#ue4-general

1 messages · Page 1092 of 1

azure topaz
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yup

neon magnet
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either way it would be a progress bar

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you just need to reset it to 0 and let it continue, a loop until the final condition is met to completely switch it off. So are you asking if there is a ready-made BP or how to code one?

neon bough
#

@azure topaz you may want to describe what you want to do in #umg as thats the channel for UI related things

silk furnace
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anyone know how i can check the value of a variable, and go down a path depending on the number the variable is set to?

silk furnace
#

knew it would be some thing stright forward

neon magnet
azure topaz
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i have it already

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so i want ,when it comes to 0 ,it start to fill again

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by a pressing button or by itself

neon magnet
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if you want by button then you need to use the event like key press (whichever key you want)
then just "set currentProgress" to like zero

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e.g.
current position = current position + change
where if change = 1, then current position increments by 1
this will go on forever
if you assign a key press to make current position = 0 then you have effectively restarted

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if you want it to reset at 0 automatically then you just need to check
if current position == 100, then set current position = 0

neon bough
#

just that the bar range is from 0-1 iirc

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so 0 is empty, 1 is completly filled

azure topaz
#

when im writing in search, there is no one

neon magnet
azure topaz
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ah

neon bough
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you have to declare the progress bar widget as variable and drag that in your blueprint

neon magnet
#

if you aren't comfortable with programming then just take a couple of simple tutorials to get used to the logic of it

neon bough
#

then if you drag from the progress bar variable you can find the corresponding functions

azure topaz
neon bough
kindred talon
#

hey guys, can some1 help me out please? as you can see i can throw my kunai through objects... i tried to figure out myself, but i ended up creating a goddem mess, so im asking here...

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sorry for the bad quality its kinda unseeable, but it literally goes through everything

neon magnet
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do you have collisions set up for all your assets?

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the kunai needs to have collision of some sort and it needs to know if it's overlapping with something

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and if it does overlap with something then you need to figure out what to do e.g. change its angle or velocity, play a sound etc. etc.

frozen stratus
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I'm having translucent material on a mesh blocking virtual textures from loading on the mesh behind while I can see the mesh behind with blurry textures. The moment I disable visibility of the on mesh on the front, the textures on the mesh behind load up in high resolution. Is there any work around to get the mesh behind to be registered as visible for the virtual texture system?

rotund scroll
quick shadow
#

Is there a place here I might ask a question about blender? Don't see an appropriate channel

neon magnet
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Any ideas on why unreal is refusing to use the correct set intensity values for the light? I don't understand why this is happening

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editor (left) is what I have set, but in-game it goes all the way to some ridiculous value

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It even has this crazy light if I set the intensity to ZERO lol

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nowhere in the BP am I hard-setting the intensity, this makes no sense

regal mulch
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Excuse my stupid comment but maybe someone is using Discords light theme there.

finite plover
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Can someone explain ConstructorHelpers::FObjectFinder to me? I don't know much about it, but I have two unique file paths that seem to return the same pointers

regal mulch
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On my phone so I can't really look it up, however what keeps you from using a Child BP and exposing a variable ?

regal mulch
neon magnet
regal mulch
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Hm okay

neon magnet
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I've set the light to 0 intensity but it keeps lighting up lol

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it doesn't make sense

regal mulch
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You sure there is no other light in the scene?

neon magnet
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in the editor it's correct, in game it's got a mind of its own

regal mulch
#

Or attached via BP?

feral sierra
#

thank you for your answer. If the workload is the same between two methods, one allows to draw it from CPU instead of GPU right? So it could be interesting depending where you want to allocate the workload

regal mulch
stable path
feral sierra
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thank you for your answer. If there is only one initial loading for the spawn, what about culling?

neon magnet
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It's clear that it has instanced capability working on the one hand because i can change the attenuation radius and it works - the radius clearly is whatever I set it to. But the intensity isn't.

feral sierra
violet yoke
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Whats the best way to make a low-mid poly landscape for ue4? Should I model it in blender and import it in the engine or...? I cant find anything useful online.

plush yew
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how can I decrease that crazy reflection on material?

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this is more or less fine

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but fire is going crazy

west warren
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Hello everyone

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I do have a question

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I was using unity for almost 2-3 years, and now I want to switch to Unreal should I start from ue4? Or ue5??

tender pecan
patent cobalt
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Slightly different UI and new functionalities but for the rest they work in the same way.

odd harness
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is it possible to have button events from an UMG widget in a c++ class?

west warren
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And another question, can we install UE4 at Linux?

odd harness
#

yes

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but you need to compile it yourself

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that was the situation atleast when i was on linux

patent cobalt
neon magnet
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Fatal error!

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000428f33557b90

0x00007ffd62c37330 UE4Editor-Renderer.dll!FGraphicsMinimalPipelineStateId::GetPipelineState() [D:\Build++UE4\Sync\Engine\Source\Runtime\Renderer\Public\MeshPassProcessor.h:469]
0x00007ffd62cbc1de UE4Editor-Renderer.dll!FMeshDrawCommand::SubmitDraw() [D:\Build++UE4\Sync\Engine\Source\Runtime\Renderer\Private\MeshPassProcessor.cpp:1132]
0x00007ffd62cbcc80 UE4Editor-Renderer.dll!SubmitMeshDrawCommandsRange() [D:\Build++UE4\Sync\Engine\Source\Runtime\Renderer\Private\MeshPassProcessor.cpp:1253]
0x00007ffd62c314e0 UE4Editor-Renderer.dll!FDrawVisibleMeshCommandsAnyThreadTask::DoTask() [D:\Build++UE4\Sync\Engine\Source\Runtime\Renderer\Private\MeshDrawCommands.cpp:1273]
0x00007ffd62c33164 UE4Editor-Renderer.dll!TGraphTask<FDrawVisibleMeshCommandsAnyThreadTask>::ExecuteTask() [D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:886]
0x00007ffdb1621507 UE4Editor-Core.dll!FTaskThreadAnyThread::ProcessTasks() [D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:1066]
0x00007ffdb1622860 UE4Editor-Core.dll!FTaskThreadAnyThread::ProcessTasksUntilQuit() [D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:889]
0x00007ffdb1629aa5 UE4Editor-Core.dll!FTaskThreadAnyThread::Run() [D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:966]
0x00007ffdb1bc003b UE4Editor-Core.dll!FRunnableThreadWin::Run() [D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:86]
0x00007ffdb1bb7180 UE4Editor-Core.dll!FRunnableThreadWin::GuardedRun() [D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:35]
0x00007ffdeada7034 KERNEL32.DLL!UnknownFunction []
0x00007ffdec0fd0d1 ntdll.dll!UnknownFunction []

Crash in runnable thread TaskGraphThreadNP 4

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I just don't get it 😄 😄 😄

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everytime I do anything with lights, the crashes increase. But at the same time, it's impossible to reproduce in a scientific way. I just did the same thing that caused the crash, but it didn't crash (and what I was doing was ... clicking? Moving a light? Adjusting it? Testing in-game?)

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and this is only 48% GPU memory utilisation

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it's not like resources aren't abundant

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and another crash, just rotating a light

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Utterly impossible to do anything with lights

grave sluice
#

hi everyone, in which sub should i ask about chaos related things? ue5-general?

solid sky
#

Hi everyone ☺️ .. How do I launch an AR game on my physical Android phone? I see it listed in the device manager but it's not an option in the launch list.

sterile lichen
finite plover
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Thanks! I figured out the problem, just had to delete 'static'

sterile lichen
#

and used in constructor only

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most likely you tried to use them with string variables which are not static

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just remove variables and use TEXT("/Game/PathToAsset") instead of passing string variable as finder argument

sterile lichen
# neon magnet

try debug it, or submit crash report (that default crash reporter triggers or on unrealengine com submit bug report page)

tacit onyx
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Back to this again. Would anyone have any idea what might be up with this? This only happens when updating or repairing. Downloading the engine from start runs fine.

sterile lichen
neon magnet
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but this should not happen when everything in the engine is untouched. The most you could say is that I've always migrated to newer engine versions. But even so, would that really be the reason?

sterile lichen
#

there may be some uncommon setup that epic didn't expect that scene has 0 primitives to render

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that is a pure guess, since need to run with debugger and see the things around

neon magnet
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right now I'mma hit the sack

tacit onyx
zinc shore
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how can i reset UE editors window positions

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cuz one of them is stuck in fullscreen and wont get out of fullscreen

neon magnet
sterile lichen
#

/Saved/Config/ there will be Editor settings ini file (several of them)

zinc shore
#

can i make UE just not save window positions when it closes

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cuz if a window ever closes when maximized gnome makes it fullscreen and it get the window stuck

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seems the Gnome desktop enviorment docent play nice with applications that save and set their window states

open eagle
#

I'm trying to get a versioning system running for my project builds

rustic ermine
#

Hey guys so I'm new here 🙂 and still getting used to the channels so apologises if this the wrong one but i need to pick someone brain ^^; I think this problem is common and simple but for some reason the solutions I tried online don't seem to be working basically, I made a landscape and been working on lighting and keep getting these persistent black dots. When playing in previews they sort of fade away as you move forward, however it does look pretty odd so i like to get rid of it xD; . I tried what it says online to change the landscape lighting res but it hasn't seemed to do much so any other solutions I appreciate 🙂

drowsy snow
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I (almost) never deal with static lighting, #graphics folks might know something about it.

rustic ermine
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Okay I'll move it into there thanks 🙂

latent timber
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idk where to put this as well as i j joined but i’m trying to import this thing from marketplace and idky it’s not working i j have it in a sun layer (?) i am very new to this

drowsy snow
latent timber
#

would that be the sub level?

drowsy snow
drowsy snow
latent timber
#

ohhhh ok tysm

drowsy snow
#

No probsies :3

sullen cloud
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🙋🏻 do i need to disable tick for a bp to save performance?

#

Even if theres nothing pluged in the event tick node?

drowsy snow
latent timber
#

alr nother question so i have this but i’m making this to match this scene how would i change the lighting to match it

drowsy snow
fierce tulip
#

boku no hero

drowsy snow
# latent timber

So uhh, you want to get this kind of lighting?
Basically night time lighting, with some volumetric fog surrounding the scene, and a couple of point lights and some other particles.

devout edge
#

Does anyone know what should i put on NumUnusedShaderCompilingThreads?

trim bough
#

I have a question about unreals terrible crashing problems, in the editor and written c++ code. I have seen many times that the unity editor wont crash event when there is a fatal error in the code, why is that so?

drowsy snow
trim bough
#

I guess probably not

drowsy snow
trim bough
#

Uff

prime willow
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ok Where do i find the make my game button

trim bough
#

Would this help ?

trim bough
#

I mean @drowsy snow

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This integrates c# into ureal

drowsy snow
drowsy snow
prime willow
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if i touch C++ im doing it all over in all C++

drowsy snow
prime willow
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its sad

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i know its coming ;-;

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but i dun wannnnnnnaaa

trim bough
#

I think that this would fix 80% of crashing problems

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For the other 20% there must be the engine written in c#

drowsy snow
trim bough
#

Dude im using unreal for 4 years now

#

My brain would die

drowsy snow
drowsy snow
prime willow
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i like this setup better @drowsy snow it uses booleons and checks the bools and than switch states :3

sterile lichen
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and essentually make own engine

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in c# it is relatively easy to catch exception and do module reload, cpp is too low level for that or needs to be run within container with actual GC that can be reloaded and maintain objects

trim bough
drowsy snow
prime willow
#

yeah the enum based parkour mode

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using enums to swamp is a little annoying when you have to use gate nodes alongside it

drowsy snow
prime willow
#

thats why im reworking my system

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dont like having to use gates for start and end states

sterile tulip
#

Hello
If you guys have made something cool in Unreal Engine, you can sell sell it in the Unreal Marketplace.

drowsy snow
#

It's not like the Unreal Marketplace is spanking brand new anyway.

sterile tulip
#

Is Gumroad better than CgTrader/Turbosquid?

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@drowsy snow

drowsy snow
sterile tulip
#

Do you want to send me yours?

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Your page

twilit lintel
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Been struggling setting up ultra dynamic sky for about 2 hours now - watched over 12 videos, can anyone help?

broken socket
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How can i merge skeletal meshes in ue4

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i want to combine a few into a single mesh, they share the same skeleton

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i have a modular character who has parts i want to combine into a single mesh and idk if i can do that in ue4

drowsy snow
#

There's barely any loss in performance for matching pose for each skelmesh in anim BP, or Set Master Pose Component.

broken socket
#

well here is the thing, im making armor equipping and all the armor has too many peices and each armor has to be 1 mesh

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so like my assets h ave like 4 peices on a chest plate that i want to make a single mesh

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i guess i could do that in blender now that i think abt it

crisp summit
#

hello, I'm playing Satisfactory on UE5, and there is an Icon literally in the dead center of my clients UI, are there any UE5 console commands I can use to stop it from rendering?

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when I go into a debug mode, it switchs my players UI scene so if I play while I have the debug screen active it's gone but than so is my crosshair

crisp summit
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old news, experimental branch that dropped last week is on UE5

plush yew
#

I have this clock from one project, I want to add it to 4.26 version. First I added it as a mesh, but realised that it's a different type, then I created blueprint and copied every setting from original, but in new project it's showing empty. It has moving parts and it plays ticking sound. How do I add it properly?

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somehow it worked, I just copied file from content browser itself and not from screen

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now it only has shadow that I don't see an option on how to disable it

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from pendulum that's inside the mesh itself

prime willow
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@drowsy snowI remembr why i settled on gates :3

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itll automatically forcefully close all states before ending the appropiate one

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without the gate setup you have to figure out who is active or not and forcefully close it ._.

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which is chaotic as heck

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i wish unreal had built in character customization

drowsy snow
#

Megascans, Brushify (paid)

prime willow
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or built in umg button support

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most anyone who wants unique and interesating personalized characters needs character creation and its terribly taught on youtube

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its near standard in most games and yet no decent quality tutorials exist for it :3

drowsy snow
prime willow
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yeah but using gates just makes it super easy and garenteed

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you check if using function if starting function and close function when function should close

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xD

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its just annoying

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you got to setup like 14 custom events and like 7 ish nodes per state ._.

drowsy snow
prime willow
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input variables?

drowsy snow
prime willow
#

kill me

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i deleteed everything again

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XD

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i think ill jsut stick with gates for now

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than rework it if push comes to show

drowsy snow
prime willow
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im learning!

muted imp
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I'm looking for someone to fix up a few things in my fps game such as retargetting a character to work with my fps system which uses the ue4 mannequin. Also migrating animations from one pack to the fps system I got

proper fable
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Hi

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is there a channel about question?

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Well, my doubt is about there's a way to blend collision complex as simple and with another box collision (but this box is to rest the effect only in that place)

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I hope you can understand me

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hehe

dense knoll
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Fatal error: [File:D:/PHSQBuild/UE-4.27/Engine/Source/Runtime/D3D12RHI/Private/D3D12Util.cpp] [Line: 684] hr failed at D:/PHSQBuild/UE-4.27/Engine/Source/Runtime/D3D12RHI/Private/D3D12Resources.cpp:477 with error DXGI_ERROR_DEVICE_REMOVED with Reason: DXGI_ERROR_DEVICE_HUNG

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DX12 seems to have a lot of issues with ue for whatever reason

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the game crashes if you tab out

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and with steam VR launching it always crashes

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and the editor will just randomly give up

desert verge
#

where do you guys get your HUDs?

drowsy snow
static crystal
#

Ok very noobish question. I have a project which didn't include any character so I migrated the FPS Character from the template into my new project. What do I need to do know to enable it? I already set the GameMode from the Project Settings to be the one I migrated but when I run the game it doesn't load the FPSCharacter (I put a print in beginplay)

radiant phoenix
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hey how much data need to download low version of unreal engine

drowsy snow
radiant phoenix
#

it means how much gb

drowsy snow
#

Last time I checked, 4.24 is around 7 GB, again, excluding platform dependencies.

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I don't recommend going any older than 4.24, unless you're making mods for older UE4 games.

radiant phoenix
#

that mean i need 10 gb data at once

devout whale
drowsy snow
devout whale
#

Oh fair enough. Thanks :)

drowsy snow
#

Not in a foreseeable short time, for sure.

marsh canopy
#

"C:\Program Files\Epic Games\UE_4.27\Engine\Binaries\Win64\UE4Editor.exe" "C:\GameProjects\Unreal\PuzzlePlatforms\PuzzlePlatforms.uproject" /Game/ThirdPersonCPP/Maps/ThirdPersonExampleMap?listen -server -log

marsh canopy
#

but when I run a game with my ip address multiple times they do not end up in same map (As it happens in udemy tut I am following)

plush yew
#

what is the term i am missing for understanding how i can make the mouse ignore the box and be behind it?

plush yew
#

yeaah it worked

tiny valley
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So ive got 2 skeletons, im not looking to retarget, but i need to match the skeletons exactly. is there a way to do this in ue4? ie process skele b to match skele a exactly

odd hull
#

Can custom actions not be triggered through inputs on a blueprint that isn’t player character?

static crystal
#

Can I ask for help here? Because I was kicked or something a few hours ago after asking something.

plush yew
#

rules of ancient internet, do not ask to ask, just ask

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(separator for new chat lines)

static crystal
#

I've got a very weird problem. I migrated the FPS character from the FPS template to a new project. I set up the gamemode in the project settings and set a player start in the map. Now when I run the game the FPS character isn't loaded. Instead it spawns a weird flying spectator at the player start point.

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I put a print in the FPSCharacterBlueprint and it isn't fireing

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So it isn't loading. I'm struggling with this for hours now and have no clue where to start debugging.

plush yew
#

why do you not migrate the new project into the template?

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just delete stuff that you do not want to keep it

static crystal
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The new project is huge. It's an open source project with oceans and stuff. I have no clue how to migrate that to the FPS template

plush yew
#

ah, i read

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well, how about trying to copy manually the template?

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or following a tutorial on the internet that probably has the same logic?

patent cobalt
static crystal
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Yeah I did that. Tutorials are really short. Just set the gamemode in the project settings and it should work.

#

Hey marco!

patent cobalt
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Check that the current map doesn’t override the game mode

static crystal
#

So much thanks again!

patent cobalt
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You are welcome

cyan bronze
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If every tree and rock in a forest is an actor. Does it affect the performance? Or is it the same as if it was just static mesh?

rustic pond
#

hello all. I am greatly confused as to why this code will not turn my camera

sharp crest
#

is having 200k vertices and triangles on a creature model that'll be 20 times in a scene okay or too much?

rustic pond
#

im not sure what other information i can give, just ask

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i followed a tutorial and for some reason this didnt work

plush yew
#

Is there a GitHub repository or some sort of collection of excellent literature/articles/resources about Unreal?

drowsy snow
drowsy snow
sharp crest
#

well but generally is it fine or too much?

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the environment is not gonna be too expensive

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and how'd I profile it?

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I'm not aiming for low end pcs

drowsy snow
sharp crest
#

okay thanks!

stable path
#

Consider me a complete noob about Memory Management

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I have a widget like this

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'Reply00' are user widgets. I have four of them in the BP

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When I run the game and check 'Obj List' for the reply widget class, It shows 16 of them in the memory

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Shouldn't it show only 4?

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I'm only doing the following stuff with them,

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Adding them to an array

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And couple of ForEach loops iterating over the array

plush yew
#

are here modellers?

bleak zodiac
#

are here modellers?
@plush yew
What do you mean?

plush yew
drowsy snow
plush yew
#

nope

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it would be a collab

drowsy snow
plush yew
#

oki

drowsy snow
#

"collab", a sinister way of saying free labour.

plush yew
#

we work together, as a team. i don't earn money too. his part in the collab is it to make the assets, my part to code, decorate, caners part is the physics

drowsy snow
plush yew
#

oki

plush yew
#

Hi guys, I'm having trouble putting together a combat system for a insect based PvP game I'm developing. My insects move very fast and have a sting attack, problem is with the speed of the pawns it's extremely hard to land hits even at point blank range. I'm struggling to come up with a solution to this but an idea was a semi-guided attack system, where if you aim near where you want to hit then the game 'guides' your rotation and location (by adding a vector to your current movement, say) without making it 100% hit as if it were a turn based attack game. Is there an actual definition of this kind of combat and any tutorials/vids about it?

feral sierra
plush yew
#

Ok

tacit moon
#

On MacOS can you use VS for Mac instead of Xcode?

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Xcode suuuuuuuuucks

reef flint
#

Hello should i go with UE5 or UE4 when creating a Game ?`

plush yew
#

ue6 best

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Good question though, is your game going to be short in development? If so ue4

reef flint
#

its time to actually do the game

plush yew
#

Well that means you have all the story and gameplay planned but coding it will take a while and have you done the art?

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Opposite problem to me tbh all the systems and art are there in my game and I'm still like, where am I headed with this? What's the plot/point?

reef flint
#

well i dont have that problem as its a multiplayer game

plush yew
#

same

sterile tulip
#

Hello guys
Remember to not use flashing lights in your games for the ones who are sensitive against it

valid perch
#

How can I make objects in an area invisible with Blueprint? It should work in the editor.

rotund scroll
#

collision channels have to match

valid perch
#

It only appears in the event graph.

hollow dove
#

Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/CoreUObject/Private/UObject/LinkerSave.cpp] [Line: 34] Error opening file '../../../../../Blender and other cool stuff/MyProject5/Saved/Floor_400x4004DBAC58149D9F681E0DC6CBE36B03DC0.tmp'.

UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor_AddContentDialog
UE4Editor_AddContentDialog
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor
UE4Editor
UE4Editor
UE4Editor
UE4Editor
kernel32
ntdll

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why am i getting this when i open unreal

rotund scroll
valid perch
rotund scroll
#

is making a custom event in the event graph

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set it to be Call In Editor

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and do the same logic

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the event will appear as a button on the actor's detail panel

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so maybe you can get it working that way

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not quite as automatic as per constructionscript, but maybe you could even call taht event from construction script. I'll advise some caution with that though

manic dew
#

hey guys

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does any1 know

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where can i enable path tracing

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any1????

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cus i cant see it in the editor

untold summit
manic dew
#

pls help

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ok fine dont help me

glass rapids
#

I have a quick question, I am trying to make team based outlines for my multiplayer project. Enemies would have a red outline and teamates would have a blue outline that you could see through walls. And for the outlines they can't grow at distance if that is possible so I can keep visual clarity. Thank you 🙂 (I will be back on in like 20 minutes so If I don't reply I will when I get back on)

plush yew
#

Hey guys, can I pause the Unreal Engine download and then resume it the next day?

drowsy snow
prime willow
#

@drowsy snow can you point me in the right direction

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I may of bugged my crouch x-x

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it works but will stall on input upon doing it under an object for 1 to 3 presses

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ill be in feedback if you or anyone else is willing to assist

drowsy snow
plush yew
prime willow
#

take your time ❤️

drowsy snow
#

Also hibernating Windows is practically shutting the computer down, except that the state of the OS is stored in the system disk.

dense knoll
#

ue4 is stuck n this

plush yew
harsh saddle
#

I made this steam engine just for fun and now I'm planning to make it into an asset for my game. Do you think 202.000 triangles are to much for a game asset?

drowsy snow
plush yew
drowsy snow
harsh saddle
#

oh god that is hard

prime willow
#

i sort of figured it out

#

it seems the crouch function is occuring on input regardless of if im crouched or now o.o

pseudo hawk
#

Hey guys!!, I'm Leo, and I'm an Animator and Writer. Unfortunately, my OS doesn't officially support Unreal Engine 4 or 5, so I needed some help with a small task. Would anyone be interested in importing my metahumans into unreal and exporting them out as an .fbx? This small favor is heavily appreciated, and I need as much help as possible!!!

dense knoll
#

how do you edit a UASSET blueprint file without the editor

#

I need to remove a node thats just crashing the editor on startup

drowsy snow
dense knoll
#

welp im fcked

#

i put a few macros toghether and thats preventing my engine from launching

#

Is there a way to restore a previous save?

drowsy snow
hollow cairn
#

do I want root motion on a "climbing up wall" animation or should it be in place?

dense knoll
pseudo hawk
#

I tried linux, but it doesn't work

dense knoll
#

are you on a chromebook?

pseudo hawk
#

yes

drowsy snow
#

Chromebook is not what I could think for gaming, let alone UE development...

dense knoll
#

^

#

Whats the specs

#

it may be able to run UE at low

drowsy snow
#

But then you need to build UE from source for native Linux anyway. Imagine the time it took for low CPU power of Chromebooks building UE4.27.

dense knoll
#

with my experience with chromebooks, The thing would prob blow up if you tried launching UE on it

#

Unless its a beefy chromebook

drowsy snow
#

Also isn't Chromebook's storages not that huge? UE4.27 from source could take up to 150 GB, compared to Chromebook's 64 GB or so.

dense knoll
#

and UE projects (or any Game project) can take up even more

#

usually 25+ gigs

harsh saddle
pseudo hawk
#

I'm using blender under linux, but unfortunately, metahuman doesn't have and fbx or obj file method.

drowsy snow
drowsy snow
#

That would include rendering (or making final render of) MetaHuman in Blender, which is a no no.

drowsy snow
prime willow
#

Daz 3d :3

#

suffer like me for prettiness

dense knoll
#

Daz 3d has

drowsy snow
dense knoll
#

issues...

prime willow
#

YUP

dense knoll
#

or it could be my tech curse

prime willow
#

no no it does defiinitely have problems

dense knoll
#

ah

prime willow
#

it doesnt play nice with als

drowsy snow
#

I'm sure it's hardly going to be an issue outside UE.

dense knoll
#

Anything will always break for me

prime willow
#

and its not necessarily the easiest to use

dense knoll
#

in the dumbest ways possible

prime willow
#

tho it can copy paste all mannequin systems or animations

#

via the dazbridge

dense knoll
#

"64 Bit app is not compatible with 64 Bit OS"

drowsy snow
#

At least my game style is anime, and VRoid is sort of "MetaHuman" of anime style models lol.
The rig itself is closer to game engine standard, but I still rerig them with ARP

drowsy snow
# pseudo hawk whats alike?

There's hardly any similar software in native Linux so running stuff like iClone, Daz, Marvelous Designer (more of a clothing tool) might need Wine to give compat layers.

#

And yeah, those are paid stuff.
MB-Lab and MakeHuman are free and available for native Linux, at the cost of the model looking horrible and difficult to adjust.

dense knoll
#

Btw with UE5, did epic implement DX12 correctly without it constantly crashing?

drowsy snow
harsh saddle
drowsy snow
fierce tulip
#

on current gen gpu's, 140k for something hero-poly is more than fine.

#

gpu's eat polygons for breakfast

harsh saddle
#

I removed some extra stuff that I only needed to model it and now it has 132.000

static crystal
#

Hello. I downloaded the open source project EnvironmentProject and it works wonders. But now I have this thing in my game. It's also in the packaged project. Does anybody know what this is and how to remove it?

drowsy snow
#

But you're in editor view so that's fine.

static crystal
#

I also packaged the project. I'll retry it with shipping mode.

#

instead of developer

hollow cairn
#

how to make animations faster?

fierce tulip
#

the lower the better of course.

static crystal
#

ALright

#

it had a checkbox with the debug arrows

#

Fixed it!

acoustic tangle
#

I set colors for my content folders inside Content browser so its easier to navigate. I pushed my project to github, Cloned it to a different directory, to check if it works corretly and my folder colors are gone. Is there any way around this?

upbeat hemlock
#

8:19:06 PM: [Interface:OpenChannel] Error: System.IO.IOException: The process cannot access the file 'C:\Users\panos\AppData\Local\UnrealEngine\4.27\Saved\Swarm\SwarmCache\AgentStagingArea\v1.96C239CAEED1068BF2BD281A6E4A228316060943.mtrlgz' because it is being used by another process.
at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
at System.IO.FileStream.Init(String path, FileMode mode, FileAccess access, Int32 rights, Boolean useRights, FileShare share, Int32 bufferSize, FileOptions options, SECURITY_ATTRIBUTES secAttrs, String msgPath, Boolean bFromProxy, Boolean useLongPath, Boolean checkHost)
at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access, FileShare share)
at NSwarm.FSwarmInterface.OpenChannel(String ChannelName, EChannelFlags ChannelFlags) in D:\Build++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Editor\SwarmInterface\DotNET\SwarmInterface.cs:line 1604

harsh saddle
#

thanks@drowsy snow @fierce tulip

west junco
#

i'm trying to decide between 2 looks for a character in my game/come up with something more fitting, does someone with an artistic eye think they can help

harsh saddle
west junco
#

i'm going for a cell shaded and cartoon look

harsh saddle
#

I mean the characters should fit to the look of the game

west junco
green fulcrum
#

Hi there.. is this where I'd post if asking for some assistance with UEE? o-o

harsh saddle
#

Unreal Engine Emergancy? xD

green fulcrum
#

Unreal Engine Editor? 😄

harsh saddle
#

oh ok

green fulcrum
#

Cool :3

#

So I just started my 1st project so.. I'm dumb 😄 but basically I have a working point system I shoot 100 target, I get 100 points.

What I'm trying to do is bring up a little text everytime I shoot a target that says +100 just so theres representation that you got points (I wanted to do same for HP and time)

#

I'm on my HUD and trying to bind the text to the points but I can't for the life of me figure out how to bring up a variable from an actor owo

cyan bronze
#

Is it ok to just have FOV set to 120 without being able to change it? Or do I make that double camera trick which most games use. Is it hard to do?

#

Does this look bad to your eyes? Its 120 fov

#

Because ofc if FOV changes the player hands and everything will get behind the camera

sharp oasis
#

How can i fix this error?

latent timber
#

how do i lower the brightness on the flames?

plush yew
#

you have to click on material

#

the sprite itself

#

and there you can kind of make it darker looking

#

idk exactly which option you need to tweak

#

but something in required at gpu sprites

#

or edit fire material itself a bit

#

idk, just a guess lol

latent timber
plush yew
#

how can i make my vr-pawn move in worldspace the same like my motion-controller in realspace when a button is pressed like up/down forwards/backwards to the side without the use of thumbsticks?

sterile lichen
# sharp oasis How can i fix this error?
  1. close Error List and never look at it again
  2. open Output window and read the error message
  3. you have too long project name. Generally used ShooterGame, TankGame, DemoGame, etc
green fulcrum
#

I'm still lost >-< This seems like it should make sense but it's not working xD

latent timber
#

is there anyways to export projects into after effects (element 3d) while keeping the materials n stuff

queen wasp
#

I'm stuck here, not having any issues locally with network, to internet.. so hmm. Was adding debug info to the install, now won't continue..

#

"trouble connecting" that triangle says..

#

I tried cancelling and resuming etc...

#

I could try removing and reinstalling ..hmm.

dreamy lake
#

Reinstalling completely is required

#

had the same issue the other day

queen wasp
#

@dreamy lakeah thanks, yeah I'll do that

dreamy lake
#

Essentially don't interrupt the installation process either, will cause the same issue

queen wasp
#

I was chatting on discord hehe, sometimes something pops up while typing f.ex. :S

#

Best to leave installs going without interaction yeah

drowsy snow
plush yew
#

Hello @ everyone! I'ld like to make a game with a few modellers. it's an ori sequel. ori sequel should be a collaberation between people who have fun, making the game. it will be free for everyone, so everyone can enjoy the new game.

If you have any questions or you would like to join the project, pllease DM me!

orchid lodge
#

How resource consuming are hit events?

#

Im already using sim physics

#

So hit events wont take much more ontop of that right

twilit lintel
#

Does anyone know of some good medium poly trees assets? Along with maybe some other foliage that is low-medium poly, I have some great assets but they’re all around 40k triangles per asset... and as we all know that’s way too high.. 40k triangles per bush and 100k triangles per tree :/ and yes that’s with a triangle count reduction of over 70%

mystic island
#

[LowLevelFatalError [File:Unknown] [Line: 5291] Invalid object in Async Objects Referencer] Any idea how to figure out what is causing this or which actor could be causing it ? Only happens in shipping builds, and at random times while playing. Causes hard crashes

twilit lintel
fallow jackal
#

How is light like this achieved on an object?

valid perch
#

I am trying to create instance material. What can I do for the color assignment when the texture is not given for the metal?

lyric bough
lucid beacon
#

hey

#

anyone here know why when I package to vr I get this error?
If I try to playtest it in "VR Preview" I have my headset in link mode, and it is grayed out

#

ping me if anyone responds

lucid beacon
#

and add a light and the mesh there, then change the color of the light to red

drowsy snow
sturdy vessel
#

Anyone ever get where projects don't show in Unreal Launcher anymore? All my 4.27 projects no longer seem to show and I can't install any marketplace items now.

plush yew
#

I'm new to eu and do you have any tips

drowsy snow
dire parcel
#

i went back to my old project, i am trying to reset the camera to the original TPS position, how can I achieve that?

drowsy snow
plush yew
#

I mean unreal engine

drowsy snow
# plush yew Bruh

You said you're new to EU. Of course European people would know most about EU.

plush yew
#

WHY TF WHOULD I BE TALKING ABOUT EU

drowsy snow
plush yew
#

IM TALKING ABOut UNREAL ENGINE (EU)

#

ITS SHORT FOR EU

#

UNREAL ENGINE

#

Unreal Engine

drowsy snow
#

EU = European Union
EU = Europa Universalis

Unreal Engine = UE

plush yew
#

Oh

#

Oooh

#

Ok

#

I MEAN UE

#

WHY TF WHOULD I BE TALKING ABOUT EU

dire parcel
#

why are you yelling lol

#

it was a joke lmaooo

#

chill

plush yew
#

BECUSE MY CAPS ARE ON AND I CANT BE BOTHERED TO TURN IT IF

serene birch
#

you could be bothered to turn them on though 😮

drowsy snow
bright sigil
hollow moat
#

Why aren't my images showing, it's not decorating the text.

drowsy snow
bright sigil
drowsy snow
hollow moat
drowsy snow
hollow moat
#

Ah ffs

plush yew
hollow moat
#

I did the tag wrong

#

Have to use <></> not just </>

plush yew
#

Wait you're doing coding?

drowsy snow
plush yew
#

Hehe hecker

hollow moat
#

Didn't work I'm on 4.27

plush yew
#

Any tips to know about unreal

drowsy snow
celest hull
#

Did the Super antialiasing ever make it in to 4.27 or is it 5 only?

hollow moat
#

Hmm weird - well it works for me now anyway, so not touching it 😛

drowsy snow
celest hull
#

@drowsy snow I know what you are talking about and i can tell you they are actually different, but thanks for the reply 🙂

celest hull
#

Just look at them. No need to get technical

drowsy snow
#

I have seen many sources did not make any difference between Gen 5 TAA and TSR, but make differences against Gen 4 TAA.

#

And I no longer have UE5 for direct comparison, so eh.

plush yew
#

Is a 1650 good for useing ue

drowsy snow
celest hull
#

if you every getit loaded again, the best example i can say for easy compare is a pine tree with needles. Just use the same model in both engines and the difference is very obvious. I say this after much research, and even more experimentation, i do wish they were exactly the same though 🙂

drowsy snow
celest hull
#

Not sure what you mean with that, but i guess i will take the time to load in 4.27.1 now (on linux now, so not all as easy sometimes)

dire parcel
drowsy snow
dire parcel
#

looks like i messed on the blend spaces i think

plush yew
#

And what does "indie game" mean

dire parcel
drowsy snow
plush yew
#

Ok

dire parcel
#

its just the best thing to do

#

i went in and learned simple terms and stuff

#

and then went from there

#

but when it comes to actual development follow a youtube tutorial make some prototypes and stuff

drowsy snow
#

Searching on Google for answer is kind of a necessity for any kind of engineers. It's part of the research and due diligence process.

dire parcel
#

or like @drowsy snow said the useful links are pinned

drowsy snow
dire parcel
#

i have been learning strictly from YouTube tutorials

#

maybe that is why i am kinda learning a tad slow

#

i should check that website out and learn some stuff from there

drowsy snow
dire parcel
#

okay cool, i will check that out.

#

could you help me with that other problem?

#

i can't seem to figure out the issue with the sliding and stuff

drowsy snow
plush yew
#

Can u make low polly games in ue

dire parcel
#

yes

drowsy snow
dire parcel
plush yew
#

And how do I find idears for games

dire parcel
#

i think that’s cause the gliding because I don’t have an animation for it .. hmm

dire parcel
drowsy snow
dire parcel
#

nice!

rotund scroll
plush yew
#

And why is the good idears alway taken

drowsy snow
barren flume
#

Just keeps rising

drowsy snow
woven marlin
#

how do i disable camera collision on another spring? idk why it collides with other actor :/

drowsy snow
prime willow
#

@drowsy snow if i use enums to make sure things are happening or not

#

could i also use bools to check for things that may interwine with those enum states

#

O>

plush yew
#

what does this + symbol mean?

#

just appeared for no reason when i made second structure

prime willow
#

do you have source contro lactive?

plush yew
#

idk

prime willow
#

if so its possibly telling you something based on the status of your source control and current file

#

^ source control

plush yew
#

oh ye

prime willow
#

if you have it active that should allegedly appear

plush yew
#

i got that

prime willow
#

yes than its source control related

plush yew
#

ok thats prolly why then

prime willow
#

? means not sure

#
  • means sumfin dont member
#

x means not verified or stored or whatever xD

#

i dont use source control but dabbled into it

plush yew
#

i was usin it for github but i kinda broke it day before yesterday when my save got corrupted

#

need to fix it

#

if its just related to source control i dont think it will cause much issues.

prime willow
#

yeah im having hang up and fail issue with it x-x

#

makes me want to not use it for the online github stuff

plush yew
#

hmm ok

#

thanks for letting me know

celest hull
#

Quick question, does the 4.27.1 have the FullBodyIK node enabled in Control rig, or is that only in 5.1?

#

Sorry, that is not the specific question i wanted to ask. What i need to know is if the FullBodyIK node in 4.27.1 has the Ignore bones ability like the one in 5.1 does

prime willow
#

but your question would easily be answered by the peope usually here in the morning

#

their more accustom with control rig stuff

celest hull
#

Ok, thanks

neon bough
fleet sparrow
#

For Mesh reduction what should I focus on Vertex Count or Triangle Count ?

celest hull
dapper shard
#

I'm using UE4 and for some reason even though my editor is set to VS 2022, it's launching VS 2019?

modest trench
#

is the solution rebuilt with 2022?

dapper shard
#

Ah, how would I go about doing that?

#

I'm a bit of a newbie ;)

#

To game dev, at least.

#

Ah, uninstalling 2019 vs fixed it.

#

Thanks for the help anyways! I appreciate it :)

lilac barn
#

I have been getting This error while packaging the game AutomationTool exiting with ExitCode=25 (Error_UnknownCookFailure) not able to find any solution, any ideas how I can Solve it

stable path
sterile tulip
#

Hello eat healthy guys

drowsy snow
dire parcel
#

@drowsy snow I just got on the website for the unreal learning hub

#

and holy shit

#

its so much stuff

tender pecan
# lilac barn output log

Do a cat on that log
cat /cygdrive/c/Users/alwynd/Downloads/output_log.txt | grep '[E|e]rror\|xception'
It is riddled with compile errors

dire parcel
#

i should just scrap my little project and learn from here and go back to the project

tender pecan
# lilac barn output log

There are more than 50 compile errors. 😆

UATHelper: Packaging (Windows (64-bit)):   LogInit: Display: LogBlueprint: Error: [AssetLog] D:\Unreal Engine\Unreal Project\Beach_House\Content\ShipsAndExamples\UI\WB_Sky_HUD.uasset: [Compiler] No Struct in  Break <unknown struct> from Source: /Game/ShipsAndExamples/UI/
UATHelper: Packaging (Windows (64-bit)):   LogInit: Display: NOTE: Only first 50 errors displayed.
tender pecan
dire parcel
# bleak zodiac yes do that

yeah, i am starting out with level design course first gonna go through that to learn the fundamentals of it.

#

and maybe move onto animation, or something else idk how i should tackle it but i will try and learn as much as i can from there

#

and then go back and apply it

bleak zodiac
dire parcel
bleak zodiac
drowsy snow
devout whale
#

Does anyone know if its possible to make a blender material and export just the material into ue4? Or would It require to make the material in ue4 instead

dire parcel
#

feeling good already hopefully i can build a prototype from it

bleak zodiac
#

@dire parcel have fun 🙂

tiny valley
#

im trying to create a dynamic blendspace so that users can input a run l r f b into a variable array and not have to bother with setting up the anim bp, for a marketplace aa

#

is this possible in je4 and what is the besg way to approach this?

lilac barn
tender pecan
lilac barn
tender pecan
lilac barn
tender pecan
bleak zodiac
#

@tender pecan did you have this error when you were cooking content?

drowsy snow
lilac barn
tender pecan
devout whale
#

Oh I see, thanks @drowsy snow. I'll look more into it soon

lilac barn
tender pecan
#

Otherwise we are going to spam this channel

drowsy snow
# devout whale Oh I see, thanks <@325627930484932608>. I'll look more into it soon

That being said, you could improvise Blender materials into Unreal materials, because few Blender material nodes and PBR properties have parallels in Unreal material graph. You'd still have to keep real time rendering limitations in mind, bake any procedural texture to reduce shader instruction count, and don't expect 1:1 result.

devout whale
#

Awesome. Noted ✅

twilit lintel
#

uh oh

#

UE5 - attempted light build in my scene - failed.

stone edge
#

I cant seem to get good results with gpu lightmass... currently is slower than cpu baking for me (3060 12gb vram)

static acorn
#

Hi ,

is it possible to setup UE4 only with vs c++ build tools and without installing visual studio ?

tender pecan
#

Look at procedural mesh generation, with world origin shifting. It is totally doable yes.

manic dew
#

yo guys

#

does path tracin work

#

if u have an amd graphics

#

any1?

spare kernel
#

no idea what path tracin is?

#

you mean Ray Tracing?

manic dew
#

@spare kernel any idea ??

spare kernel
#

well depends what graphics card and you didn't need to ping me twice.

#

later GPUs it should work just fine, but i don't have an AMD graphics card, so can not confirm.

spare kernel
#

if it supports DX12 and is a new series card, it should work

#

i think cards 2020 > onwards

manic dew
#

it does support dx12

obsidian nimbus
#

its not really real time

steady bramble
#

Hi, I found a problem in my project.
I have two cameras that can be changed while the game is running. I use keyboard shortcuts to set the active camera. When i play level in editor the cameras works properly however in a packkaged project don't works. Where can be the issue ?

obsidian nimbus
#

does it work if you run standalone from editor?

steady bramble
#

Yes it does

obsidian nimbus
#

are the keyboard buttons are input in project settings?

steady bramble
#

No, just in blueprint

obsidian nimbus
#

mayB try making em proper inputs

steady bramble
#

Ok, i will...but when i press ''B'' (it's my shortcuts for change camera) I can se printed hello in a screen .

obsidian nimbus
#

ow than the function after that should fire too

steady bramble
#

Unfortunatly still don't wrok. I mapped my shortcut to imput mapper and repackged project again.

obsidian nimbus
#

dunno why it wouldnt work in packaged, dont know the setup either, are both cameras in the pawn, or in the level, are they allways there or get spawned , stuff like that

#

I allways use set viewtarget with blend and has allways worked in packaged

sage portal
#

hi, can anyone explain to me if 4.26-Chaos is the same as if I would download normal 4.26? is chaos addition the only difference?

drowsy snow
static raft
#

Hey, anyone knows of a proper process to optimyze triangle counts when importing voxel models? I'm using magica voxel and I'm getting 12k triangles for 64x64 models

raven estuary
#

I keep seeing people in tutorials talking about a master material is this just something people build on there own is it just a broad stroke material where do i get a master material or is there a tutorial explaining what i need

exotic thicket
#

usually it's something you'd build based on your needs

#

you incorporate the different features you need for your materials into it

#

for example if all your characters need certain material based effects on them, you create a "master" character material, and then use instances of it for different characters where you just change the texture parameters

fiery basalt
#

so I want to make a twin stick shooter game, where you go around shooting enemies, just a project to get used to ue4 even more. Where can I find a document to explain how to do basic stuff in twin stick shooters. Things like: how to shoot objects, how to create walls, etc. Where can I find something like that? I have looked it up but haven't found much

exotic thicket
#

none of those questions are specific to twin stick shooters so you might have better luck looking for more generic info on those topics, or just some general tutorials

fiery basalt
#

all tutorials I found where 3d and too complex :I

exotic thicket
#

Majority of them are probably going to be in 3D since that's the "cool thing"

hidden dew
#

I'm using Vertex Color data of a mesh to allow a shader to identify which face any pixel is on.
For the most part it's working fine, but sometimes I'm getting output that is slightly off what's expected. Feels like a float/rounding issue.

For example, if (in C++) I set a vertex color's values to be:
R=0, G=0, B=128, A=0
... then over in the material I'm expecting to read:
R=0, G=0, B=0.5, A=0

...but I instead get something close, but off.

If I instead just put those constants directly in the material (the zeroes and the 0.5), then it produces the visuals I expect. This just confirms that I'm not getting B=0.5 (or a float close enough to 0.5) from the Vertex Color.

My question: I don't know a lot about debugging shaders. How can I read the current pixel's vertex color values directly? Doesn't matter which pixel it is being rendered.

glass imp
#

Hi, I need to move the camera far way from where the player is to execute a minigame the player will play for few seconds, and then bring the camera back to where the player pawn actually is. I would like to avoid streaming levels to unload the level where the character is when the camera moves away. Is there a way to disable unloading of a specific level? (BP or C++)

young whale
#

hey all! I'm in a game design class, and we have a group project to make a game. I'm planning on making an animated title screen for the game. I found this (https://www.youtube.com/watch?v=7OEbO353_GM) tutorial, but I'm not sure if this is the best way to do it. I'm also not sure if this method could make the video repeat. If anyone could give me some advice I would greatly appreciate it!

In this Unreal Engine 4 (UE4.16) tutorial I show how to use the MediaPlayer component to render a MediaTexture onto a static mesh and play an mp4 video file.

To do this you have to add the mp4 to a folder called Movies in your content of the UE4 project, then add a file media source for the mp4. After that you can use a MediaPlayer component fo...

▶ Play video
dry moon
glass imp
#

Hi @dry moon , I dont understand what lerp has to do with unloading of level

#

or player inputs

#

Im not possessing the camera, I'm using "set view target with blend" to change the camera

dry moon
#

You kinda said you wanted to move the camera far away from the camera is to execute a mini-game, does it have it's own camera/pawn? To blend between positions

#

and you haven't said what system you are using

glass imp
#

my question is not about moving the camera, my question is about how to prevent the level to unload

dry moon
#

world partition/composition streaming, one level streaming

glass imp
#

as the new camera is used to show the minigame, the engine unloads the level where the player is, as its far away

dry moon
#

That doesn't really explain what system is being used. I'm assuming its using world composition then?

glass imp
#

when I close the minigame the level is loaded again, but being a big level it takes a lot of time.

#

Im using world composition, yes

#

so I would like to avoid the level to be unloaded just when I go to the minigame

dry moon
#

I'd say look into the C++ of the volumes, to see if you can temporary change the streaming volume distance to a massive number so it's still spawned

#

and when returning revert the number

glass imp
#

that's an idea

#

I will have to do it only on the current streaming level

sharp oasis
#

Is there a way to import metahuman from unreal engine to blender with the joints being disconnected ?

plush yew
#

few hours ago i managed to get the edges of pathfind really close to meshes, i tried to mess with some other parameters and screwed all and i reseted the config.ini

#

now, strangely, changing the agentRadius does nothing

#

wtf

#

this one here seems to do something but it is very buggy in some cases

west warren
#

Hello everyone, dose anybody install UE4 on Linux??

plush yew
#

you can use the AUR on arch or follow instructions on docs using ubuntu //

snow fog
#

Hello everyone, does anyone know if it is possible to enable Custom depth on mobile devices, otherwise it is displayed normally in the engine, but in the form of a game, instead of the selected object, it uses the entire scene as Custom Depth?

fervent maple
#

Hello guys, I'm having problem with showing the current screen resolution, but only with 4k that shows 2.560 x 1.440 instead 3840 x 2160. There's some way to fix it?

rustic ermine
#

Hey guys just because you guys were super helpful last time I have a question, do u think it possible to have a alembic animation which is imported to Maya to follow a spline path???

grim ore
#

@fervent mapleis windows scaling enabled? what does windows show is the current resolution for that monitor? do you have more than one monitor?

fervent maple
elfin gazelle
#

Hi I can’t see visual studio 2022 even though I have it installed with the unreal engine extension what do I do?

grim ore
#

@fervent mapleWindows Scaling is in windows, in the display settings

dawn meteor
#

Guys, does anyone happen to have any experience with low FOV camera and grooms? I am trying to render metahumans with a persp camera with fov of 5-10 to create pixel art. The issue is with groom components looking like sphaghetti. Tried to change all the values for grooms components but no luck so far. What am I missing? Pic related (fov=5)

#

comparison of using an actual ortho cam + cel shading

#

(I am trying to get perspective hairs to look more like this, thinner ^ so I can use advanced lighting which ortho doesn't support)

#

seems increasing fov messes everything up about grooms

#

once you go past certain limit

#

what are my options?

fervent maple
plush yew
#

there is any way to get Simple Move to Location working as Add Movement Input?

green hinge
#

Hi ! I have an issue with the Asset Manager and my assets who are always invalid ... I use C++ and BP. Where do you think I should ask the question ? Here ?

hidden dew
#

Fun with floats

late stag
#

My editor is starting to full up for just starting

#

5mbs already

untold summit
#

imma gonna have to postpone the game it seems.

wispy parcel
#

how big is the standard grid in ue4? is it 1m^2?

#

nvm, the answer is 1m^2

bronze badge
#

Anyone else having issues with thier game needing a fresh install after being updated trough steam? 😄

regal pike
#

Hello. Is there a way to assign skeletal mesh to default skeleton? I downloaded couple characters from Mixamo and I want to player be able to pick a character on the beginning of a game. So I am looking for a way to only swich skeletal mesh in BP, so it will use one (common) Anim BP

grim ore
#

the animation blueprint is linked to a skeleton, not a mesh. the skeletal mesh is linked to a skeleton. as long as your characters all use the same skeleton you should be fine to use the same anim bp. the default third person template is set up in this way, one skeleton with 2 skeletal meshes (female and male) and one animation bp for both of them

#

if you are trying to get something that is separate, say 2 skm with 2 skeletons then you need to retarget one of them to the other skeleton. look into animation retargeting

#

if they are similar you could try and change the skeleton but...

regal pike
#

I watched anim retargeting, but it makes new animations. What I am trying to do is to retarget one skeleton to the default one, just like in retargeting animations, so I will have couple different SM, but linked to one skeleton

grim ore
#

well there is no "default one"

#

if you want to change the skeleton on a skeletal mesh, right click the skeletal mesh and choose assign skeleton

regal pike
#

default one I mean Mannequin

grim ore
#

then you can try what I said above, but more than likely it wont match. you might have to do the retargeting if you want other animations to match your new skeleton setup, then you can assign the other meshes to that new skeleton

regal pike
#

there should be possibility to select bones like in retarget manager 😦

#

The problem with your solution is if I will have 10 different skeletons (each for different SM) I will have a lot of the same animations retargeted to each skeleton

onyx nest
#

I have a character made out of a lot of objects in blender, its fully rigged. How do I get it into UE5? When I try it it just imports all the objects seperately

grim ore
#

if your skeleton is the same layout, then you can have 1 skeleton shared between the meshes

regal pike
#

If I understand correctly, I will have 10 different Anim BPs, so I will need to change/add new state in each one

grim ore
#

if yes, you have different skeletons with different layouts you are not getting around the issue

#

if you have 10 characters from mixamo, then I would guess all 10 should have compatible layouts for the skeleton which means you should be able to use 1 for all of them. Then your issue is retargetting that 1 skeleton to the default mannequin setup for animation purposes. that should give you 1 skeleton that is compatible with the epic skeleton for use with your meshes

crisp gust
#

how can i resest all config make in cmd to default

#

?

regal pike
grim ore
#

there might be tricks to cheating it, #animation would know any of there are

regal pike
#

Answering my own question, yes, it should help. I changed names for couple bones and it looks better. Thank you for help

umbral blaze
#

Do you guys know where I can put some cvars so I don't have to type them out everytime I start the editor? I remember it being possible but I can't find any tutorial/folder anymore? Did they scrap this?

sturdy smelt
umbral blaze
brisk bridge
#

Hi! Is there a possibility to use Anim BP Animations in a Sequencer?
If I move my AI, it stays in Idle-Animation and plays not the Run-Animation, but actually should, because the transition in AnimBP takes the speed of AI in account to drive the animation. I found out how to override the current Idle-Animation manually due using simple Animation Track. But I wanna that my AI use the AnimBP Animations and already created Blendspaces, that takes in account Speed and Rotations automatically, that I don't need to implement every step manually.
Unfortunately I couldn't find any "how to's", that could help me with this.
Any ideas, suggestions?

obtuse nest
#

Super basic question but how do I increase the density in my foliage painting? It's already set to 1 but is really sparse

plush yew
#

what is the equivalent of Godot groups on Unreal?

visual harbor
#

Is it possible to assign a physical material to a geometry brush? I couldn't find that anywhere... and what's more, I then tried to create a static mesh out of the brush, and then the collision ceased to work altogether.

plush yew
#

e.g. i want to detect collision and do X if the mesh is on group Y

grim ore
#

@plush yew"Groups
Groups in Godot work like tags in other software. You can add a node to as many groups as you want. Then, in code, you can use the SceneTree to: "
From the Godot docs page

#

in UE4 it would be... tags

plush yew
#

wtf is tags?

#

🙂 pown pown pown

grim ore
#

it doesnt have the exact functionality from what I can see, you can get the actors with those tags, you can call stuff on those actors, but Ue4 doesnt seem to have a generic "notify all actors with these tags" built in (but could be done... sorta)

plush yew
#

hm

#

i am searching for detecting if mesh can be climb with jump and mantle

#

it may serve my purpose out of the box

grim ore
#

yeah if you just tag the mesh with climbable you can check for that tag before doing whatever. another way is using interfaces when using blueprints if using those

plush yew
#

which is the most performant?

#

(yes i am using bp)

grim ore
#

both are probably the same. for example if you are just wanting stuff to be identified in the world as climbable and they are static meshes, then tagging them by hand might be easiest. If this is stuff like say a blueprint that has more functionality, then adding an interface to it that you can check would be easy at that point

#

the only issue with tags out of the box is there is no list, you dont select from a list so you could make spelling mistakes. with an interface you can select from a list and say mark this one as interactable and destructible with 2 interfaces

#

but making say just a block that you can climb on that has no actual code in it is overkill to turn that into a blueprint

#

but again, if you reuse that same block over and over.... blueprint!

deft ravine
#

Hey can anyone help me with gettiung a .UASSET into unreal

#

?

grim ore
#

you need the exact version of the engine it was created in, if you have that you put it in the exact folder it was in the original project and then it will show up in your new project

#

other than that, its black voodoo magic because .uasset files are imported files that have version and path info in them with connections to any other files that they need

plush yew
#

i need help

#

i dont know how to delete in the construtionm script

#

help

#

how do i delete that

#

help me i dont know how to i need help tpo delete it

hollow moat
#

I have already asked this question - I'm sorry, but I can't find the previous answer. How can I stop my AI from rotating towards its destination instantly? I want it to be slower and smooth

sturdy smelt
acoustic wraith
#

I have a static mesh asset that comes with a pack that I purchased. It doesn't face the +X-direction, but I need it to. What's the most organized way to handle the problem? I could directly modify it, but that would break the open/close rule.

#

Asset packs in my project are in the .gitignore

#

Should I modify it and track it with git?

grim ore
#

@plush yewgreyed out means it will not run, you can leave it. to delete you select it and hit delete on the keyboard, or right click on it and select delete from the menu.

#

@acoustic wraiththe default third person mannequin doesnt face +X forward either, Epic just rotates it in the blueprint to solve that issue.

acoustic wraith
#

True, but my base item class inherits from AStaticMeshActor

prime willow
#

weird question

acoustic wraith
#

So I can't parent it to a USceneComponent

grim ore
#

you would have to fix it outside or add another scene component inside of it to then child the mesh

prime willow
#

nvm lol

acoustic wraith
#

Should I make a UDataAsset to hold relative rotations for these meshes?

drowsy snow
prime willow
#

im just thinkning about something i havent even touched yet xD

#

anyways if you do want to help me i cant seem to find why my ledge grab doesnt hold anymore

#

it just forces itself into mantle or glitches nonstop x3

drowsy snow
prime willow
#

okie

#

also i kind of fixed the ledge grab

#

but placement and lift is still buggie

#

if you wish to assist ill be in the feedback channel

#

also we gotta talk later

#

about your game

#

im serious

drowsy snow
dire parcel
#

okay ngl, been really enjoying the unreal learning hub

#

got the basics of level design blockout , gonna go more in depth with it and then move onto animation and blueprints courses

#

hopefully by the time I’m finished with a couple of courses I’ll be ready to start making my project

grim ore
#

that's great 🙂

#

don't forget to leave reviews on the courses because they get shared and go towards more stuff!

dire parcel
fringe rivet
#

Hi, um

#

I enabled the VOIP plugin on my project

#

I can no longer open it, it says please rebuild through IDE

#

What do I do?

#

The project was a lot of work

drowsy snow
fringe rivet
#

People are saying the only way to fix this is to disable the plugin because it’s broken, how do I enable it if I can’t access it?

#

In vs?

#

Because I’m in the files rn

#

In Plugins, it doesn’t show

drowsy snow
#

.uproject files are basically just JSON files

fringe rivet
#

I’m in the .uproject file opened in notepad

#

What do I do?

#

Oh

#

I’ll look for it

#

I’m not seeing it

#

Where is it located, this thing’s pretty long but I scrolled from top to bottom

drowsy snow
golden niche
#

Anyone knows if there'll be black friday sales?

jovial wraith
#

i recently updated from 4.22 to 4.25 and ive gotten alot of graphical problems , can anyone help

golden niche
#

Oh, I expected more than 50%

jovial wraith
#

flickering, random strips of color, and the engine shakes(goes from side to side at random) when i click or move any object.

fringe rivet
#

I really don’t want to have to restart

tender mountain
#

Hey peeps.

fringe rivet
#

h e l p m e

fringe rivet
#

I beg of you

tender mountain
fringe rivet
#

I did

#

And I didn’t see it

#

Cap sensitive wasn’t on

#

I disabled everything similar

tender mountain
# fringe rivet I did

The project should be fine. The editor needs to be rebuilt. If you built it from source, you may need to do that again. (cringes) but if you just use the epic games launcher version, that should be a quick fix to reinstall that.

fringe rivet
#

So

tender mountain
fringe rivet
#

Uninstall editor?

tender mountain
#

Then just uninstall and reinstall the editor. Same version though.

hollow moat
#

Would anyone like to watch me make my game

tender mountain
#

Should be up and running in no time

fringe rivet
#

I made a copy

#

I really hope it doesn’t break

#

Thanks for helping

tender mountain
# fringe rivet Thanks for helping

NP. I back up my working versions often and while experimenting, I do that in a completely different project before migrating the finished modules in.

fringe rivet
#

Good idea

#

Uh

#

It said that there were files with the same name I pressed skip

#

Was I supposed to

tender mountain
#

I get that sometimes. It's liek trying to copy it twice for some reason and I just skip the second time

fringe rivet
#

Oh, good

#

because I already uninstalled it

tender mountain
#

This is my puzzle for the day. Anyone know why this isn't updating the variable to 5?

fringe rivet
#

Yes

#

Because it only spawned twice

#

Duplicate that section again and you’ll see that it says 3

tender mountain
#

Even if I cast to it. Does the same and says I don't need to cast to it.

fringe rivet
#

The middle arrow

#

Why does it set to 2?

tender mountain
#

Because that's the default. That works, but After, I want to alter it to 5. But it doesn't change

fringe rivet
#

I think I know the problem

#

It’s more of a UE4 glitch

#

Add a very small delay before it sets to 5

tender mountain
#

It's weird. I print out the reference name and it's fine. I print out the Variable and it's fine. I set the variable in the referenced actor and nothing.

fringe rivet
#

Hm

#

For what exactly do you need the 2 for?

#

Would it be something that you could put into another variable?

tender mountain
#

Okay I think I worked it out

tender mountain
tender mountain
zinc shore
#

so this plugin i use has a UE5 version but when i use it it says its from 4.26 and tells me to build from source and when i do i get this

ERROR: Module 'AdvancedSteamSessions' (Engine Plugins) should not reference module 'AdvancedSessions' (Project). Hierarchy is Project -> Marketplace -> Engine Programs -> Engine Plugins -> Engine.

tender mountain
fringe rivet
#

Almost done

tender mountain
# fringe rivet Wait, so it worked?

Yeah I realized that the spawned actor was doing everything before the creator told it its variables. So the spawned actor was trying to reference stuff that was invalid because it wasn't set yet. Looks like the game doesn't run the whole BP tree before the spawned actor. Seems the spawned actor runs and then the creator gets back to running it's next node which is changing the variable.

fringe rivet
#

The delay or a different fix?

oblique flame
#

Can anyone help me with a small problem in my UI? Been at this for hours lmao

tender mountain
oblique flame
#

So I got a class selection menu ui, it works fine, when I pick either the first class it picks the right character etc.. But it keeps spawning the character on my level with the menu but not the main level. When I try and force change the level after you press the button this happens

#

Here ill try and get a video to show it

coarse apex
#

hey im trying to use blender to ue4 and when im supposed to use the console cmd (unreal_engine.py_exec(r"X:\Exported\In (Blender)\ExportedFbx\ImportSequencerScript.py") to import the sequencer nothing happens even after i enabled Editor Scripting Utilities, Python Editor Script Plugin, Sequencer Scripting, any ideas?

fringe rivet
#

Why do you need to use a console command?

#

You can import an fbx file with the import button, it’ll probably be in documents

coarse apex
#

im not sure, im trying to get a camera into ue4, here is what it looks like in blender:

fringe rivet
#

Wait, what?

oblique flame
fringe rivet
#

Why do you need to import a camera?

#

Is there a specific reason?

#

UE4 has camera components

coarse apex
#

im taking camera movement from a real video into ue4

tender mountain
coarse apex
#

i have the movement in blender but idk how to get it to ue4, every video says this addon but i get nothing when i try to export

fringe rivet
#

Unfortunately, the answer to that is beyond me, but you should look up tutorials on manitees and cutscenes, UE4 has that built in

coarse apex
#

im brain dead, thank you for helping but i just found out my export folder was wrong and i have like 30 .fbx files with the camera movement, it works now after i imported via sequencer

fringe rivet
#

Ah

#

For future reference, here’s this tutorial: https://m.youtube.com/watch?v=Xx_9MQu2EkM

Here we show how export sequencer From Blender to Unreal Engine.

Note: In Unreal Engine you need enable Python plugins:
https://github.com/xavier150/Blender-For-UnrealEngine-Addons/wiki/How-import-assets#use-unreal-python-impôrt-scripts
- Editor Scripting Utilities
- Python Editor Scripting Plugin
- Sequencer Scripting

Note2:
...

▶ Play video
tender mountain
coarse apex
#

yea... noob mistake lol and ofc i spend like 2 hours on it

#

yep thx

#

thanks for the help both of yall, sry for being dumb lmao

tender mountain
fringe rivet
#

I used to import meshes with different parts in blender to ue4 in, like, 20 pieces

#

I thought it was normal lol

tender mountain
#

Just not seeing the forest through the trees