up in the process.

Or gamble every month in Marketplace.

plush yew
#

well im mixing bridge assets

#

kinda works, but looks terrible

#

especially those details, like on ceiling, walls

boreal sun
turbid wasp
#

Hey, how do i change flying speed?

drowsy snow
turbid wasp
#

yes

drowsy snow
# turbid wasp yes

There's a handy little blazing camera button in the top right of the viewport.

turbid wasp
#

cool

#

thanks

plush yew
#

does this look stupid?

#

Was talking about the hud

#

just spent like 6 hours trying to figure that all out

#

lol

#

i was going for the valorant look

void sierra
#

I'm getting this error when building. Does anyone know how to resolve this?

plush yew
#

you have a error in one of your blueprints

turbid wasp
#

hey

#

why doesnt my project show up

turbid wasp
void sierra
void sierra
warped crypt
#

I seen to be unable to add an Interface to a certain BP - what might be the reason?

#

I go into Class Settings ,I press ADD and and find it - click it and nothing??

turbid wasp
#

Im trying to download a pack from epic marketplace but I cant search up my project :(

#

anyone knows why?

dusk nebula
untold summit
#

eyo back

#

something simple now

#

animation for camera switching between first and third person.

neon bough
#

set view target with blend

untold summit
granite sparrow
#

Anyone have a course they recommend for learning ue4 c++ for someone whos never done game development before

untold summit
#

so i could actually do the damn thing.

neon bough
#

you need to reference the camera component

untold summit
neon bough
#

stop pinging me every 5 minutes ffs

untold summit
#

didnt mean to, my bad.

neon bough
#

which doesn't let you connect the reference?

#

target is player controller, new view target is actor which has a bound camera

untold summit
#

new target is camera actor yeah?

neon bough
#

new view target

#

yes

untold summit
#

because when i try to add it it doesnt show up in reference.

slow haven
#

hello ppls im a project manager and a programmer we r working on a project we need 9 ppls i mean serious ppls who will continue with us we r a small team here is the roles i hope some of u will be interested

tawdry pawn
#

just wanna say to everyone Happy Halloween 🤡

slow haven
#

where ?? n thnk u

frozen solstice
#

Anyone seen an issue, in ue5 (or ue4 I guess), where breakpoints only want to trigger once? E.g. soon as I hit resume on a For Loop with an Array (that's full), only the first instance triggers the breakpoint. Resuming and I will never see that breakpoint again.

slow haven
#

i can t chat on job board

steel lava
#

Question! I need help with something but the best way I have to show what I need help with is through a short video clip I uploaded on to YouTube. It's a short unlisted clip that doesn't make me any money or anything and I'll be deleting the video after I get a response so it's not like I'm shilling my own stuff but it still feels like I am in a way? I just wanna know if it's alright.

smoky thunder
#

Good evening.
I just landed here, from planet Godot.

How are we all doing today?

slow haven
#

srry for tha but where i can write the commands

smoky thunder
#

@steel lava If uploading it to youtube makes you unsure, cant you just list it as private and share the link to it?
Or do you need to show it to the big crowd ?

steel lava
#

It's unlisted which means that no one can see except for anyone who clicks the the link.

smoky thunder
#

Well what is the worry then? 🙂

modest trench
#

are you worried about making it public or worried about the channel rules?

steel lava
#

Worried about channel rules.

modest trench
#

I don't think posting a short problem video will be an issue

steel lava
#

Ah okay, thanks!

smoky thunder
#

Ahh i see.
I thought this was somehow youtube specific. haha
Sorry.

steel lava
#

Nah, it's fine! Thanks for trying to help!

#

Well here's my question basically.

#

Okay, apparently the resolution is fucked.

modest trench
#

which pixel is your issue? lol

steel lava
#

Hold on, lemme try to re-render it and re-up the video and then I'll post a hopefully better link. lol

modest trench
#

I think I can understand a fair amount just from the audio

steel lava
#

Oh? That's nice at least. lol

modest trench
#

arrow component is mostly for just debug visualization btw

#

it's just so it's easy to see which way something faces (in the editor)

steel lava
#

Sorry I don't understand what you mean.

modest trench
steel lava
#

Sweet, I'll check that out now!

Especially since I re-rendered and uploaded the video and it's still 240p so that's not helpful.

pearl swallow
#

Hi guys. I'm kinda noob here in case of making my own master shaders.
I wanted to ask: Is it legal to use some of the Unreal Tournament Master Material in my own project? I'll be using my own textures of course. No texture or mesh will be used from UT. Just the master material

bronze vale
#

Does anyone have experience on switch? I am trying to convert a ".SWITCH_AUDIO" file to .wav

#

I didn't see anything about it in pins

smoky thunder
#

Wait a sec, unreal does run on Linux right?

#

Why did i get a .msi file, when trying to grab the download?

drowsy snow
drowsy snow
smoky thunder
#

I should be fine with that.

#

Been doing that, a lot, with my Godot project.

drowsy snow
bronze vale
#

Yes

#

I used Umodel

#

I took it right from the pak

smoky thunder
#

so @drowsy snow Do i need UE4 or is there also a version 5 out there.
Do they both build on Linux, in that case ?

drowsy snow
# bronze vale Yes

Per #rules no.5, no support for asset ripping in this server.
Contact the respective modding forums instead.

bronze vale
#

Omg

#

There are no forums

#

But ok

drowsy snow
smoky thunder
#

Aighty, that will be tomorrows task then 🙂

modest trench
#

clang support is there but I don't know if it's super stable or not

smoky thunder
#

super stable is always relative 🙂

drowsy snow
bronze vale
#

You say, "no support for asset ripping" but, what if I just need to know how to convert a UE file type

drowsy snow
bronze vale
#

But what if it's from a mod

#

I literally cannot find anything on this filetype

#

Gg no re ig

drowsy snow
bronze vale
#

No, because I'd need to know exactly how many bits the original uses in little endian

drowsy snow
bronze vale
#

No, I'm just an average intelligence 15 year old

#

I no longer need assistance for now

#

I shall sort this out

smoky thunder
#

Plot twist, Stabb is actually a spy.

neon bough
#

or just intelligent enough to see that this is going nowhere here 😄

hidden dew
#

Why is the A == B input greyed out? (This is in a material)

neon bough
#

it's optional

#

hover over it and it'll tell you why

drowsy snow
#

Google-fu.

That's the secret sauce.

modest trench
drowsy snow
#

(also a crap ton of trial and error)

modest trench
#

and reading engine source

#

there are also many weekly twitch streams they have done

#

you may find one covering a topic you care about

#

I don't know if that matters at all

hidden dew
modest trench
#

probably just for their own usage metrics

drowsy snow
#

I highly doubt Epic will judge you for it, nor gaining any exclusive perks.

#

The official Unreal Engine channels.

#

It's always on Twitch, though sometimes they relay the stream to YouTube.

modest trench
#

I link this one a lot

spare kernel
#

that is what that channel is for

hidden dew
#

Question about basic material logic.
Contrived example: I have a parameter that will be a random number: 0, 1, 2, or 3.
I want to say "Render pink if it's 0, lime if it's 1, cyan if it's 2, and white if it's 3."

How can I do this?

#

Or not the full explanation, but what I should look at. The 'if' material node doesn't appear to be as robust as the usual kind of if statement.

hot anchor
#

anyone know where I should post link to my discord server? Its for anyone who is new or experienced game developer to ask me (developer of safezonevr on steam) about anything related to game development, show of their work etc

#

I cant find a channel to share it lol (:

hidden dew
#

Studying sucks but learning is fun

buoyant graniteBOT
#

:triangular_flag_on_post: Julie Ji#6624 received strike 1. As a result, they were muted for 10 minutes.

hidden dew
#

I'm looking for a guide on how to use a Render Target to act as an array of values. So I just want to dump values into it on the CPU side, to read from it in the Material.
But I can't find anything that really shows how to do this... The best I've seen uses a Canvas Render Target and a Static Texture... which seems more convoluted than it has to be. Anyone know a good guide or tips?

vocal flume
#

I have a widget that executes and displays a game over screen with player score and coins and everything. It’s elaborate. Player score appears. Then total time passed appears and so on. Takes like 10-12 seconds to get through the whole thing. Now I want to include a skip button at the bottom that’ll skip all the animations and particle effects and displays everything at once. How to stop the execution if player wants to skip when half of the page is done?

dusk nebula
vocal flume
#

I can’t remove it because the result screen is the same widget.

dusk nebula
#

then make it a separate widget

#

or set the container and all its children to hidden

vocal flume
#

Like I have a page that displays 1-100 one by one. When player presses skip I want to display all 100 numbers at once in the same page.

dusk nebula
#

keyframes maybe

#

I don't see why you couldn't skip to the end of the sequence somehow

vocal flume
#

Event Construct —> show text —> play animation —> 2 seconds delay —> show another text —> 1.5 seconds delay —> particle animation —> a second delay..

#

Im not sure how I can break execution when the player is at say.. 2nd animation..

dusk nebula
#

so when you move the slider to the end of the sequence, does that look how you want it to?

vocal flume
#

There is no slider.. it’s not a single animation

drowsy snow
#

You could convert it in place, or make installed builds of your custom UE.

vocal flume
#

created a project with the current 4.27.1 source build on pc and then tried to open the project running the same engine on mac, it says it's made with a different engine version and converting it could damage the project. does anyone know if there's a way around this?
@signal ember I did this recently. Moved project to mac. For your safety, backup the project folder and try opening it and convert it. Worst case you’ll have to rebuild with Xcode.

dusk nebula
#

any reason why a struct variable called from another BP would output the correct Data Table line the first time I call it but then the default after that?

plush yew
#

really enjoying the udim support in unreal engine

#

does anyone know if they will make it enabled by default

drowsy snow
#

Buy a new computer.

Kidding. Probably the automatic scalability kicks in and set things to low.

void sierra
#

Every time I try to build the lighting in unreal, it seems to be creating a folder called "SwarmCache" and storing a bunch of data in it. It's causing the build to fail because I don't have enough space on my c drive. How can I change the directory of the SwarmCache?

plush yew
#

how do i increase the taa

#

or should I use msaa

#

my blinds disappear with all the aliasing.

prime willow
drowsy snow
#

You practically don't have much choice due to how 3D raster render works, not accounting for any form of AA.

untold summit
untold summit
untold summit
plush yew
#

@drowsy snowthanks that fixed it

#

you and that other guy managed to help me fix both my export issues with blender and my anti aliasing

#

now everything is as it should be when it comes into unreal

untold summit
#

please help

plush yew
#

same

untold summit
#

at least it actually works now, but i still cant figure out the camera, it now directs to player cotroller which goes inside the body, which obviously sucks.

dapper oak
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I've just loaded up this 4.27 project after a while and now my skysphere looks like this. Shaders have completely compiled. Any idea what is happening and how to fix?

untold summit
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It just directs to player right now, i need it to direct to cameraactor, which i cannot add.

untold summit
plush yew
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morning coders 🙂

dapper oak
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good evening

plush yew
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lol i have been putting so many man hours into my game, i had a dream about blueprints.. kinda weird af

dapper oak
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ive put my game off for 3 months yet complain about it not being finished

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funny that

plush yew
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truth i did that too i needed a break.

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but then you forget what you did and have to restert 😦

stable path
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where I started, worked on it for a few months

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Then gave up 😐

dapper oak
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few months?

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try like a week

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yeah probably not

stable path
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I mean, I knew that from the beginning

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Yet, for some reason, I still wasted months on it

plush yew
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I started getting into UE4 recently and I'm having some troubles. Is this the right channel to ask help at?

untold summit
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i just need to add the camera actor for it to work 😦

plush yew
untold summit
plush yew
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lol

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i never dont 3p to 1 p

untold summit
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i need it badly.

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.

plush yew
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i know dev squad had a video

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lemme find it for ya

untold summit
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i dont get a reference for the camera even when i have it selected.

untold summit
fast ginkgo
#

Is there any way to reset the Static Mesh Editor layout? I moved the Socket Manager tab, and now the whole editor crashes every time I try to open any static mesh (no matter which project/mesh).

plush yew
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Uhh.. what I want to do is for a text to appear when holding down H but it doesn't seem to work. Could someone help?

fast ginkgo
plush yew
plush yew
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I literally dont understand any of this ._.

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you will get there 🙂

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right click, create custom event

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yeah then im stuck

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Call it ButtonPressedX or what ever

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then link it up, compile save

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then inside your character BP

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then call the custom event

untold summit
plush yew
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you want an advanced tutorial ig ot you

untold summit
plush yew
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your trying to fix the camera issue correct?

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What is your issue?

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You want an animation to play when changing from one camera to another?

plush yew
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why not play montage then?

plush yew
untold summit
honest vale
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set the location of the camera component

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attach it to something

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anything goes

strong mesa
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good morning everyone, I have a collage project and for it i need to simulate a visualization of Sine and Digital signal going from point A to point B , and I'm really lost on what's the way to do it.. can someone help !

regal mulch
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The Animation, or "Blend", will only work if you switch between two ViewTargets.
ViewTargets are ACTORS. CameraComponents on the same ACTOR won't give you that feature.
If you still need this, then you need to code it yourself. Either by manually interpolating the CameraComponent location/rotation via Timeline, or by making your own PlayerCameraManager component (settable in PlayerController) and by manually returning the POV (point of view) you need in the overridable functions it offers.

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The CameraComponent, in terms of Location and Rotation, is only offering the OFFSET from the ViewTarget. The first active one that is found will be used. If none is there, it will use the Actors location itself.

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Which is why you are at the location of the PlayerController by default if you have no possessed Pawn

regal mulch
untold summit
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thanks for this

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ill try to somehow do it..

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god help me.

strong mesa
regal mulch
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UE4 has SplineComponents

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They offers a way to add/remove points and define in- and outgoing tangents

turbid wasp
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Can someone help me? doesn't seem like my project shows up here.

regal mulch
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What Engine Version is your project?

turbid wasp
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how do I check?

regal mulch
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You should know

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You installed an Engine Version after all

turbid wasp
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seems to be 4.27.1

regal mulch
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Did you create the project on this PC or download it to it?

turbid wasp
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I created it

strong mesa
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okay so.. I should spawn a SplineComponent then add a point in to make it look like a sine wave

regal mulch
turbid wasp
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still doesnt show up

regal mulch
regal mulch
turbid wasp
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do you mean the library where games are?

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this library?

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you probably mean the unreal engine library lol

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yes

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it does show up in the unreal engine library

regal mulch
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With 4.27.1 as version?

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Hm

turbid wasp
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yeah

regal mulch
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Not sure then, sorry

turbid wasp
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:(