#ue4-general

1 messages · Page 1091 of 1

limber mesa
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3k,2k,1.2k and 100 didn’t work

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Wow I set it to 5k and now I’m at 97%

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What’s the most optimum range?

plush yew
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why does everyone ignore me i just need help with rigging and importing

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in this rig when i import it to ue4, the eyes and mouth don't even import and the bottom 2 feet import as separate skeletal meshes and objects

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okay so the eyes and mouth are importing now but one eye has inverted normals

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like wtf

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this some bullshit man

signal crater
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How can I open a uax file? Everything online says they're from Unreal Engine, but I get "Unknown extension 'uax'" when I drag it in

regal girder
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I am working on a student animated film in Unreal and I am trying to render a specular reflection render pass , isolated from the rest, so that I can modify it in Nuke afterward, but for some reason, the render is a complete grey screen and I have no clue what I am doing wrong. Is there a setting I am missing in order to rectify this issue? thank you !

versed lichen
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Cannot remember how to snap a spline point to a vert. Holding V doesn’t work. What am I missing?

dusk nebula
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Hey, what's a good way to record distance traveled? Like, I want it to be able to count forwards and backwards and just add the linear distance to some variable to track it

lean cloak
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Hey everyone, I need help regarding texture control in Unreal:

I notice the streaming pool goes over budget constantly especially in converting meshes and lights to movable fast. I notice in other render engines like blender for example don’t do that. So is there a way to stop it from forever rising?? It’s really annoying tbh just because I want a full dynamic scene like you normally would have in your standard render engines and not have to worry about texture rising on your Ram constantly in even such a simple scene setup

I’m in UE5. I know we can use the command for increasing streaming pool but it keeps rising and I’m only using one mesh with 4K texture and sky light setup.

Are there any settings to sharpen the details further if it already says the max size of the texture is being displayed?

And do I need to turn off streaming by turning the rstreamingpoolsize to 0 so I can have it act as a regular render? Or will it still keep increasing infinitely? I just want the quality to remain and stop increasing. I have 11gb of Vram but I would rather use my 64GB of Ram so it won’t run out for sure

plush yew
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ok this is dumb but how would i give a mesh(like a cube) keyboard inputs on the blank template?

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actually how do i give a character parent class inputs like keyboard

neon bough
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by possessing it^

plush yew
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i cant tell if your joking

prime willow
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so my mesh is stuck being rotated based on camera angle

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and i cnt seem to undo it :/

glossy geyser
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Hi everyone
I'm newbie in game development with unreal.
Can any one help me with third person camera and controls source code?
I want both files separately to code.

bleak widget
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hi guys! i want to move pawn by physics. Is possible? AddForce applying but nothing is done

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i using Pawn

burnt iron
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@bleak widget hey andery, maybe you should try doing it C++ way

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you could ofc expose the function to blueprint and easily call it when certain event emits

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but it describe override, so try from here

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UCharacterMovementComponent::CalcVelocity()

bleak widget
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so i still should trying BP only

burnt iron
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why though?

burnt iron
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ok, still. don't understand what you said you still should trying bp only

bleak widget
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C++ way will cause difficulties

burnt iron
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ok

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there might not be a way, check the comment of the staff memeber on the link i sent here

fleet sparrow
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For Mesh Merge do all the components must have same materials?

bleak widget
untold summit
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on a sidenote, making the game exactly in the given daten might not happen if streaming becomes too much of an influence in my life.

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because that takes a much bigger priority.

bleak widget
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It working🙂

grim plover
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that ray-tracing tho

buoyant graniteBOT
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:triangular_flag_on_post: Wizzard_Dr#7240 received strike 1. As a result, they were muted for 10 minutes.

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:triangular_flag_on_post: Hey itz Hydra#9430 received strike 1. As a result, they were muted for 10 minutes.

hidden dew
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Damn just when I thought I understand collision channels, I add 1 new trace channel defaulting to ignore, and put it on a line trace I don't even use....

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... and everything breaks.

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I delete the trace channel and everything's fixed again.

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Well that's a puzzle. The one place that even calls a line trace with that channel is in a blueprint that is on no actors in the level.

violet pilot
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Anyone know if it's possible to make the Cesium model not receive shadows?

neon bough
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collision channels can be a pain sometimes, best bet is to restart the engine after changing them

mystic wren
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Hi people! i have a question. I'm thinking of making a silent hill type game. but ive spend i week thinking how i would make the gameplay work. anyone has any tips? or maybe something in the store, or a projext build somewhere

delicate kayak
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Anyone know how I can remove the head of the basic unreal model because I want to convert the 3rd person preset into 1st person

delicate kayak
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It worked kinda

modest trench
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you could have a second mesh just for shadowcasting 😛

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with the visible first one not casting shadows

delicate kayak
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okay ill give that a go

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thank you

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how do i make it not visible and still cast shadows?

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found it

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😀

violet yoke
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Hi, so I have a problem adding materials in ue4. I imported the model but parts are parented and I cant assign materials to every individual piece. How can I brake these parts individually? In blender all the pieces are parented to the armature. For example, the select piece is made of 3 planks but all of them are as one single mesh

timid creek
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@delicate kayak For those who didn't find it, there's an option called "Set Cast Hidden Shadow" which can be set in the blueprint or at runtime.

plush yew
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Is there a way to cancel Compiling Shaders

rugged arch
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any unreal engine tutorials for beginners I've worked with unity before and I know how to programme but I never used UE before

fierce tulip
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check the pinned messages :)

violet yoke
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Can someone help?

plush yew
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Can anyone quickly explain what is default pin for in the switch nodes ?

indigo cradle
charred mortar
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hellooo

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I installed the automative materials pack thing for unreal and opened the map in it, but its all white, what do I do? (I dont use unreal I just need to view these materials in unreal for a client project)

modest trench
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Too vague a question

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There are horror game assets on the marketplace but I can't speak for their quality

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Or if any of them do exactly what you want

valid perch
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I want to build a train track and how can I make the object copy itself with the blueprint?

mystic wren
mystic wren
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Silent Hill Playlist: http://bit.ly/1BPMMWu
"Silent Hill" for the PS1! The original! Been meaning to start this for a long time, thanks for bearing with me if you've been waiting. Remember to Like! Thanks guys!

PLAYLISTS - http://bit.ly/HCPlaylists

Facebook - https://www.facebook.com/HarshlyCritical
Twitter - https://twitter.com/harshlycritica...

▶ Play video
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something like this but without a fixed camera

modest trench
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Really hard to give advice besides to try to break the problem down into smaller pieces first

drowsy snow
mystic wren
drowsy snow
modest trench
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Go make the game!!!!!

mystic wren
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Yeah i'm not that experienced using ue4, but what i'm trying to to to be honest is. having a gameplay style like the advanced locomotive system. combined with horror engine

valid perch
drowsy snow
patent cobalt
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Is it only me or blueprintUE is unable to properly render a Blueprint?!?

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@valid perch I would rather look at a real screenshot of your code

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LOL

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including the execution lines that look like a printed circuit board

drowsy snow
patent cobalt
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@drowsy snowtrue but it needs some decent work honestly. I thought they got an Epic Mega-grant.

drowsy snow
patent cobalt
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So it is take the money and run with it?

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With all due respect for the developers of the site.

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@valid perchwhich tut have you been following?

drowsy snow
valid perch
# patent cobalt <@!384361143910662165>which tut have you been following?

I solved the problem, I did it by following this tutorial. (https://www.youtube.com/watch?v=OdjvlvGRYRE)
Thanks.

Using Blueprint Splines to build out repetitive instances in a scene can save time and improve performance. In this Unreal Tips & Tricks video, we’ll cover Hierarchical Instanced StaticMesh Components as an efficient approach.

For more information on Blueprint Spline Components see the documentation and video:

https://docs.unrealengine.com/4.2...

▶ Play video
patent cobalt
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ok good that you solved it

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@valid perch

hot thistle
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Anyone else ever had a bug with the NavMesh not working? Its working as usual in a empty level, but in my main level it wont show up, nor does it spawn a Recast?

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P doesnt show it either

hollow moat
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How do I use event dispatchers when my object is spawned in at runtime?

bleak widget
raw anchor
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Hello. Scaled a character way up to giant size but when it runs . It does not cover the distance like a giant. It runs and covers distance just like any Regular sized character. How can I make it that the giant runs but covers more area like a giant would?

exotic thicket
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Maybe try multiplying its speed with the scale?

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Either way it's just a question of adjusting the movement speed

raw anchor
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@exotic thicket tried that from some tutorials but does not seem to make the appearance of the giant moving and a giant pace

icy plaza
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I try to find some infromation regarding triggering events. I want to use a few trigger boxes that would make the scale of a different blue print actor grow. Does someone has some information regarding this?

dry birch
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ue4 compression broken?

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it does not compress at all, same size as before packaging

exotic thicket
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How much something compresses depends entirely on what it is. For example, a PNG image does not compress much. I highly doubt that UE's compression was broken because it would affect literally every game being developed on it :P

dry birch
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my game used to compress so much!

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now it does not

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there is something broken, perhaps we can say it is broken now?

exotic thicket
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I've noticed that you seem to assume your problems exist because something in the engine is broken... I saw you ask a question with a similar assumption previously

dry birch
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is the execlude content editor files safe to tick?

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yes, there is something has been changed

exotic thicket
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It's best to not immediately assume the engine is broken in such fundamental ways

dry birch
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in the settings

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im not saying the engine is broken, don't make words on me. that's... quite uncomfortable.

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im just trying to say there is something off

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what is so hard for you to understand?

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:/

exotic thicket
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I've just seen a lot of people assume the problem is in the tools they're using (such as UE4 itself) and not in their own code

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and the problem is almost always in their own code

dry birch
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i have no code, it is packaging settings im reffering to, not the code or the whole engine

trim mantle
gaunt abyss
dry birch
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i have no code, it is packaging settings im reffering to, not the whole engine

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sorry cant say it propleply

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let me repharse it

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perhaprs u might udnerastnd better

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my compression for some reason is off not work correctly

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is that ^ clear? please dont make words on me, thanks

exotic thicket
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Nobody is trying to put words into your mouth, we're just trying to help us help you :)

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And yes, that explanation of the problem is much better

dry birch
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( im not eng talker sorry for issues in wordings sometimes i do)

plush yew
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o.o

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thats ok were all friends here

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sometimes we can butt heads but in general we just want super stupid sick amazing games to be releases be it mine yours or anyone else here

dry birch
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its commucnations issues i think, ther no one butting headinds or something

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all people good here

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so what i do now guys to the issue

plush yew
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no no not you theres others here in the server who can soemtimes butt heads with others xD

dry birch
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ah i see

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nice

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@exotic thicket any help would be apprecaited sir

hidden dew
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I have a blueprint that is zoomed out and repositioned so much that I can't actually find the nodes on it

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How do I re-centre it?

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Ah, found a way

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Graphs -> Event Graph -> double click anything there

zinc cipher
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I don't know where this would fit. My artist uses a Wacom Intuos4 PTK-840 which is a drawing tablet. He often plays with the drawing pen (but he also has a mouse for the tablet). With the default FPS template (and our own FPS character blueprint), he cannot rotate more than 180 degrees in a single move. Like if you move the mouse you keep rotating around. Using the tablet, it stops. And he has to release and start again. I know it's SUPER edge case, but anyone have any idea what's up?

sullen tree
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Guys, where can I ask for help about ue4?

grim ore
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probably in the game devs support channels. if you mean UE4? then pick an appropriate channel

trim bough
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Tim Sweeney you are in heaven
Your Unreal is healed
Your next engine come
Your knowledge
As in heaven as well as programming
Our daily experience gives us today
We forgive us our event tick
We also forgive unitys bold
And do not lead us to Unity
But revoke us from the 2D Tools
Because your is the graphic
And performance
And the plugins
In code

ENTER!

fierce tulip
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O_o

dry birch
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What is the cons of increaseing target SDk?

dry birch
trim bough
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he means my pray

dry birch
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let me check

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so what he means?

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why u have mage emoji on ur comment

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guys i would apprceaite if someone help me to find soultion What is the cons of increaseing target SDk?

winter gate
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What do you mean by increasing target sdk? Which target and by how much?

prime glade
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If I want character skins to swap skeletal meshes, is there a common pattern for having the capsule resized to accommodate different sized meshes? I can't find an elegant way to accomplish this.

fierce tulip
dry birch
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indeed 100%

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so thanks

fierce tulip
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again, O_o.
because... what are you trying to say?

dry birch
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wdym sir

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what do i do now

prime willow
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@dry birch What language speak?

dry birch
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arab

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u china?

prime willow
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your typical tongue per say~

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Ah

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no.

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Chimera

dry birch
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what ar u then

fresh vessel
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Not strictly UE related but I'm failing at vector math/geometry today, anyone able to help?
I'm trying to rotate an actor so that a specific socket on the actor's mesh is looking at a target
"Find Look At Rotation" will find the rotation for either the socket or the actor but converting the socket look at rotation into an actor rotation is just breaking my brain today

hollow moat
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Does Unreal have any built in button images?

Like X for Xbox
or Square for PS4

Or will I have to create those myself?

fierce tulip
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you can find templates for them online. google search should help

hollow moat
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I found some nice ones!

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I went with these

tired abyss
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What's the correct terminology for converting numbers to smaller versions and prefixing them with things like "k" for thousand, "m" for million etc

hollow moat
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Abbreviating?

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1M is an abbreviation of 1,000,000

tired abyss
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Ah yes thank you omg

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Brain no work

hollow moat
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No problem 😛

tired abyss
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Wait before I go and implement this, am I going crazy or do I remember the engine having formatting built in to do it?

hollow moat
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I had a look on google and it doesn't look like it!

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@tired abyss please share your implementation when you're done though?

scarlet birch
tired abyss
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Oh nvm I am thinking of ToText(float) function that has some formatting built in

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Dam mike you beat me too it 😠

thorny moon
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I accidentally pressed something and now I can't control my pawn or click anything in the viewport. The white line appeared after I pressed something.

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Yeah it works

spare kernel
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if you ever get that again

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you can just drag something like message log or ouput log into that window

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and it fixes it..

prime willow
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wait did i get striked? o.o

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i left for like five minutes and the conversation was deleted

spare kernel
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no?

prime willow
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oh

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thought snowie did a bad ;-;

rugged arch
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I tried learning unreal but I found that most tutorials uses blueprint instead of c++ why is that?

grim ore
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because

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blueprints are part of the engine, its how most things are interfaced. C++ is not a requirement and also... if you know C++, you have the ability to learn unguided most of the time with how C++ works in UE4

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generally life finds a way, the audience for C++ "learning" matches the amount of C++ material you find out there

plush yew
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man i cant believ that remasterd gta using unreal engine

spare kernel
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Also a game will use both C++ and Blueprint

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they work together.

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@plush yew why? sure you mentioned this before also.

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Is it bad that they used UE4?

plush yew
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yes

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cuz rage engine is fine

spare kernel
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clearly it wasn't or they would have used it..

open eagle
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^^^

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The developers certainly know more than you do for this kind of thing

plush yew
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am also shocked how they could port car physx to unreal that good

spare kernel
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again why?

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they have a big team of talented people.

plush yew
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cuz this means there are tools that can be used in unreal are private to a company even though unreal is available to end user.

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i guess grove street game dev company knows ue4 secrets

grim ore
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it might surprise you to know there are tools that epic themselves uses that are private to themselves...

plush yew
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Z:\GTA III - Definitive Edition\Gameface\Content\rageunreal\gta3

well the tools is rage unreal , maybe a bridge between rage engine and unreal ?

rugged arch
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I wanna learn unreal but I have no idea how or where to get started I took a look into unreal tutorials but I didn't know what should I learn first?

terse trench
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HI there is there any good tutorials on Unreal C++ cause I am trying to find some good ones. That get into like all the detail and explains everything

grim ore
gaunt abyss
idle mantle
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Hello I saw the new that Unity bought Weta

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im very surprising that UE didn't bought it instead

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so Unity own WetaH and WetaM?

plush yew
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@gaunt abyssthats it

drowsy snow
drowsy snow
drowsy snow
idle mantle
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I mean UE4 is more intended for movies so it makes more sense what epic buy a film VFX studio lol

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this is really weird 🤣

drowsy snow
hollow moat
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How can I make my custom component draw something in the Viewport window?

distant totem
drowsy snow
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They still used Unreal but just for previz and not for actual background uses

distant totem
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ahh yes I see, wonder what prompted the switch, thanks for the link 🙂

drowsy snow
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Well, not testing the water system, but you get my drift.

prime willow
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i feell

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like remaking

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my ledge and mantle from scratch

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idk

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.-.

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@drowsy snow my little lady isnt naked anymore so i can start using her in streams :3

prime willow
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tho tbh i should work on my storage and inventory system

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well time to suffer i wanna see if i can make a sort of state change setup without using so many gate like custom events

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Zzzz

plush yew
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is there a way to import content like this instead of creating a whole project from it?

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I just wanted to import assets from it into a vr camera template

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or maybe a way to compress a scene file of some kind? sorry Im very new to unreal engine, only used for a couple of weeks now

grave pollen
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do spline points have to be directly on the nav mesh ?

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my AI is not able to follow the path (some make it some dont), albeit its a long one with twists and turns. I've tried everything... I changed cell height, cell size, nav agent height , step height, walkable floor angle, re-did my nav mesh, then made 2 more nav meshes so there's 3 now.... yet they still have issues in certain areas and I cannot solve this. Appreciate any help ty

drowsy snow
autumn flame
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Pretty sure all those assets are on Bridge anyways too

hollow moat
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My Blueprint implements an interface

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But when I try and cast the actor, it returns false

IInteractable* interactable = Cast<IInteractable>(hitResult.GetActor())```
plush yew
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@drowsy snow Thanks!

spare kernel
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@hollow moat you need to add the interface in c++ to use cast on it.

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which is why with BP interfaces, you use BPNative/BPImplementable events

hollow moat
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It's all working now

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Thanks though 🙂

spare kernel
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and do if (HitResult.GetActor()->Implements<UInteractable>()) { IInteractable::Execute_SomeNativeEvent(HitResult.GetActor()); } FYI

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if its a BP Interface

uncut canyon
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Hi, is someone familiar with github desktop able to help me? I'm trying to set this up but when I make the initial push it keeps saying "The following files are over 100MB. We recommend you avoid committing these files or use git LFS to store large files." I already have git LFS so I don't know what's the problem.

uncut canyon
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didn't see at first

thick loom
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Yeah it's hidden

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Secret level!

lavish lake
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hello, question, For some reason my character started falling through ladnscape after last build. it walks fine on top of meshes, but once he hits landscape, just falls through it. It just started happening and I didn't make any changes to the landscape

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how do you fix that?

hollow moat
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How can I align the image on the left with the text on the right?

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I guess I want to inline the image as part of the text

pure galleon
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Hey guys, this is off topic. does anyone has the same problem that the epic launcher kept asking u to relogin after i ady checked remember me ?

drowsy snow
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It'll often ask for relogin after an unspecified amount of time.

pure galleon
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geez

prime willow
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weird question

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i changed my camera settings so i can have a 8 way locomotion movement

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but now i cant seem to turn it back off xD

hollow moat
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@drowsy snow Perfect, thanks 🙂

drowsy snow
prime willow
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something like that

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mind walking me through what i might of clicked on that shouldnt be on

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ive been messing with it for hours and cant seem to fix it :/

wind kestrel
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alguem fala portugues ?

drowsy snow
wind kestrel
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amem

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kkkkkk

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bora amizade :

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?

neon magnet
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any idea why in my sound cue, when I play it, it doesn't show the animation of the lines depending on which route has been chosen by the system?

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you know those animations of the white or red spheres rolling through an execution wire from node to node - the 'execution flow' animation

hidden bloom
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hey guys dunno whats up but like 8 or 9 free items just dropped in the marketplace and its not the monthly giveaway stuff

drowsy snow
zinc shore
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so when my character ragdolls if they are holding the FOP gun model epic gives it falls out of the players hand but for my gun model it docent even though it also has a ragdoll just like the Fp gun so what am i doing wrong

dense knoll
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Why is vulkan this broken

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Green

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Theres just green everywhere

neon bough
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first of all, i see more blue than green

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second, you might use some directx specific features in your materials

marsh canopy
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is it possible to run unreal without gpu (with all setting low ofcourse)

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just for completing tutorial

drowsy snow
marsh canopy
astral dust
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Hello, i have a question. I would like to take anti piracy measures for my game. Although, I don't know how to get started with that

drowsy snow
astral dust
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I've heard Denuvo has major performance impacts on the game, so i don't think its a good idea either way

drowsy snow
# astral dust I've heard Denuvo has major performance impacts on the game, so i don't think it...

I'd say don't even think about the pirates. There are few reasons that aren't inherently criminal behind a pirating person, like region lock, financial troubles, protest of a business model, or just want to try it before actually buy it. If your game is good, people will buy it, even if it's later than sooner.

Provide a playable demo, that'll at least help shape someone's opinion on your game, and measure their expectation with the hardware they use.

DRM can only deter piracy for few weeks top, and can unnecessarily hurt legitimate users in the process. If you're a AAA dev and want to secure a quarter's sale, then sure, put a Denuvo or other kind of DRM. If you're a small time indie, then better let the word of mouth do its thing.

lucid grove
#

Hey guys, can figure out how to achieve this:

I have MAP variable (TaskID-to-QuestID) with TaskID and QuestID.
I want somehow loop all this map and get all TaskID that equal to QuestID.

TaskID is unique, but QuestID is equal to quests its assigned to.

Its simple when i worked with arrays, but same approach doesn't work with map.

neon magnet
marsh canopy
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I had downloaded ue.4.25

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So I started downloading in ssd then after sometimes time paused and closed it and pasted all files their

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It worked before

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but this time after verfying and cleaning up It tried to download last 40 mb

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but it is not able to connect to network

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It says error is because of no internet but my internet is running fine

tender pecan
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sometimes the launcher gets confused about internet, it happens, you just have to force close it and reopen it. it can also happen if your internet drops, it wont always pick up and auto reconnect, it just happens sometimes.
there is no substitute for bad connectivity checking code 😆

neon magnet
tender pecan
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no problems, I have no clue what you are talking about so cant help you im afraid

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usually if no one answers, that speaks volumes

neon magnet
tender pecan
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also possible. but your question does seem very related to audio, and they are pretty clued up there

neon magnet
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but like it's helpful if people say anything, even if they don't know. Otherwise you're not sure if it was even read or acknowledged etc. Anyway I've asked in the audio section now but it's usually really really quiet there lol

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(btw I posted an image in the audio section which illustrates what I mean as you said you didn't understand what I was talking about)

drowsy snow
neon magnet
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anyway, in another thing, I was wondering how I can implement this better where I want to play a sound when I collide with something at speed

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The problem is that this often plays the sound too many times if say I keep running against the door after the first impact (i.e. not going back but just keep running in the direction of the door)

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using that seems to play it more often when I move back away after hitting it lol, so weird

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(yes begin overlap not end overlap!)

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it's like this

#

I just wanted collision sound if I bump into it so hadn't thought of open or closed - ideally it should play whenever I bang into it. Later on I could adjust the volume depending on the velocity

#

I should add that I have a thinner capsule size for various reasons - the default one is just too big for narrow spaces so I dunno if this makes a difference

plush yew
#

why is fps so low? which setting of post process affects it the most? and which balances it out? Room itself was in gold type of color, but I switched it to black and white.

#

Post processing is the best way to bring together various elements from your environments and levels and enhance the visuals to make everything more pleasant to the eye.
In this UE4 tutorial we'll go over how I create my post processing in 3 different scenes with 3 different lighting scenarios. We will aim for a realistic post process trying to ...

▶ Play video
#

im editing settings as in this video

neon magnet
plush yew
#

so basically lower everything before and rise after in post process?

neon magnet
# plush yew yeah, original is like this

I mean check how performance is when you remove casting shadows and enable shadows. Then see which you need and which you don't. Even without shadows, lights on their own are still pretty expensive so it's a lot of fine tuning and experimentation to see what you need and what you don't. Maybe use two lights for lighting and the rest you can use an emissive material?

hot thistle
#

Anyone else ever had a bug with the NavMesh not working? Its working as usual in a empty level, but in my main level it wont show up, nor does it spawn a Recast?
P doesnt show it either

patent cobalt
#

@hot thistlea navmesh needs collisions to work with. Does you floor have collisions?

hot thistle
#

Yes, its a standard landscape - even tried making a fresh one, seems like it wont work particualrly in this level

patent cobalt
#

engine version?

hot thistle
#

@patent cobalt 4.26

patent cobalt
#

Do you have sub-levels?

#

Or is the navmesh in the persistent level?

hot thistle
#

Yea, but tried putting nav mesh in all levels, still nothing

#

What is weird is that its not creating a RecastNavMesh actor

patent cobalt
#

ok, anything in the log? any warning/error?

hot thistle
#

Nothing

patent cobalt
#

you can try to export that level to a fresh project and check if it still does it there

#

just to single out where the problem could be

#

I assume you have Build all nav data for the level

hot thistle
#

Its a TwinMotion / Datasmith import, maybe that has something to do with it?

patent cobalt
#

oh, so it is not an Unreal landscape

hot thistle
#

the landscape is unreal

patent cobalt
#

ok, then it shouldn't matter

#

unless you have something big in it with collisions enabled which may be confusing the navigation system

#

for example you have a huge cube around your landscape and you are inside of it

#

it may be worth duplicating that level, removing everything except the landscape and see if it works in that way

#

I have seen cases where someone accidentally turned on collisions for the skysphere and everything in the level didn't work properly until it was solved

violet yoke
#

Hello

#

So I want to make a survival game , Im at start with ue4 and I cant find any good tutorial series on yt

#

What should I do?

hot thistle
#

@patent cobalt so I got a recastnavmesh now, but still no visual navmesh

fallen marten
#

@violet yoke If you are just starting, then i would start simpler thana survival game dude

violet yoke
#

Ive been prototyping a car game

#

And learned some things about the structure of a game

#

How materials work, how to add collision to imported mesh

#

And more but Im not the best at blueprints

fallen marten
#

Ok, well, then there are a shit ton of tuts available - ike this one was first on a google search - https://youtu.be/maG2YnVnIVM

Check out my Unreal Engine 4 courses right here: https://devaddict.teachable.com/

►Subscribe here: https://www.youtube.com/channel/UCGxt9c_CREmnquHjPEknHYw?sub_confirmation=1
►Business Email: devaddictiscringe@gmail.com

Welcome to my latest course! This time we're going to make a Survival Game in Unreal Engine 4. And, with multiplayer! I know ...

▶ Play video
drowsy snow
fallen marten
#

I was wondering if anyone knows how to get the Physical material of a material from a line trace - i cant get anything except the PM of the physics asset or PM override of the Skel mesh

#

And yes, im using complex collision test

#

Anyone?

patent cobalt
#

@fallen martenengine version?

#

try adding the physics material insider the shader instead of overriding it

fallen marten
#

its 4.26, and yeah i added phys materials in the material editor

#

overriding was just to try force a result

cinder flare
#

anyone use strider plugin

#

i try to use it with synty character

patent cobalt
#

@fallen martenit should work then. Maybe show how you are doing it.

cinder flare
#

but the strafing so weird

patent cobalt
fallen marten
#

ok

plush yew
honest sand
#

Hey, I would appreciate it if someone can maybe help me. So this inventory system I'm using uses a scene capture component to make the character show in the inventory. But its not capturing child actors that's added to the Player Capture Blueprint on begin play. I was wondering if there's a way to make the scene capture, capture the child actors. Or if there's maybe a workaround or something.

dapper shale
#

Is there a way to rotate this video within the Unreal Engine 5 media player?

#

Tried flipping it externally, stays at same angle.

#

Externally meaning using other editing apps to flip it.

drowsy snow
neon bough
#

maybe turn your screen

#

or just switch the UV channels

dapper shale
#

It appears that filming in landscape fixes it. Not what I want to do, but, however.

plain ferry
#

Hi, I want to create a camera blueprint with my own class inherited from UCameraComponent. But when I create a ACameraActor, I cannot replace the default camera component by my own. What's the correct workaround here? Should I just create a simple class inheriting from AActor, and put my UCameraComponent in it? I tried that but it doesn't behave as the default ACameraActor, so I'm wondering if it's the correct way to do this.
My goal is to only lock the head orientation to the HMD and not the position, because "Lock to HMD" locks both, and for some reason it moves the camera under the ground.

dapper shale
#

One last thing. Is there a way to increase the size of this video within UE?

sweet jacinth
#

hello, is there a way to make a blueprint actor instead of a static mesh in this specified area or a buleprint actor for the statich mesh added here please because I will add a lot of greenery to my game and these will be usable

drowsy snow
dapper shale
#

I'm just using a plane and importing the media. On top of that, I'm making sure the camera is linked to that plane so that it focuses on the video.

#

Ah mb, let's meet there.

autumn latch
#

hello everyone

#

i am want to only one way for physics

#

not 0 to -45 or 45

#

only 0 to 45

patent cobalt
#

@autumn latch

#

Also make sure Actor 1 is the door and Actor 2 the frame

autumn latch
plush yew
#

is there a way to make flying paper type of animation in unreal? like fast and easy way

#

In this tutorial we will be creating the second part of this cinematic scene. I will take you through the process of how I created this scene using just stock images. Sometimes in 3d you do not need a lot of details to make your work look good. This is the Final part of the tutorial, stay tuned for more upcoming content

PLEASE SUBSCRIBE AND ...

▶ Play video
#

like this, but in unreal itself

#

i guess flying mesh animation, but then again it wouldn't be able to distort itself like in blender

#

or could it? 😄

neon bough
#

maybe with cloth simulation

#

but that has some problems with world collision in my experience

plush yew
#

ok

neon bough
#

or rig it

#

if you rig it you can work with normal physics collisions

#

and/or animations

plush yew
#

yeah, gonna use blender

#

just that I am learning it too

#

thought there might be some easy way in unreal

#

one way could be using rain animation and replacing rain texture

#

and adding wind to it

#

could it work and affect how the rain textures fall down?

neon bough
#

idk if theres a weather interaction, but you can for sure change the velocity vector of the particles

#

and control that by some external weather thing

#

but maybe thats already covered by the engine

plush yew
#

ok, thanks

lost sparrow
#

I'm having an issue where I get some crazy blur when pausing my game if the camera is moving when it's paused. Any thoughts on how to fix this?

#

Can't really find anything on google.

unique kraken
#

hm im thinking about creating characters where parts a changeable, like change the head for example.
is there any way to fit the neck vertecies to the head inside ue4?

#

as i creat characters / multible heads i might need to adjust the neck depending on the head or the other way around

drowsy snow
unique kraken
#

just wanted to say shapekeys are the only solution i can think of.

#

u got any sources for me?

#

split skeletal meshes arnt that big of a deal. thats what i planned

#

but a different head needs to fit a different neck

honest sand
#

Hey, I would appreciate it if someone can maybe help me. So this inventory system I'm using uses a scene capture component to make the character show in the inventory. But its not capturing child actors that's added to the Player Capture Blueprint. I was wondering if there's a way to make the scene capture, capture the child actors. Or if there's maybe a workaround or something?

lyric falcon
#

I'm having a bad time using linetrace and I don't really know whats happening. So, ok, lets suppose we have a door, and when linetrace hits, fires an event of show widget (inside the door BP, there's a widget component). The problem is, I want as soon it stop hits, hides the widget component. The problem is, that as soon It stop hitting, I lost all control over that door, and the widget stay visible. How can I turn off the widget of my door as soon the linetrace (of my character) stop hitting the door?

#

As I said before, as soon the linetrace stop to hitting, I lost all the control of the door, how can I disable the widget (inside the door) then when I'm not hitting anymore the door?

#

I tried this:

#

But it doesnt really work very well

lyric falcon
#

dont understand very well, but anyways, this example

lyric falcon
#

Doesn't work very well because when I duplicate the object, and use the linetrace, the widget get bugged and it keep showing in both objects (even when is not hitting anymore)

#

how can i do this?

#

yep thats the problem, it still shows, when it should hide

#

any idea ? XD

#

But it doesnt, because the hide node can't execute, because is not hitting anymore

#

Yes

lyric falcon
#

seems fine right?

#

but when you hit the duplicated

#

the widget still shows in the previous one

hollow cairn
#

are you referencing it in your blueprint maybe?

lyric falcon
#

this should be something pretty simple but wow hahahahha

#

im noob with logics

last topaz
#

Hello, does anyone know what is causing these flickering black pixel artifacts?

#

I know they come from DFAO, but I have no clue on how to solve this.

#

They are exaggerated in the picture due to depth of field..

#

Using 4.27

#

Doesn't happen everywhere only in certain areas in the scene.

whole solar
#

yo guys is there like a model website which i can download models free and they actually look good?

sterile lichen
whole solar
#

marketplacE?

sterile lichen
whole solar
#

ue?

#

oh

#

ooo

#

ty

#

i want like a poor girl model

#

ya know

#

im insanly bad at blender

#

so i need a free model

lyric falcon
#

@plush yew actually this work, but i think is VERY BAD IDEA, because it would lag my game because this event on every interactable object:

#

Door BP:

#

Char BP:

#

it works perfectly but rip perfomance

#

i think the perfomance is not that high, what do you think?

lament willow
#

Hey

#

Hello

bleak zodiac
#

hello

lament willow
#

So, this is the unreal server eh?

#

Feels nicee to be here

#

Was having some fun with UE5

#

What do you guys think?

plush yew
#

that's how it should be

#

👍

#

looks cool, but missing something

#

or there's too much elements

#

to get that special feeling of looking at it

plush yew
dry birch
#

O_o???

plush yew
#

ghosts

#

😂

dry birch
#

i had the older version

#

O_o??

#

what do i do now?

#

@plush yew yes

candid imp
#

Hi! No matter what I do, I'm not able to cull my trees in the distance, or even change their detail distances whatsoever. The default LOD distance seems to be way too high by default and I can't seem to figure out where to change it

#

To clarify; My trees do indeed seem to become billboards and stop rendering shadows a few thousand units away from the camera, so the system seems to be working at least somewhat. It's just changing the culling / detail distance that doesn't seem to work. Changing the max and min cull distance in the Foliage menu doesn't seem to do anything at all, either.

boreal grotto
#

Hey guys so i want to get into unreal engine

#

so i get into ue4 or ue5?

cedar wave
#

UE4

candid imp
#

Nevermind I figured out that it was because the Dynamic Shadow Distance in the Directional Light was set too high

idle needle
#

Hi everyone! Is there a way to find all the blueprints that inherit from another bp in the content browser?

zinc cave
#

Crazy that Unity aquired Weta for 1.6 billion. What do you guys think?

plush yew
#

Hi need major help please

#

When using UE4 after some time menus start flickering and I can't click on anything in the menu's so right click for example

#

I can't add node or anything as i say things start flickering any have any ideas ??

fierce tulip
#

hey Greg, check the pinned messages on this channel

plush yew
#

awsome thanks

gray light
#

Why is it that my character can walk through the door but not the door frame when using the starter content? I am looking at the collision settings for both and they look identical

#

the character should not be able to pass through the door

gray light
#

i think i got it

onyx nest
#

I made a character with a lot of objects on an armature. The objects are armor pieces. I need help Importing that character into Unreal engine. can someone help me?

weak cypress
#

Is there an easy way to install UE?

drowsy snow
weak cypress
#

I dont think the launcher works

drowsy snow
#

That is implying that you don't have another PC/a friend with existing engine installation.

weak cypress
#

I do

drowsy snow
weak cypress
#

Will it work?

#

Cause its cross-OS

plush yew
drowsy snow
#

But I'm implying everyone uses Windows, and that's the other way.

plush yew
#

Stupid question, how do I pack for Linux?

plush yew
plush yew
#

can you change planar reflection size or use mesh as planar reflection itself?

#

to circle

drowsy snow
plush yew
#

confused lol

drowsy snow
# plush yew confused lol

It's as simple as covering a (mostly) flat surface with the planar reflection volume. The preview plane is there to let you know where it's facing.

#

Just don't think of it going to achieve the same reflection as a raytraced reflections, because it's not going to work well on curved surfaces. It's named planar reflection not without reason.

plush yew
#

oh yeah

#

got this thx

#

can it get reflection from far away

#

like this

#

i guess not

dawn gull
#

Hey, I'm having some math issues. I'm using this code to spawn in ray casts (https://blueprintue.com/blueprint/aqhvc7sj/), and with the branch before the setworldlocation I was thinking that it would make a circle, or even just not show anything at all because all the values printed out are above 10 but it still just shows a big square of casts

plush yew
#

all i can get

dawn gull
sage bane
#

@orchid hinge

silk sleet
#

how do you FMatrix * 4-Vector in cpp yall?

#

FMatrix::TransformFVector4() nvm I'm dumb

silk sleet
#

are these armor pieces separate meshes that can be bound to a bone on the character?

#

ie: import everything separately and then re-compose it in BP

dusk nebula
#

How would a game like Destiny 2 handle its characters, where each armor piece has a different texture? Is each piece a component or something? Obviously it's a different engine, but I'm curious if anyone would know how something like that works in UE

drowsy snow
dusk nebula
#

So you can map multiple meshes to one skeleton?

#

I know little about most of the engine's ancillary systems like skeletal meshes, animation, materials, or Niagara

drowsy snow
modest trench
#

Skeletal mesh combining cam be done multiple ways iirc

dusk nebula
#

Where should I start if I want to learn from skeletons to animation? I'm basically just bootlegging everything right now because I can only find tutorials for really basic stuff

silk sleet
#

if ur real bootleg u can grab a good anim system from marketplace and just yoink the bits you need lmao

dusk nebula
#

Like, I need to make or remap one (1) animation for something before progressing and can't find a reasonably good tutorial

silk sleet
#

look into 'retargeting'

dusk nebula
#

Is there a good video guide you know of? The official documentation is weirdly hard to follow for this

silk sleet
drowsy snow
#

Best bet would be either a single anim BP with a Copy Pose From Mesh node in the anim graph, or Set Master Pose Component in the character BP.

silk sleet
#

I don't know of any guides for retargeting. what are you trying to do exactly?

autumn latch
#

hello

drowsy snow
autumn latch
#

i can't set this veriable in bp

#

what should i do for this?

modest trench
#

Get the reference to that component first?

silk sleet
#

also I like how we clarify one (1) and then immediately say something lmao

drowsy snow
# autumn latch

I don't think this variable in particular is BP read write.

silk sleet
modest trench
#

I'm surprised it's not directly exposed

#

My bad

silk sleet
#

there's a bp workaround in that thread too

#

but its gross

silk sleet
drowsy snow
autumn latch
#

i am don't know cpp :'(

#

there is a have plugin?

silk sleet
#

and thus gotta run through all the github hoops

#

unless that's changed, idk

#

also you don't need to modify the engine to do this

drowsy snow
silk sleet
#

in any case, I've definitely built my own engine and have never messed w my launcher. dunno

#

I also have shit memory though

dusk nebula
silk sleet
dusk nebula
#

To be honest I just need to find a beginner animation tutorial because I've never gone through it from the beginning. Most lazy guides give you the assets and then tell you exactly how to connect them

silk sleet
#

not a bad idea. also go study a good working system

#

esp bc it's hard to ask the qs before you know the terms yadig

dusk nebula
#

Yeah, that's also a good idea. I just need to get a good idea of the animation workflow

#

I have something that's reasonably good and playable, I think, but there are no animations aside from character movement lol

silk sleet
#

have fun! if it makes you feel better, I'm shit at animations and I've been doing it in UE for years

dusk nebula
#

Yeah, I don't expect to be good at it. I just want to be able to make any at all haha

drowsy snow
plush yew
#

when it's going to be the black friday sale on the unreal engine marketplace?

drowsy snow
# drowsy snow Same, I've been using my custom 4.27 Though it's mainly for anime shading model,...

BTW if you want to get this le epic lens flare, check out this tut
https://www.froyok.fr/blog/2021-09-ue4-custom-lens-flare/
It's based on Batman Arkham Knight's lens flare system, which in turn is based on John Chapman's lens flare system.
It requires quite a bit of C++ and USF shader coding, and engine modification is necessary to probe Unreal's RDG (so this can't be done in vanilla launcher build).

This article shows how to modify the default Unreal Engine lens-flare post-process, from code to shaders. I always wanted to chang...

silk sleet
#

also siiiick

drowsy snow
silk sleet
#

thought you said something like 'per the ue license'

drowsy snow
opaque oriole
#

Hello, I'm testing megascans material blending and I noticed that blended material (left) looks much darker than it's base instance (right). I went through the material graphs but I can't pinpoint the reason for this difference. Did anyone ever run into this issue?

marble mist
#

Do you know of any page to download characters?

drowsy snow
plush yew
#

Hi sorry Im following a tutorial and something I am doing comes up different than what the tutorial asks

#

I add a camera to my sequencer and now my viewport displays this;

#

but the tutorial added the camera to the sequencer and their viewport did not snap the viewport to the camera.

#

Cant show what the video shows in that 15 second span, its a paid skillshare video

#

all I did was add the cinecamera to the sequencer

drowsy snow
plush yew
#

Oh that did something thanks

#

how can I make the black bars go away?

#

not sure if that changes anything

#

how could you make character change it's size once it reaches box trigger?

#

and also when im changing size manually it does weird glitch

#

like fallin in the floor and bugging out

#

level that you walk through is way too big for default character size, so maybe that's the problem

raw stream
#

"Lots of moving parts"

valid perch
#

I'm making a train track for a cinematic and I made the track with a spline. How can i do cull distance for spline.

#

When I turn the lights on it gets 10fps.

drowsy snow
#

Yeah, if the shots are not going to be on the front side/outside, uninterrupted (a la Norwegian Slow TV train rides), then the tunnels can be faked with scrolling tunnel meshes moving back and teleporting forth

#

Besides, faking the tunnel could help eliminate potential camera motion blur and interpolation issues

grave pollen
#

' Spline Component Duration Specifies the duration of the spline in seconds'

#

I dont understand - what does this mean and why is the default 1 second?

hidden bloom
#

Guys I am trying to cut a hole in my landscape but says something abt not enabled in my material? do I have to add something to my material?

loud scarab
#

Hi guys, been doing some research on integrating bullet physics into unreal 5. Got it building with the project and everything now which is a good start. Unfortunately I just can't get my head around what to do next for my characte movement. I want to end up with game where only sending inputs and do the client side prediction. Does anyone have any good resources that could help me understand where to go next to achieve this? I think I might need to override the character movement component, just not sure... any advice would be appreciated.

hidden bloom
#

@digital anchor Danke

shell thunder
#

Upto how many tris in the environment (non moving) can you push in UE4 while still having acceptable performance?

silk vessel
#

Noob here, does anyone know how to reset ue to factory settings?

drowsy snow
shut kayak
#

hi, noob at UE. anyone able to take a look at something i dont know anything about?

ionic dew
#

Hi all, New to UE, i've started watching tutorials and learning, can anyone recommend what's most important, a valid starting point, and the most efficient way to learn?

potent aurora
drowsy snow
# potent aurora

Any issue with those? Or you just want to flex some WIP works unrelated to UE?

potent aurora
drowsy snow
potent aurora
plush yew
#

will i face problems if my mesh are named “body”, “head” etc. for all my characters?

#

the bones use the same name too… what differentiates them is the name i gave on armature inside Blender

twilit lintel
#

50 million tris from just foilage i ue5... any ideas?

plush yew
#

can you reduce it to planes?

#

the leaves i mean

#

@twilit lintel

twilit lintel
#

it was a purchased asset via 3dsMax, so probably, but I wouldnt know how

#

@plush yew

#

it was at 95million tris 20 mins ago, i really cut some heavy percentages in the tri count

plush yew
#

hmm

#

i can not help you further… but maybe setting a more aggressive LOD? level streaming can help memory usage too

#

and remember, less materials = more performance

twilit lintel
#

very true

#

thanks il check into level streaming

plush yew
#

🙂

drowsy snow
uncut prism
#

anyone know what the lighting is so wired? im just start learning unreal engine , not really know what happen about the light ...

drowsy snow
uncut prism
#

oh , it look better now , thanks!!

slow quest
#

It's been about 3 months since i used UE and when I opened it just now (repeatedly), I get this crash: Assertion failed: Result == NV_ENC_SUCCESS [File:D:/Build/++UE4/Sync/Engine/Plugins/Media/HardwareEncoders/Source/EncoderNVENC/Private/NVENC_Common.cpp] [Line: 86] Unable to create NvEnc API function list: error 15

#

Can nyone tell me what the heck is happened?

shut kayak
#

hello

#

i have a button and then an image put ONTO the button, but i have a second image placed overtop of the button. but, i cant press the button because of the image on top. is there a way to make the image have like, no hit detection?

drowsy snow
shut kayak
#

can u point to me where that is? sorry, new haha

void drum
#

why each views has a different color? can I change it?

bright sigil
shut kayak
#

thank you!

drowsy snow
void drum
#

I'm trying to clip some icons(Item thumbnail) for the UI. Any ideas?

drowsy snow
void drum
#

@drowsy snow Ok, I will try

#

@drowsy snow Is this what you mean?

#

Then I go to photoshop to get rid of the black background?

tender pecan
# slow quest It's been about 3 months since i used UE and when I opened it just now (repeated...
#if defined _WIN64
        const TCHAR* DllName = TEXT("nvEncodeAPI64.dll");
...
                NVENCAPIPROC NvEncodeAPICreateInstanceFunc = (NVENCAPIPROC)(FPlatformProcess::GetDllExport(DllHandle, TEXT("NvEncodeAPICreateInstance")));

Seems the "nvEncodeAPI64.dll.NvEncodeAPICreateInstance" Error 15 means : ( looking at _NVENCSTATUS in nvEncodeAPI.h):

     * This indicates that an invalid struct version was used by the client.
     */
    NV_ENC_ERR_INVALID_VERSION,

It looks like this is enum with value 15.
So it probably has something to do the the version of the NV sdk vs what is installed, I guess? \0/ something changed there at first glance.
The version is:

In my case 2 is passed to this macro, to build up the version

#define NV_ENCODE_API_FUNCTION_LIST_VER NVENCAPI_STRUCT_VERSION(2)

...
#define NVENCAPI_MAJOR_VERSION 10
#define NVENCAPI_MINOR_VERSION 0
#define NVENCAPI_VERSION (NVENCAPI_MAJOR_VERSION | (NVENCAPI_MINOR_VERSION << 24))
#define NVENCAPI_STRUCT_VERSION(ver) ((uint32_t)NVENCAPI_VERSION | ((ver)<<16) | (0x7 << 28))

.. not 100% sure how this helps you, but it shows the error, and not just some random number, and I mean the numbers dont really mean much anyway, but there is a version issue with what the engine is sending to the video codec. So something changed there I imagine.

Just googling NV_ENC_ERR_INVALID_VERSION leads me to solutions where people have updated the NV drivers using the Geforce Experience (rather than Windows drivers for example ).

plain ferry
#

Hi, I want to create a camera blueprint with my own component class inherited from UCameraComponent. But when I create a ACameraActor, I cannot replace the default camera component by my own. What's the correct workaround here? Should I just create a simple class inheriting from AActor, and put my UCameraComponent in it? I tried that but it doesn't behave as the default ACameraActor, so I'm wondering if it's the correct way to do this.
My goal is to only lock the head orientation to the HMD and not the position, because "Lock to HMD" locks both, and for some reason it moves the camera under the ground.

sharp oasis
#

Does some one know how to fix it_

drowsy snow
#

It has to have the source code files for project level C++ stuff to compile.

sharp oasis
#

it was already selected

tender pecan
# plain ferry Hi, I want to create a camera blueprint with my own component class inherited fr...

Problem is ACameraActor defines the CameraComponent as private.

    /** The camera component for this camera */
    UPROPERTY(Category = CameraActor, VisibleAnywhere, BlueprintReadOnly, meta = (AllowPrivateAccess = "true"))
    class UCameraComponent* CameraComponent;

So yeah, probably going to need to roll your own CameraActor, you have access to the source so you can see what they do there, and change what you want.
In all honesty though ACameraActor.cpp does not really do much , so just roll your own, it has no tick functionality and just registers some stuff in begin play and supports serialization.

plain ferry
# tender pecan Problem is ```ACameraActor``` defines the CameraComponent as private. ```privat...

Yeah it seems feasible to redo the same when looking at the CameraActor code. But I'm a bit worried when I inspect all the CameraActor::GetCameraComponent() calls. Because if I inherit from CameraActor directly, I won't be able to return my own component since the field is private and GetCameraComponent() is not virtual, but if I inherit from Actor directly, all the places that use CameraActor (and who call CameraActor::GetCameraComponent()) won't do anything since it won't be a CameraActor anymore.

tender pecan
#

Def dont inherit from it. that wont work. 🙂 As i said above.

#

But yeah, your 2nd point is def valid. I mean do it, and see what does not work, and take it from there

#

Alternative is get the source vs binary, and just you know, change it yerself. 😆

#

Then no need for custom anything

plain ferry
#

Ok, thank you! Will try that then

tender pecan
#

👍

#

Also, a lot, and I mean a LOT of those references ( to GetCameraComponent() ) are for Editor components, so you may be just thinking because you see it everywhere does not mean it gets used in game always.
The Camera that the player is currently using is king (that would be bound to the player and is the active viewport) . And that has been proven to be extended without any engine mod required. 🙂

#

Unless you want to modify the editor camera, then sure. aaaaal rightyyy then

plain ferry
#

ok, that sounds good 🙂 giving it a shot now

feral sierra
#

Is generated mesh at runtime necessarily cheaper than a normal spawn static mesh instance (foliage tool)?

tender pecan
drowsy snow
rancid jay
#

What do people do, to swap item inventory in item slots? Swap array's index?

neon bough
#

bubbleswap?

rancid jay
#

I am not smart. So, idk what is regular old swap. Would like to hear about it

neon bough
#

or wait, i might have used the wrong term

#

we call it "triangle swap" in my native language

#

not sure if thats a valid programmer term

rancid jay
#

Sorry, what are the 3 sets actually? 3 sets of different variable?

#

Um, to be clear. I am trying to solve the one that is like this. Swapping item A at slot 1 with item B at slot 5.

neon bough
#

is it maybe called "three-way exchange"?

rancid jay
#

So, after i store in an array, i store the items into a new "Set" variable, right?

#

I am definitely not smart

#

Thanks a lot, i definitely need BP first since i am way too dumb to figure this "simple" swap.

#

Appreciate it.

#

Gonna spend time on it

full lodge
#

What it means? 64 bin? It means that takes 16 textures with 4 channels each?

drowsy snow
full lodge
#

at the beginning, I thought, that it makes a 64 bit histogram

#

what they does inside shader

#

okay good

#

so it is divided into 64 intervals

#

cool thanks

#

laggy brain today, foggy day in Poland

#

thanks @plush yew @drowsy snow

plush yew
#

how can I import this flying paper animation into unreal from blender? it imports each paper page seperately and there's no animation like i made it in blender

drowsy snow
plush yew
#

mhm ok

#

i can't make it like complete one detail object and just import it like that?

drowsy snow
plush yew
#

i have to play around with those in blender?

#

thought making animation was hard, but now importing lol

#

thx

drowsy snow
#

What DCC tool you're using?

#

Macarena.

By DCC tool, I mean software like Blender, Maya, ZBrush, 3ds Max, Metasequoia, etc.

drowsy snow
#

Whoops, sorry for missing that.

patent cobalt
#

DCC = Digital Content Creation

drowsy snow
#

Anyway, do you have your unit scale set to 0.01?

#

This should be your new normal in Blender.

#

And of course scaling things up to 100 times, if necessary.

#

In orthographic views, you should see the grid representing the length unit.

patent cobalt
#

Check the scale of the root bone of your skeleton once it is in Unreal. If it is not 1,1,1 but 100,100,100 you have scaling issues

drowsy snow
#

I don't think so. AFAIK anims scale up fine, given if the keys are LocRot

#

Also make sure to apply the new transform beforehand.

hidden dew
#

Cool... tracked down an annoying bug to a rounding error in a Material.
Except it didn't fix the bug and was just some unrelated other bug I've inadvertently fixed.
That's... nice.

stable path
#

@plush yew You have to animate then when they're at scale 1

#

If you animate at some other scale and then apply transform, it's going to cause such issues

full lodge
full lodge
#

ok

stable path
#

@plush yew In Blender,
In edit mode,
Make sure all your bones are at unit scale
Then in Object mode,
Make sure the whole skeleton object is also at unit scale
Then just to make sure, apply transform

drowsy snow
#

It's going to be weird animating with unapplied transform 😅

stable path
#

Then export your mesh and while importing in Unreal, use 0.01 as scale

#

That's what worked for me

#

No, do all the animations at 1

#

It's good to have a scale of 1, makes it easier to work with

drowsy snow
#

I keep holding back from posting about the new normal in this regard. Wasn't even sure if that's going to worth a pin or not.

plush yew
#

when I import as alembic it's just empty file

stable path
#

@plush yew in the Import dialog in Unreal, use scale of 0.01

drowsy snow
#

Send to Unreal?

#

I hate the collection workflow tbh

#

No, you make the object in Blender 100 times larger.

#

The transform won't be applied that way.
(and the apply transform checkmark is somehow broken)

neon bough
#

you should press CTRL + A and apply scale (in blender)

drowsy snow
#

Though with Send To Unreal, the collections have to be specific.
Which is I despise so much because it break my modular character workflows.

neon bough
#

just because blender isn't foolproof doesn't make it a bad software

drowsy snow
#

And hope for the best 😛

neon bough
#

wait

#

you meant unit 0.01 and not scale?

drowsy snow
#

Fingers crossed, lass.

neon bough
#

ok, i lost you there, you may still have to (scale by 100) and apply scale

#

while the scale by 100 depends on your scene

#

anyways, your object should always have a final scale of 1,1,1 when you export

#

if its to small with 1,1,1 scale, scale it up to 100 and apply scale again, if it's to large scale it down to 0.01 and apply scale

#

me too

#

ok let me try to rephrase it

#

when you start a new project you set your scene units to 0.01
the default cube is then 1x1cm instead of 1x1m

#

in blender and fbx export

#

if you want it back to 1x1m you have to scale the cube by 100 up and then hit CTRL + A => scale (to apply the scale)

#

this has to be 1.0 before you export (which you get by using the CTRL + A => scale shortcut)

#

on the other hand, i had your issue only with rigs

#

when i import an fbx from unreal to blender, and work on that data and bring it back to unreal it always had correct size

drowsy snow
#

I think it's time for me to share my "new normal" for Blender to Unreal, with 0.01 unit scaling, and (almost) all clipping distances adjusted to it. It has been my "startup file" for a long time. More fool proof (IMO), while still allowing your own set of collection.

(Blender 2.93 or newer, no plugins required)

neon bough
#

does it have an anime figure instead of the default cube?

#

you cant compare blender to gimp

neon bough
#

i agree with you on gimp

drowsy snow
#

Not even close. GIMP is far less intuitive

neon bough
#

well, blender, too

#

gimp really misses a bunch of features, specially when working with layers

#

or i'm just too stupid to figure out

drowsy snow
#

As a third world bloke, I'd still take usable free software, over resorting to piracy of industry standard software.

stable path
#

@plush yew Try using a scale of 1 instead of 0.01

neon bough
#

and same for the rig then^

neon bough
#

usually you screwed up your rig most likely

#

as your animations and skeleton within unreal probably have a bonescale of 100 somewhere

#

most likely the root bone

neon bough
#

that's the majority of 3rd world countries

drowsy snow
neon bough
#

just covered in flat screens

#

however... seen people work with maya and i couldn't see much that i wouldn't be able to do in blender in less time

#

only the maya retopo thing where you create faces by clicking on the underlying mesh seems neat, not sure if something similar in blender exists

gaunt abyss
#

Because that's how every normal human being should think?

#

There is no excuse for piracy

#

I'll remind you that encouraging piracy is heavily against our #rules

rotund scroll
#

does borrowing someone else's netflix account constitute piracy? 🤔

neon bough
#

read their terms of use

#

that will answer it

plush yew
#

can you move cinematic camera more softly? like with keys mimicking mouse movement

#

in real time

rotund scroll
#

you can do anything you want

plush yew
#

i know

#

lol

rotund scroll
#

why did you ask if you knew lol

plush yew
#

i mean instead of creating checkpoints at sequencer and changing camera position, rotation every few seconds

#

how can you control it with keys

rotund scroll
#

well that's an entirely different question

#

if you're using blueprint, then Input events

plush yew
#

using buttons instead of standart move, scale, rotate

rotund scroll
#

oh

#

you mean in editor?

plush yew
#

well

#

yeah

#

kind of

#

i just need a clip

rotund scroll
#

I believe there is an option called Pilot Actor in the right click drop down

plush yew
#

yeah im using it already

#

but how to use more advanced movements

rotund scroll
#

what kind of advanced movement do you need? I don't think you can expect the camera to have a backflip implemented by default

plush yew
#

like joystick

#

mouse

#

slowly rotating

#

you know what i mean

rotund scroll
#

I'm not sure that I do

plush yew
#

controling camera

#

without the shake

#

that mouse has

#

just steady movement

rotund scroll
#

like a dolly?

plush yew
#

yeah

#

like real camera

#

making it smooth

rotund scroll
#

I think there's something where you can set dolly spline points but tbh I haven't worked with cinematic cameras

plush yew
#

ok, thx

#

will figure it out somehow

#

i think it's this, when you move around it kind of smooths out camera and makes image steady

zinc shore
#

so i accedently created a return node and now it wont let me delete it no mater what i do whats going on

#

is this a bug?

dry birch
#

What device profile will ue4 use if the device gpu is not in the list of the device profiles?

glacial needle
#

Hey guys, Why do I not have the option to install 4.27.1? The highest version it says for me is 4.27 chaos

dry birch
#

Coz i think if the device has a gpu that is not listed in the list of device profiles it will use a wrong device profile resulting in a massive issues

tacit moon
#

Anyone know if UE5 works well enough to do game dev on the new M1 Pro?

neon bough
#

no

#

apparently it runs in the emulation mode and therefor gpu performance is nuts as it can't use metal or however their renderengine is called

rotund scroll
plush yew
zinc shore
#

once they add m1 editor support it will probably be much better

shell thunder
#

The base M1Pro GPU has 5tflops, thats about as much as a 980, add the emulation layer on top of that and I highly doubt it's going to be particularly smooth for deving and especially not at 4k

zinc shore
#

the only issue ive had is the sky looks like this

neon bough
#

xD

#

did you even add anything to the scene besides the sky?

zinc shore
#

while on linux it looks like this

zinc shore
#

its just the default fps level

chrome field
#

Does anyone know how to create a custom random loop decorator?

hollow cairn
#

hello dudes

tacit moon
#

@zinc shore That makes me think I'll run into a lot of issues with the M1

#

If the default sky looks that bad, how am I going to do shader dev with everything looking wrong?

hollow cairn
#

I am using some animations from mixamo for climbing and one of the animations (climb down) has the character higher up than the others so when the character moves down, the animation makes him move up first

#

how do I fix?

#

this is idle

#

this is climbing up

#

and then this is climbing down

#

idk if you can tell but he is way higher up on that animation

dry birch
#

Help

#

What device profile will ue4 use if the device gpu is not in the list of the device profiles?
Coz i think if the device has a gpu that is not listed in the list of device profiles it will use a wrong device profile resulting in a massive issues

vague marsh
#

Hello guys, I’m learning Unreal and I have a doubt, anyone knows how to fix this noise when I press play?? Thank you 🙏🏼

drowsy snow
patent cobalt
#

@vague marshnever seen that, it reminds me of old VGA cables when you would pull is slightly and only some colors would go to the monitor. First make sure your graphic drivers are up to date.

winter gale
patent cobalt
#

I wonder if eventually the will add the possibility to drag a component onto an FName field and have it copy the name to it

neon magnet
#

Man I just don't understand these crashes. I updated my gpu drivers yesterday and so around 24 hours or so of rock solid, no crashes. And then just clicking on a value in the editor has caused this crash and apparently it's all to do with PhysX but I am not doing anything with PhysX at all.

#

true but it's just so frustrating sometimes. I wish there were more detailed errors like "this happened likely due to so and so reason" that I've noticed in some programs but it's exceedingly rare

neon bough
#

that's a weird way of handling crashs 😄

neon magnet
#

yea but it'd be informative, it gives a hint or direction to look at

patent cobalt
#

Which engine version is that?

neon magnet
#

right now it doesn't tell me anything, I can't figure out if it's a problem on my end, or a problem on a driver. If it's on my end, then unreal is the only one that crashes like this, so it can't be my hardware, etc.

neon magnet
neon bough
neon magnet
#

where did I say "something happened"? ???

#

I said "this happened" where "this" is just a template word for an error that in reality would be something specific

neon bough
#

well, it doesn't tell exactly what happend

#

only where it happened

neon magnet
patent cobalt
#

There isn't much that can go wrong here

#

I like the @todos

#

😄

neon magnet
neon bough
#

the address is a bit weird 0xffffffffffffffff

#

ah, ok

#

and kernel32.dll is normal, too?

#

i'm not a windows user, just curious

patent cobalt
#

yes normal

#

memory access goes all the way back to the kernel

neon bough
#

yea, but didn't expect a foobar32.dll

#

i'm a windows DAU, to me it looks like a wrapper for 32bit binaries 😛

#

but apparently its not

#

if you say its normal

patent cobalt
#

@neon magnetlooks like a problem with locking/unlocking the physics scene. Are you doing something with the physics scene somewhere else?

#

Or playing with gravity somewhere?

azure topaz
#

does someone know whats the blueprint for fill bar?

neon bough
neon magnet
azure topaz
patent cobalt
#

@neon magnetand you changed that where? In the CMC?

neon magnet
#

just the velocity of jump

#

I don't even think that would call anything heavy physics related beyond a simple math compute of vector

#

my doors have a 'get' that get the physics angular velocity, but I never touched them in the past few days and as aforementioned, I never had this error before (that I can remember)

neon bough
#

does the crash even reproduce? or was it a onetime thing?

azure topaz
#

can someone tell me?

silk furnace
#

is this chat where i can ask for help?

neon magnet
#

nope, none of these crashes I can reproduce. They're all random. Often it's SlateUI. When I was playing around with volumetric clouds, it would crash often and it would complain about something unrelated (the stars plugin I am using). Since then hasn't crashed (once I stopped playing with clouds).

neon bough
neon magnet
#

@azure topaz do you mean a bar that reaches to the end then restarts?

azure topaz