#ue4-general
1 messages · Page 1092 of 1
either way it would be a progress bar
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?
how to code one
@azure topaz you may want to describe what you want to do in #umg as thats the channel for UI related things
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?
switch on int
https://www.youtube.com/watch?v=SYIL_auBT2I
check out Mathew's vids, he has many simple vids explaining the basic elements and you can figure out quite a lot
How do I get started with using the Progress Bar Widget in UMG in Unreal Engine 4 Blueprints?
Source Files: https://github.com/MWadstein/wtf-hdi-files
i have it already
so i want ,when it comes to 0 ,it start to fill again
by a pressing button or by itself
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
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
if you want it to reset at 0 automatically then you just need to check
if current position == 100, then set current position = 0
i dont see any bp for current progress
when im writing in search, there is no one
that's a variable I made myself, you will have to make your own variables to keep track of different things
ah
you have to declare the progress bar widget as variable and drag that in your blueprint
if you aren't comfortable with programming then just take a couple of simple tutorials to get used to the logic of it
then if you drag from the progress bar variable you can find the corresponding functions
ah ok, thanks, im just new to UE , just started to learn some systems
yea, maybe do some crash course on learn.unrealengine.com to get familiar with UMG
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...
sorry for the bad quality its kinda unseeable, but it literally goes through everything
do you have collisions set up for all your assets?
the kunai needs to have collision of some sort and it needs to know if it's overlapping with something
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.
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?
best ask in #graphics
I can't see anything but create a trace range for max kunai range, then use impact location as the point where it ends up
Is there a place here I might ask a question about blender? Don't see an appropriate channel
try #graphics
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
editor (left) is what I have set, but in-game it goes all the way to some ridiculous value
It even has this crazy light if I set the intensity to ZERO lol
nowhere in the BP am I hard-setting the intensity, this makes no sense
Excuse my stupid comment but maybe someone is using Discords light theme there.
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
On my phone so I can't really look it up, however what keeps you from using a Child BP and exposing a variable ?
Random thought but maybe this eye adaption stuff is doing that?
nope, eye adaptation is nil or negligible (sorted it out from the start)
Hm okay
I've set the light to 0 intensity but it keeps lighting up lol
it doesn't make sense
You sure there is no other light in the scene?
in the editor it's correct, in game it's got a mind of its own
Or attached via BP?
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
Pretty sure the runtime generated one still has to be drawn the same way
You might be spawning a light at Runtime
thank you for your answer. If there is only one initial loading for the spawn, what about culling?
I'm not, I'm just using the one that is there. The BP has light components and I enable or disable visibility, that's it
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.
I see... so there isn't really performance benefits from procedural mesh generation
Can you show bp?
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.
how can I decrease that crazy reflection on material?
this is more or less fine
but fire is going crazy
Hello everyone
I do have a question
I was using unity for almost 2-3 years, and now I want to switch to Unreal should I start from ue4? Or ue5??
Yeah draw is always from GPU. Procedural generation allows creating the mesh using RAM and the CPU, but rendering is VRAM and GPU. 🙂
All the intro material is currently based on UE4. Once you know UE4 moving to UE5 is going to be really easy.
Slightly different UI and new functionalities but for the rest they work in the same way.
is it possible to have button events from an UMG widget in a c++ class?
And another question, can we install UE4 at Linux?
yes
but you need to compile it yourself
that was the situation atleast when i was on linux
I am reading this as can you call a C++ function from an UMG button? Answer is yes as long as you make your C++ function Blueprintcallable.
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
I just don't get it 😄 😄 😄
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?)
and this is only 48% GPU memory utilisation
it's not like resources aren't abundant
and another crash, just rotating a light
Utterly impossible to do anything with lights
hi everyone, in which sub should i ask about chaos related things? ue5-general?
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.
locates an asset / creates hard asset reference for cooker & linker
Thanks! I figured out the problem, just had to delete 'static'
that may lead to problem. they must always be static const
and used in constructor only
most likely you tried to use them with string variables which are not static
just remove variables and use TEXT("/Game/PathToAsset") instead of passing string variable as finder argument
try debug it, or submit crash report (that default crash reporter triggers or on unrealengine com submit bug report page)
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.
launcher should have "Enable debug logging" and "Show logs" enable them and try to find cause.
I submit reports everytime but I've never heard back for the thousands that have gone lol. Debugging didn't yield anything plus I'm not that good with it to understand that level of detail
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?
there may be some uncommon setup that epic didn't expect that scene has 0 primitives to render
that is a pure guess, since need to run with debugger and see the things around
think you could help with that when you have time? I think I have most of it setup with VS and all
right now I'mma hit the sack
Not a clue. Just spewing this shit over and over.
[2021.11.13-20.58.27:213][421]LogCloudChunkSource: FAILED: http://fastly-download.epicgames.com/Builds/Rocket/Automated/Engine/CloudDir/ChunksV4/00/92C908AA84DECC98_9209FD904329EB670A228A856E32BBDF.chunk```
It's not really helpful.
how can i reset UE editors window positions
cuz one of them is stuck in fullscreen and wont get out of fullscreen
I think delete the intermediate and saved folders in your project but don't quote me on that
/Saved/Config/ there will be Editor settings ini file (several of them)
can i make UE just not save window positions when it closes
cuz if a window ever closes when maximized gnome makes it fullscreen and it get the window stuck
seems the Gnome desktop enviorment docent play nice with applications that save and set their window states
could anyone help me out in #source-control
I'm trying to get a versioning system running for my project builds
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 🙂
I (almost) never deal with static lighting, #graphics folks might know something about it.
Okay I'll move it into there thanks 🙂
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
You can't drag a map into the viewport opening another map. But you can use it as a sublevel.
ohhh so how would i get to a place where i still have the lighting from the sun but the map as well
would that be the sub level?
Open the Level panel, if you haven't one opened already.
Then on the Level panel, choose the Levels dropdown, and choose Add existing.
ohhhh ok tysm
No probsies :3
🙋🏻 do i need to disable tick for a bp to save performance?
Even if theres nothing pluged in the event tick node?
For your peace of mind, why not.
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
Can you give a direct screenshot? It's unclear to see through phone photo of a screen
ofc one second 
boku no hero
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.
got ya tysm

Does anyone know what should i put on NumUnusedShaderCompilingThreads?
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?
Probably because C# is higher level.
Is there a way to put this concept over to unreals c++ franework
I guess probably not
Closest thing you could get would probably Lua scripting.
I think it's also why BP can't crash as much as lower level C++ code.
Uff
So, i have found this https://github.com/nxrighthere/UnrealCLR
ok Where do i find the make my game button
Would this help ?
😉
Dunno, never tried it - not a fan of C# either.
if i touch C++ im doing it all over in all C++
Just kidding xD
I think that this would fix 80% of crashing problems
For the other 20% there must be the engine written in c#
You could use Strider engine, if you want. That's almost fully C# (I think)
Fuck off
Dude im using unreal for 4 years now
My brain would die
Well, best thing you could do is take notes, and make comments, so that you won't get lost in your own code.
LMFAO
im currently doing that
i like this setup better @drowsy snow it uses booleons and checks the bools and than switch states :3
that won't change until you make code run in VM like C# does
and essentually make own engine
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
Thats easy, im working with vms a lot
Well, I think Switch states are faster, performance wise, but I see how some else if stacks are easier to grasp.
yeah the enum based parkour mode
using enums to swamp is a little annoying when you have to use gate nodes alongside it
Though I disagree with gate nodes necessary for enum switches.
thats why im reworking my system
dont like having to use gates for start and end states
Hello
If you guys have made something cool in Unreal Engine, you can sell sell it in the Unreal Marketplace.
Prefer selling it in Gumroad for assets, but okay.
It's not like the Unreal Marketplace is spanking brand new anyway.
I know that CGTrader and Turbosquid are hell to browse through, and not necessarily fit for UE specific things.
Been struggling setting up ultra dynamic sky for about 2 hours now - watched over 12 videos, can anyone help?
How can i merge skeletal meshes in ue4
i want to combine a few into a single mesh, they share the same skeleton
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
Why not use those you wanted all at once in a BP?
There's barely any loss in performance for matching pose for each skelmesh in anim BP, or Set Master Pose Component.
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
so like my assets h ave like 4 peices on a chest plate that i want to make a single mesh
i guess i could do that in blender now that i think abt it
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?
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
old news, experimental branch that dropped last week is on UE5
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?
somehow it worked, I just copied file from content browser itself and not from screen
now it only has shadow that I don't see an option on how to disable it
from pendulum that's inside the mesh itself
@drowsy snowI remembr why i settled on gates :3
itll automatically forcefully close all states before ending the appropiate one
without the gate setup you have to figure out who is active or not and forcefully close it ._.
which is chaotic as heck
i wish unreal had built in character customization
Megascans, Brushify (paid)
or built in umg button support
most anyone who wants unique and interesating personalized characters needs character creation and its terribly taught on youtube
its near standard in most games and yet no decent quality tutorials exist for it :3
Well, ALS used a lot of switches, but no gates on sight.
yeah but using gates just makes it super easy and garenteed
you check if using function if starting function and close function when function should close
xD
its just annoying
you got to setup like 14 custom events and like 7 ish nodes per state ._.
Custom event per state?
Well, you know that you can have input variables for a Custom Event, right?
input variables?
Yeah, something to pass through a custom event upon executed.
kill me
i deleteed everything again
XD
i think ill jsut stick with gates for now
than rework it if push comes to show
Just keep this in mind XD
im learning!
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
Hi
is there a channel about question?
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)
I hope you can understand me
hehe
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
DX12 seems to have a lot of issues with ue for whatever reason
the game crashes if you tab out
and with steam VR launching it always crashes
and the editor will just randomly give up
where do you guys get your HUDs?
I made the UI myself, iterating from modern JRPGs.
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)
hey how much data need to download low version of unreal engine
wdym by "low version"? You mean older versions?
it means how much gb
4.27 vanilla download is about 8 GB, excluding the platform dependencies.
Last time I checked, 4.24 is around 7 GB, again, excluding platform dependencies.
I don't recommend going any older than 4.24, unless you're making mods for older UE4 games.
that mean i need 10 gb data at once
It's usually around 7 to 12gb of storage needed.
4.27 vanilla was around 20 GB of storage space, without debugging symbols, but I think he's more concerned about how much his ISP could charge for the download size.
Oh fair enough. Thanks :)
Not in a foreseeable short time, for sure.
"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
I use this command to run a server
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)
what is the term i am missing for understanding how i can make the mouse ignore the box and be behind it?
Collision channels?
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
Can custom actions not be triggered through inputs on a blueprint that isn’t player character?
Can I ask for help here? Because I was kicked or something a few hours ago after asking something.
rules of ancient internet, do not ask to ask, just ask
(separator for new chat lines)
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.
I put a print in the FPSCharacterBlueprint and it isn't fireing
So it isn't loading. I'm struggling with this for hours now and have no clue where to start debugging.
why do you not migrate the new project into the template?
just delete stuff that you do not want to keep it
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
ah, i read
well, how about trying to copy manually the template?
or following a tutorial on the internet that probably has the same logic?
Is your pawn class associated correctly in the gamemode?
Yeah I did that. Tutorials are really short. Just set the gamemode in the project settings and it should work.
Hey marco!
Check that the current map doesn’t override the game mode
This was it! It was overriding the game mode!
So much thanks again!
You are welcome
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?
hello all. I am greatly confused as to why this code will not turn my camera
is having 200k vertices and triangles on a creature model that'll be 20 times in a scene okay or too much?
im not sure what other information i can give, just ask
i followed a tutorial and for some reason this didnt work
Is there a GitHub repository or some sort of collection of excellent literature/articles/resources about Unreal?
Depends on the environment as well. Bettet profile it on lower end hardware.
Probably not, but pinned messages across this server have several goodies.
well but generally is it fine or too much?
the environment is not gonna be too expensive
and how'd I profile it?
I'm not aiming for low end pcs
At least for PS4/XB1, 200k tris times 20 may impact the draw performance quicker than expected. Higher end characters were around 100K tris on close up cinematics.
okay thanks!
Consider me a complete noob about Memory Management
I have a widget like this
'Reply00' are user widgets. I have four of them in the BP
When I run the game and check 'Obj List' for the reply widget class, It shows 16 of them in the memory
Shouldn't it show only 4?
I'm only doing the following stuff with them,
Adding them to an array
And couple of ForEach loops iterating over the array
are here modellers?
are here modellers?
@plush yew
What do you mean?
is there someone around who can model? assets
Yes, if you can pay for the service.
#hire-a-freelancer
You mean for free?
Sure, just don't expect to get a quality custom assets.
oki
"collab", a sinister way of saying free labour.
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
Unpaid in production is still free labour, you have no definite guarantee of a payment for the time, even in revenue share.
See #instructions on how to post on #volunteer-projects, and hope that someone took it seriously and delivers at all.
oki
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?
I can't really help but you should make a small video showing your issue, it will help people answering you and giving you advices
Ok
Hello should i go with UE5 or UE4 when creating a Game ?`
ue6 best
Good question though, is your game going to be short in development? If so ue4
its all planned out
its time to actually do the game
Well that means you have all the story and gameplay planned but coding it will take a while and have you done the art?
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?
well i dont have that problem as its a multiplayer game
same
Hello guys
Remember to not use flashing lights in your games for the ones who are sensitive against it
How can I make objects in an area invisible with Blueprint? It should work in the editor.
use construction script > get overlapping actors > foreach loop > set visibility (of choice)
collision channels have to match
It only appears in the event graph.
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
why am i getting this when i open unreal
then it would seem you can't do it in editor
Thank you for your help.
what you can try
is making a custom event in the event graph
set it to be Call In Editor
and do the same logic
the event will appear as a button on the actor's detail panel
so maybe you can get it working that way
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
hey guys
does any1 know
where can i enable path tracing
any1????
cus i cant see it in the editor
probably deleted a file manually, now its searching for that metioned file.
i enabled ray tracin but it doesnt show anything
pls help
ok fine dont help me
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)
Hey guys, can I pause the Unreal Engine download and then resume it the next day?
Yes, though if you want to turn the computer off, you'd better off hibernating it.
@drowsy snow can you point me in the right direction
I may of bugged my crouch x-x
it works but will stall on input upon doing it under an object for 1 to 3 presses
ill be in feedback if you or anyone else is willing to assist
Sure, though I won't be able to tune in for a while :'3
if, I turn it off, I'll lose my progress eh?
take your time ❤️
Closing the launcher can abort the progress (though task killing it could allow the launcher to resume)
Also hibernating Windows is practically shutting the computer down, except that the state of the OS is stored in the system disk.
ue4 is stuck n this
so, I'll hibernate my laptop, and then I'm good, and resume the download the nxt day?
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?
Yeah, I did the same thing repeatedly, works great.
ohh, ok thanks! :)
Oh yeah, that's too much of tris, particularly for a game asset. Consider retopo it to lesser count (100K tris or less + LOD)
oh god that is hard
i sort of figured it out
it seems the crouch function is occuring on input regardless of if im crouched or now o.o
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!!!
how do you edit a UASSET blueprint file without the editor
I need to remove a node thats just crashing the editor on startup
You can't. There's no such thing as external UE BP editor.
Not even blueprintue.com can do BP stuff on its own.
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?
If you have Autosave enabled, last autosave .uasset can be retrieved from Saved folder.
Anyone willing to help?
phew, worked
do I want root motion on a "climbing up wall" animation or should it be in place?
what OS are you running on?
Chrome OS, but linux
I tried linux, but it doesn't work
are you on a chromebook?
yes
Chromebook is not what I could think for gaming, let alone UE development...
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.
with my experience with chromebooks, The thing would prob blow up if you tried launching UE on it
Unless its a beefy chromebook
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.
I got it down to 180.000 but I just cant take away more triangles because then I would have to make it to an low poly model and it would look terrible
I'm using blender under linux, but unfortunately, metahuman doesn't have and fbx or obj file method.
Nah, 100K is still hardly low poly even by today's standard.
Besides, it's against TOS to make (final) renders of MetaHumans outside UE anyway.
That would include rendering (or making final render of) MetaHuman in Blender, which is a no no.
If all you need is just a decently realistic looking human characters without UE, maybe consider alternatives like MB-Lab and alike.
Daz 3d has
But Daz 3D is b--- nevermind
issues...
YUP
or it could be my tech curse
no no it does defiinitely have problems
ah
it doesnt play nice with als
I'm sure it's hardly going to be an issue outside UE.
Anything will always break for me
and its not necessarily the easiest to use
in the dumbest ways possible
"64 Bit app is not compatible with 64 Bit OS"
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
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.
Btw with UE5, did epic implement DX12 correctly without it constantly crashing?
Last time I tested it, still quite a lot of crashing. Though don't quote me on that, it was super inconclusive at best, and I don't do crazy things with it.
ok I got it down to 140 k but I really dont know where to remove triangles anymore
140K isn't really game friendly, but if it's mainly for hero shots, it's an okay number
on current gen gpu's, 140k for something hero-poly is more than fine.
gpu's eat polygons for breakfast
yes I will use it as one of the most important things of the game
I removed some extra stuff that I only needed to model it and now it has 132.000
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?
Seems to be the time of day's arrows. It shouldn't be visible in game view though
But you're in editor view so that's fine.
I also packaged the project. I'll retry it with shipping mode.
instead of developer
how to make animations faster?
keep in mind that on current gen hardware 140-ish k is not a problem.
the big thunderjaw in HZD is about 550k polygons, aloy's hair alone is about 100k polygons.
ff7 remake has characters up in the 500k - 1m
the lower the better of course.
I just tried packaging the project in shipping mode but the arrows are still visible. Any ideas on how to disable that?
ALright
it had a checkbox with the debug arrows
Fixed it!
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?
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
thanks@drowsy snow @fierce tulip
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
what kind of art style does your game have?
i'm going for a cell shaded and cartoon look
I mean the characters should fit to the look of the game
well, i'm split between these 2, and i plan on having multiple characters with different abilities, this ones ability is being glitchy and lag-dashing through walls
Hi there.. is this where I'd post if asking for some assistance with UEE? o-o
Unreal Engine Emergancy? xD
Unreal Engine Editor? 😄
oh ok
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
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
How can i fix this error?
how do i lower the brightness on the flames?
+1, been trying to find a way to do that, but more like decrease reflection it creates
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
ohhhh okok ty i will try that
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?
- close Error List and never look at it again
- open Output window and read the error message
- you have too long project name. Generally used ShooterGame, TankGame, DemoGame, etc
I'm still lost >-< This seems like it should make sense but it's not working xD
👌 ,thanks
is there anyways to export projects into after effects (element 3d) while keeping the materials n stuff
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 lakeah thanks, yeah I'll do that
Essentially don't interrupt the installation process either, will cause the same issue
I was chatting on discord hehe, sometimes something pops up while typing f.ex. :S
Best to leave installs going without interaction yeah
Unreal Projects to AE's E3D? No.
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!
How resource consuming are hit events?
Im already using sim physics
So hit events wont take much more ontop of that right
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%
[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
How is light like this achieved on an object?
I am trying to create instance material. What can I do for the color assignment when the texture is not given for the metal?
Most likely an emissive texture
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
You can try to go through a blueprint
and add a light and the mesh there, then change the color of the light to red
Emissive Color + a point light.
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.
I'm new to eu and do you have any tips
I dunno, just ask your European neighbours, I guess?
i went back to my old project, i am trying to reset the camera to the original TPS position, how can I achieve that?
Attach the camera to the Spring Arm component (named "CameraBoom" there)
in the sockets?
Bruh
I mean unreal engine
You said you're new to EU. Of course European people would know most about EU.
WHY TF WHOULD I BE TALKING ABOUT EU
EU = European Union
EU = Europa Universalis
Unreal Engine = UE
BECUSE MY CAPS ARE ON AND I CANT BE BOTHERED TO TURN IT IF
you could be bothered to turn them on though 😮
Anyway, cheeky nitpicking aside, if you're just getting started with UE, pinned messages has link to the Unreal Online Learning courses, among other useful links.
we're talking about United Europe right?
Why aren't my images showing, it's not decorating the text.
No, because Brexit.
ah, then it's Unthinking Eurocentrism
I don't think HTML like tags applied to Rich Text Block anymore after 4.21 🤔
"Among" 😲
The source code suggests this should work for this particular decorator
hahaha impostor sus amogus sus
Ah ffs
UK still in Europe
Wait you're doing coding?
I think you can get away with < /> in 4.20's RTB
Hehe hecker
Didn't work I'm on 4.27
Any tips to know about unreal
Did the Super antialiasing ever make it in to 4.27 or is it 5 only?
Hmm weird - well it works for me now anyway, so not touching it 😛
It actually has been existed since 4.26 (maybe 4.25 as well? not sure), just the option is not obvious in Project Settings as it is in UE5.
Type in the console command r.TemporalAA.Algorithm 1 and you get yourself Gen 5 TAA, which is what TSR is.
@drowsy snow I know what you are talking about and i can tell you they are actually different, but thanks for the reply 🙂
Enlighten me.
Just look at them. No need to get technical
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.
Is a 1650 good for useing ue
GTX 1650 is serviceable.
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 🙂
And I could put the namesake in the settings menu anyway.
Hoho, delightfully devilish 😼
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)
@cursive mauve
Refer to Gen 5 TAA as "Temporal Super Resolution" in in-game settings.
That'd be a brilliant marketing tool.
looks like i messed on the blend spaces i think
And what does "indie game" mean
i think you should look into a few beginner videos about terms and game development
Also Google-fu = look for answers on Google, before asking (not to be confused with Google-f||uck||, it's a derivative from kung-fu)
Ok
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
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.
or like @drowsy snow said the useful links are pinned
I'd better recommend Unreal Online Learning courses for learning on development, because they're free and more curated to boot.
YouTube tuts are kind of a wild west of tuts, some of them uses terrible practices with no regards to futureproofing or clear explanations.
hm.. thats good to know actually.
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
You'd always learn new stuff from there, even myself included.
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
Looks familiar..
Maybe something to do with Character Movement Component.
Try crosschecking with the template third person BP.
Can u make low polly games in ue
yes
You can make almost any kind of software in UE, in almost all graphical fidelity, even the most mundane ones (I did)
looked around but I think it’s the directional walking, it’s when I click like “W and D” at the same time
And how do I find idears for games
i think that’s cause the gliding because I don’t have an animation for it .. hmm
In all honesty, we can’t answer that people get ideas from videos , movies , it depends on the person
Exclusive to this server, message @buoyant granite with the command !gameideas (no need to type the command here). It could help give you some game ideas.
nice!
I sell ideas for $20 a piece 😎
And why is the good idears alway taken
Good ideas may always be taken, but the execution is what really matters more I think.
how do i disable camera collision on another spring? idk why it collides with other actor :/
Are you looking for collision channels? You could effectively disable one collision channels while others are kept blocking.
@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>
what does this + symbol mean?
just appeared for no reason when i made second structure
do you have source contro lactive?
idk
if so its possibly telling you something based on the status of your source control and current file
^ source control
oh ye
if you have it active that should allegedly appear
i got that
yes than its source control related
ok thats prolly why then
? 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
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.
yeah im having hang up and fail issue with it x-x
makes me want to not use it for the online github stuff
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
i honestly wouldnt know as i dont touch control rig
but your question would easily be answered by the peope usually here in the morning
their more accustom with control rig stuff
Ok, thanks
both have one, 4.27.1 uses the "old" one. But you have to enable it in the plugins to be able to use it
For Mesh reduction what should I focus on Vertex Count or Triangle Count ?
Ok, thank you. I will do that
I'm using UE4 and for some reason even though my editor is set to VS 2022, it's launching VS 2019?
is the solution rebuilt with 2022?
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 :)
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
output log
DxDiag
Well, I just switched to spawning the replies at runtime instead of pre-creating them and it's fine now. There are only 4 instances for the widget 🙂
Hello eat healthy guys
You could, but it's unnecessary to do so.
@drowsy snow I just got on the website for the unreal learning hub
and holy shit
its so much stuff
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
i should just scrap my little project and learn from here and go back to the project
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.
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
i'm going through almost alot of them i runnig out of courses
have you learned a lot more on that website from the courses like has it given you a good boost for game dev?
unreal online learning comes from epic games staff, it's given some fundamentals how to work with unreal engine, i actually built my prototype from some of the courses there
Some of the tutors are competent Unreal Engine YTers.
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
ah yes like hoodie said i know its some unreal engine youtubers, but the courses should still be solid so far im learning new things with the level blockout design course
feeling good already hopefully i can build a prototype from it
@dire parcel have fun 🙂
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?
🥲 Actually it's not really a game its just a level, That I have to package as an PC application
👍 It is not happy with stuff in that level, or stuff it references.
What can be the solution according to you?
Fix the compile errors, or remove the assets that are not required for packaging.
OK let me try that, and get back to you if the problem still persists or is resolved
Example: D:\Unreal Engine\Unreal Project\Beach_House\Content\ShipsAndExamples\UI\WB_Sky_HUD.uasset
It is packaging that asset, but it has an issue with it. Open it up resolve the issue, or remove it , or ensure it is not referenced, then it wont get packaged.
You would have to go through all 120 errors, one by one and see what is the issue
@tender pecan did you have this error when you were cooking content?
No, it's not possible.
Blender's material system is different from Unreal's, FBX barely carry any material information, and FWIW might as well just make it in Unreal and do the barebone work in Blender.
Can you tell me what statement tells you that it is a compiling error because of some assets and stuff
I sometimes get compile errors yes. I am not getting any today though, and I do not have his assets, so no, I dont have his compile errors. 🙂
Oh I see, thanks @drowsy snow. I'll look more into it soon
Sure, hit me up in a DM
OK cool
Otherwise we are going to spam this channel
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.
Awesome. Noted ✅
I cant seem to get good results with gpu lightmass... currently is slower than cpu baking for me (3060 12gb vram)
Hi ,
is it possible to setup UE4 only with vs c++ build tools and without installing visual studio ?
Look at procedural mesh generation, with world origin shifting. It is totally doable yes.
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.
im sorry
ok ill do some more research
if it supports DX12 and is a new series card, it should work
i think cards 2020 > onwards
it does support dx12
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 ?
does it work if you run standalone from editor?
Yes it does
are the keyboard buttons are input in project settings?
No, just in blueprint
mayB try making em proper inputs
Ok, i will...but when i press ''B'' (it's my shortcuts for change camera) I can se printed hello in a screen .
ow than the function after that should fire too
Unfortunatly still don't wrok. I mapped my shortcut to imput mapper and repackged project again.
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
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?
Yes, Chaos system is the only difference, and it isn't even production ready to boot.
thanks
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
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
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
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
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
all tutorials I found where 3d and too complex :I
Majority of them are probably going to be in 3D since that's the "cool thing"
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.
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++)
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...
Just lerp a camera between transforms of the mini-game camera and the player one. Disable and enable inputs of both while possessing them
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
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
my question is not about moving the camera, my question is about how to prevent the level to unload
world partition/composition streaming, one level streaming
as the new camera is used to show the minigame, the engine unloads the level where the player is, as its far away
That doesn't really explain what system is being used. I'm assuming its using world composition then?
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
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
Is there a way to import metahuman from unreal engine to blender with the joints being disconnected ?
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
Hello everyone, dose anybody install UE4 on Linux??
you can use the AUR on arch or follow instructions on docs using ubuntu //
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?
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?
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???
@fervent mapleis windows scaling enabled? what does windows show is the current resolution for that monitor? do you have more than one monitor?
windows scaling is window resize checked on project settings? there's only 1 monitor and windows show the 4k resolution
Hi I can’t see visual studio 2022 even though I have it installed with the unreal engine extension what do I do?
@fervent mapleWindows Scaling is in windows, in the display settings
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?
i found out what happened, the 4k monitor belongs to my friend and he forgot to compile the c++ code, thanks for helping
there is any way to get Simple Move to Location working as Add Movement Input?
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 ?
Finally confirmed that the normalised VertexColor data in a Material isn't precise enough to distinguish 256 unique values per RGBA channel.
The value it delivers for 128/256 is actually closer to 129/256.
Fun with floats
imma gonna have to postpone the game it seems.
Anyone else having issues with thier game needing a fresh install after being updated trough steam? 😄
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
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...
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
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
default one I mean Mannequin
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
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
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
if your skeleton is the same layout, then you can have 1 skeleton shared between the meshes
If I understand correctly, I will have 10 different Anim BPs, so I will need to change/add new state in each one
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
Yep, you are right. All SM from Mixamo have the same skeleton. It helps, but it would be nice to somehow change that skeleton to Epic one. Would help renaming bones in e.g. Blender?
there might be tricks to cheating it, #animation would know any of there are
Answering my own question, yes, it should help. I changed names for couple bones and it looks better. Thank you for help
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?
in an BP, and than an Editor Event
I don't remember it being that difficult but I'll have a look at it, thank you!
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?
Super basic question but how do I increase the density in my foliage painting? It's already set to 1 but is really sparse
what is the equivalent of Godot groups on Unreal?
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.
e.g. i want to detect collision and do X if the mesh is on group Y
@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
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)
hm
i am searching for detecting if mesh can be climb with jump and mantle
it may serve my purpose out of the box
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
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!
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
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
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
Its not Difficult, its super EZ and if U doo than u can have tons of Console Commands with One Click setting
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?
@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.
True, but my base item class inherits from AStaticMeshActor
weird question
So I can't parent it to a USceneComponent
you would have to fix it outside or add another scene component inside of it to then child the mesh
nvm lol
Should I make a UDataAsset to hold relative rotations for these meshes?
What
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
https://gyazo.com/b6dcfa766f4e0f454f83215e381f7fb0 @drowsy snow
Maybe try debugging on the ledge grab BP.
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
Okay, well, didn't expect that...
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
that's great 🙂
don't forget to leave reviews on the courses because they get shared and go towards more stuff!
i can leave reviews i never knew that, I’ll definitely check it again and see
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
Try rebuilding the project with Visual Studio (open your project's solution, and Build your project there)
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
.uproject files are basically just JSON files
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
Even with your text editor's search function?
Anyone knows if there'll be black friday sales?
i recently updated from 4.22 to 4.25 and ive gotten alot of graphical problems , can anyone help
Oh, I expected more than 50%
flickering, random strips of color, and the engine shakes(goes from side to side at random) when i click or move any object.
Yes
I really don’t want to have to restart
Hey peeps.
h e l p m e
^
I beg of you
You can search in notepad
I did
And I didn’t see it
Cap sensitive wasn’t on
I disabled everything similar
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.
So
Just back up your project files often.
Uninstall editor?
First go to your project folder, and copy the folder to a new location. That way you have 2 copies.
Then just uninstall and reinstall the editor. Same version though.
Would anyone like to watch me make my game
Should be up and running in no time
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.
Good idea
Uh
It said that there were files with the same name I pressed skip
Was I supposed to
Just check the properties of both folders. Make sure the same amount of files in each and the same folder size in bytes
I get that sometimes. It's liek trying to copy it twice for some reason and I just skip the second time
This is my puzzle for the day. Anyone know why this isn't updating the variable to 5?
Yes
Because it only spawned twice
Duplicate that section again and you’ll see that it says 3
The thing is I am trying to change the Int to 5 on the second one, but it doesn't change
Even if I cast to it. Does the same and says I don't need to cast to it.
Because that's the default. That works, but After, I want to alter it to 5. But it doesn't change
I think I know the problem
It’s more of a UE4 glitch
Add a very small delay before it sets to 5
Nope,
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.
Hm
For what exactly do you need the 2 for?
Would it be something that you could put into another variable?
Okay I think I worked it out
2 is just my test rig. I have about 500 LOL
I think I needed the delay in the spawned actor, to allow for the creator to change it before it reads it.
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.
So how'd the reinstall go?
Almost done
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.
The delay or a different fix?
Can anyone help me with a small problem in my UI? Been at this for hours lmao
Just had to put a delay in the spawned actor to wait for it's variable to be changed before executing
What's the issue?
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
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?
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
im not sure, im trying to get a camera into ue4, here is what it looks like in blender:
Wait, what?
@tender mountain AS you can see, its spawning them on the same level that the class menu is on, and not my "mainlevel" level.
Why do you need to import a camera?
Is there a specific reason?
UE4 has camera components
im taking camera movement from a real video into ue4
Not sure what you mean. You like spawn a character with a button click on a UI widget button. Like "Make tree at my location" but when you click, it loops and continues making trees. Then when you change level, your level has the camera through the floor. Sounds like 2 different issues.
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
Unfortunately, the answer to that is beyond me, but you should look up tutorials on manitees and cutscenes, UE4 has that built in
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
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:
...
Yeah that's just confusing. Blender is meshes and texture maps. Then you import them to UE4 and set up the UE4 camera.
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
No not dumb
I used to import meshes with different parts in blender to ue4 in, like, 20 pieces
I thought it was normal lol
Just not seeing the forest through the trees