#ue4-general

1 messages Β· Page 1097 of 1

humble salmon
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to stop the left-click working

stable path
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Look up what I said

humble salmon
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Get Effecting Key doesnt exist, i shall look for similar ones

stable path
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Well, the name might be slightly different but it's there

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It gives you what button was pressed

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Then you check if it's the left or right button

humble salmon
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"get effecting button"

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got it

stable path
humble salmon
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i hook it into the right mouse button pin?

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wait, thats stupid and wont work xD

stable path
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Now you drag off the 'Get Effecting Button' pin and use the 'Equal' node

humble salmon
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got it

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But im left with a red pin, and a blue pin

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im probably a moron and have done it wrong

rocky epoch
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The red is a true/false boolean output. If the effecting button is right mouse then it will give you a true statement. And that you can use for branching

stable path
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The red pin is your branch value

humble salmon
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ah!

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man i miss C# where branches are just simple if's

stable path
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Also, you need to put the mouse event in the input of get effecting button

humble salmon
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do i put the new branch after the sequence?

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or after the right mouse button down?

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got it

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after the right mouse button down

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man, thank you so much!

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ive been at this 3 weeks xD

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only last night did i think about a UE4 discord xD

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final result -

stable path
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Yeah, that looks good

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What does the onrightmousebuttondown do?

humble salmon
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idk xD

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idk if i need it xD

stable path
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Well, you can try removing it

humble salmon
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ye

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yep! still works

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now, i need to make it that when i right click again, it disapears

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but i should be able to figure it out

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Thank you so much, there is other issues i have, but im sure you have better stuff to do than to endlessly help me xD

stable path
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Well, there are a lot of other people here that'll help you

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You can ask anything

humble salmon
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With the new widget that shows, can i get it to display where my mouse is?

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I shall send a screenshot

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instead of it showing in the center of the screen, i want it to be where my mouse is when it opens

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im guessing i bind it to the mouse? or smt?

mint monolith
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You would need mouse location in 2d vector (since it's a widget) and set the menu to appear with the location of the mouse

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I think

timber fern
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Um is there a tutorial or something how I can make a save game or load game kind of menu?

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So like I can load the recent saves

humble salmon
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Thats back-end programming i think my friend.

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using files

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i think xD

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i think

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well, im going to go melt away in the bath to hopefully restore some brain power.

stable path
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@humble salmon you'll need to get mouse location and use it as @mint monolith said

humble salmon
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ye, imma first regain brain power

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a good cup of tea should help (yes, im british)

stable path
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@timber fern just search Google for unreal engine save game
There are quite a few tuts on it

plush yew
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Here's the scene, trees are spawned with procedural foliage, grass is painted with default foliage, grass instance count is 333k, when I build lights ram goes up to 32 gb, everything just starts lagging. What's the optimal count for grass?

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or how to optimize it

stable path
humble salmon
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if u want nicer physics, use the voxel plugin. (not paid version) - the paid version is $300 and not worth. the free version is good enough

thick herald
humble salmon
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the pro may be good, but not for $300

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free is perfectly fine and adaquit for freelancers

grave nebula
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he paid version is $300 and not worth Oh, I am afraid it is well worth it. In fact, it is likely the best thing one can buy around for Unreal.

thick herald
humble salmon
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then again, thats if u have $300 spare tho xD

spiral flint
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why the head and belly no move

neon bough
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retargeted with wrong settings?

spiral flint
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but what setting

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i placed all the bones right from what i can see

neon bough
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it's not the placement

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there's an extra window for bone mapping in the skeleton editor

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there you pick humanoid on both skeletons, and assign the bones

spiral flint
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i know

neon bough
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but that only applies if you did retarget that animation from one skeleton to another

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is the rig correct and bones are properly weight painted?

spiral flint
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yep

neon bough
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e.g. does rotating the head bone in skeleton editor move the head?

spiral flint
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yes

neon bough
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no idea then, there's also bone specific retarget options, but i'm not exactly sure how they influence the result, so you may check them

spiral flint
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just realised the hands arent becoming a fist either

plush yew
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Yeah, don't know how to fix it though

neon bough
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did you make the model yourself? @plush yew

plush yew
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Switching around UV parameter values like "source" and "destination" didn't do anything, and neither did recalculating normals, high precision UV and recalc tangents, and I wasn't even able to export and reimport the model after looking at it in blender (everything seemed fine to me, but I redid the UVs and the normals)

When I tried to reimport, it told me about "failed redirect" or something

plush yew
neon bough
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if you did import it from fbx there's an option to auto generate lightmap uv's

plush yew
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I used their plugin, the exporter, maybe I should've just used the original unconverted file instead

plush yew
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And you don't get that kinda choice, very limited

neon bough
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ok, idk anything about sketchfab, so...

plush yew
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Lmao

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Your options on import are only "import into a folder," "import materials," and "merge actors," and something irrelevant iirc

sturdy smelt
plush yew
neon bough
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well you can open the model, and check the UV map channels

plush yew
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And as I said here, I tried exporting, fixing in blender, reimporting, but it didn't let me reimport it (failed redirect, or something around those lines)

neon bough
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the one which has non overlapping UVs should be your lightmap channel

plush yew
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It wouldn't allow me to put my exported fbx from blender back into the project, even into a new directory

plush yew
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(I'll try not using sketchfab's weird autoconverted gltfs, by avoiding using their exporter, and downloading the original export by the uploader)

plush yew
ruby cairn
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anyone know of any tutorials on how to setup worlds like NW where players can fight over different areas/etc ?

mint monolith
molten agate
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i am having some problems with scaling issues in control rig, the top image gives control but warps everything and the bottom is normal but gives no control, just dont understand why it wont work

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its the simplest setup ican imagine and it just doesnt work

drowsy snow
molten agate
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yes and it is scaled to 0.1 before editing

drowsy snow
remote hinge
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Does anyone know how to open a .umap file? I've looked online and was pointed to Unreal Editor, but can't seem to find that application. The file doesn't appear in Unreal Engine's Content Browser.

drowsy snow
drowsy snow
remote hinge
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Thanks; I think I just found a pointer for that

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I appreciate your help; I'll try other versions.

drowsy snow
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4.27 is the newest version though πŸ€”
Assets are supposed to be forward compatible

remote hinge
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I believe the asset I'm trying to open is 4.5.x, but I'm not 100% sure

drowsy snow
remote hinge
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It has a DevKit, so I assume it's officially moddable. The game is ARK: Survival Evolved.

drowsy snow
vast raptor
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How exactly do levels work with Unreal Engine? I just deleted my entire level because I don't understand

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I'm confused about persistent levels

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I thought they worked more like Unity's scenes

drowsy snow
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Persistent level is basically THE level you load as the main level.

vast raptor
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you sure? I had my menu as a separate scene and from that, it for some reason duplicated my first level, so I deleted it, and now I don't have any level in either of them

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that sounds like streaming

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I just wanted a menu as a separate level so I can load into my first level

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I don't really have anything I want to keep persistent

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this is just a test project so I can come to grips with unreal engine

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so I just keep a completely blank void level as my persistent level

prime willow
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can you combine configration files for collcions?

drowsy snow
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Even then I had my main menu map a different persistent level.

prime willow
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because if i import one it deletes my settings

drowsy snow
prime willow
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if i import the other it happens again

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yes

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traces etc

vast raptor
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I'm opening different levels and it shows me that my levels are blank again so I'm confused again

drowsy snow
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You could edit the .ini file in text editor.

prime willow
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okie :3

vast raptor
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my screen is breaking apart

plush yew
vast raptor
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I don’t know what happened to my laptop screen but it like broke up off to vertical lines so I turned it off

molten agate
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TY @drowsy snow it works beautifuly now

plush yew
prime willow
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so

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maybe i merged it wrong :3

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because i lost all of my collsions

plush yew
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Behold

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they shoulda never made blender and unreal engine free lmao ive no f*cking idea what im gonna do with it

fathom cape
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Anyone have much experience with the gameplay ability system?

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I dunno what I’m doing apparently

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Are timers ok to use within an ability?

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They don’t seem to replicate properly

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Or well sort of, it works on standalone with two clients but not a listen server

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Am I supposed to be using timelines?

modern drum
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hi was wondering if anyone know how to make a trigger that use to open door? any youtube link for it would be nice thankyou πŸ˜„

queen junco
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you want a button that opens a door?

brittle plume
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I have a problem with ADMobs

thick herald
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Congratulations?

prime willow
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so

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after dismantling everything bit by bit

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i cant seem to make my mesh not rotate when the camera moves

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and im starting to think its related to something i didnt add opposed to something i did

modern drum
brittle plume
modern drum
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found it

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thankyou

hollow moat
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Getting loads of errors when trying to package my project like so:

UATHelper: Packaging (Windows (64-bit)):   LogInit: Display: LogCook: Error: Error loading C:/Users/Shaun/Documents/Unreal Projects/TheChapterGame/Content/MSPresets/M_MS_Default_Material/M_MS_Default_Material.uasset!
UATHelper: Packaging (Windows (64-bit)):   LogInit: Display: LogCook: Error: Error loading C:/Users/Shaun/Documents/Unreal Projects/TheChapterGame/Content/Megascans/3D_Assets/Trash_Bag_vcblbchga/Preview/T_Trash_Bag_vcblbchga_1K_N.uasset!
UATHelper: Packaging (Windows (64-bit)):   LogInit: Display: LogCook: Error: Error loading C:/Users/Shaun/Documents/Unreal Projects/TheChapterGame/Content/Megascans/3D_Assets/Trash_Bag_vcblbchga/Preview/T_Trash_Bag_vcblbchga_1K_D.uasset!
UATHelper: Packaging (Windows (64-bit)):   LogInit: Display: LogCook: Error: Error loading C:/Users/Shaun/Documents/Unreal Projects/TheChapterGame/Content/Megascans/3D_Assets/Trash_Bag_vcblbchga/Preview/MI_Trash_Bag_vcblbchga_1K.uasset!
UATHelper: Packaging (Windows (64-bit)):   LogInit: Display: LogCook: Error: Error loading C:/Users/Shaun/Documents/Unreal Projects/TheChapterGame/Content/Megascans/3D_Assets/Electrical_Box_ujyqaelga/Preview/T_Electrical_Box_ujyqaelga_1K_N.uasset!
UATHelper: Packaging (Windows (64-bit)):   LogInit: Display: LogCook: Error: Error loading C:/Users/Shaun/Documents/Unreal Projects/TheChapterGame/Content/Megascans/3D_Assets/Electrical_Box_ujyqaelga/Preview/T_Electrical_Box_ujyqaelga_1K_D.uasset!
UATHelper: Packaging (Windows (64-bit)):   LogInit: Display: LogCook: Error: Error loading C:/Users/Shaun/Documents/Unreal Projects/TheChapterGame/Content/Megascans/3D_Assets/Electrical_Box_ujyqaelga/Preview/MI_Electrical_Box_ujyqaelga_1K.uasset!

Can I find where these assets are being referenced?

drowsy snow
glossy mica
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help, i'm figuring out the water system and the ocean has these white things like theyre clipping through or something. How do i get rid of this?

modern drum
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wait i cant really find wht im looking for

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i want to learn to make something like portal where u put a box on a button then the door will open

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is there any video for that?

daring cedar
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for the car configurator project on marketplace, can I swap the audi with my own car model?

drowsy snow
hollow moat
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I've finally got my game to package, but when I run the exe, nothing happens

drowsy snow
hollow moat
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Yes

modern drum
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could u somehow teach me please?

hollow moat
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@modern drum look up box triggers

modern drum
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ok thx

prime willow
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@drowsy snow even without anim blueprint

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or components

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on a new character blueprint

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same problem x3

drowsy snow
prime willow
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well i didnt make a new project

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i made a new blueprint

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im thinking tis something i didnt set

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as opposed to have set

drowsy snow
prime willow
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didnt do that it seems to work in other projects

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or entirely new add on content

drowsy snow
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If a brand new never before used third person template somehow retains the mesh rotation issue, I legitimately have nothing else to suss out, based on what I'm able to see from your monolithic character BP

prime willow
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im thinking of just trowing the project at you and hoping for the best :3

drowsy snow
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But again, I experienced few times where one project just somehow cursed and I had to create a new one and migrate.

drowsy snow
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Like last time we tried getting through those hoops.

prime willow
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yeah..

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if only github worked :3

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sincerely tho

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i think i may of forgot to set some magical node that makes the mesh stay in line with the capsule or sumfin

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idk

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anyways gonna pull from a back up

cerulean sandal
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um... i cant PIE anymore, whats going on?

plush yew
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why did it happen? kinda funny, but why lol

bright sigil
plush yew
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-1000

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what does it do?

drowsy snow
plush yew
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turned it down to like 5k, now it's fine thx

cloud pagoda
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Hi, I'm having an issue with my character movement

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It's for a class, and for some reason my character won't walk sideways properly. Here's a video showing how she walks weirdly to the side instead of turning

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I've tried everything from my limited knowledge, and I can't find a solution. Any help would be greatly appreciated!

bright sigil
plush yew
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-5k

drowsy snow
cloud pagoda
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I'm relatively new to unreal

bright sigil
drowsy snow
cloud pagoda
bright sigil
cloud pagoda
drowsy snow
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Send it here, no need for direct message.

cloud pagoda
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Yeah I meant here

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So conrad can see too

drowsy snow
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That's confusing to look at, to say the least.

bright sigil
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yeah, sorry, didn't really need this. what's happening here relates to the setup of the blendspace referenced within the the anim graph, not this graph. It's also its own asset if you can locate it

cloud pagoda
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So you wanna see the blendspace?

bright sigil
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to cut to the chase..

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afaik, no template projects provide strafing animations

cloud pagoda
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Usually when I have a third person BP the mannequin walks to the side normally

bright sigil
cloud pagoda
mint umbra
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Hey guys! I want the players hand to move to four different positions based on mouse movement. So far Im able to tell what direction the mouse is moved, but only once when pressed - I wanna check it per frame. Do you guys have any tips on how to add that to this? πŸ™‚ https://gyazo.com/53ebfca495b937f4c4b01449d91ee528

cloud pagoda
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I just want the character to turn in that diraction, exactly like the mannequin

bright sigil
# cloud pagoda Yeah

ah ok, sorry, this is not related to the animbp, my confusion, this relates to the third person character bp

cloud pagoda
bright sigil
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hoodieguy may know the setting, i cant recall it

cloud pagoda
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I'll send you a screenshot of that

drowsy snow
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Can't recall it either, I'm in full material mode lol

bright sigil
cloud pagoda
bright sigil
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its a checkbox somewhere in the settings

cloud pagoda
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Of which node?

bright sigil
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nothing to do with the bp graph

cloud pagoda
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Oh gotcha so the charactermovement thing top left in components

bright sigil
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i think you'll want to select your capsule and then check the details panel for this checkbox setting - Control Rotation or Controller Yaw

cloud pagoda
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nvm

bright sigil
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it could be character movement, its one of those set it and forget type things, so i cant recall

cloud pagoda
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This is the capsule

bright sigil
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alright, doesnt look like its here. do me a favor for the character movement and search "control" to filter it down a bit

bright sigil
#

looks right

drowsy snow
cloud pagoda
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Ok let me see

bright sigil
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ah crap, so that was my confusion, it was self not capsule

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i knew it was in two places

drowsy snow
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(sorry I had to use small icons - large icons make me felt claustrophobic)

bright sigil
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is that ue5 only?

drowsy snow
cloud pagoda
drowsy snow
bright sigil
cloud pagoda
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That worked! Thank you both so much for your help and time. My teacher couldn't find it and his solution was "Delete everything and start over" You're both life savers

inner grotto
#

Would anyone happen to know why HLOD is mangling these meshes?

cloud pagoda
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@drowsy snow @bright sigil Tysm, have a good one! πŸ™‚

drowsy snow
bright sigil
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i wanted to know how you changed them to small

drowsy snow
bright sigil
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wow, its been there the whole time..

cloud pagoda
bright sigil
bright sigil
cloud pagoda
bright sigil
mint umbra
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Hey guys. Im trying to check which of my four booleans that were TRUE last, and all four of them can be set to true during one input. How is that achievable?

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If my input sets the boolean 1, 2, 3, 4 to true in that order, how can I check if 4 was the last boolean to be triggered as true?

prime willow
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@cloud pagoda i think you have my same issue lol

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if you find a solution ill definitely come back and check

prime willow
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ill check in one second :3

cloud pagoda
prime willow
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:3333333333333333333333333333333333333333333333333333333333333333333333333333333333333

urban gyro
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Is there a .bat or smthin that can generate a DDC Pak on closing the engine? Or not having to start it up with launch parameters?>

drowsy snow
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If it's for something like a main menu, might as well use an image widget to display the media texture.

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Oh, I know nothing about XR.
#virtual-reality might now some things specific to XR stuff.

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Except there could be something different with post process effect in XR that I don't know.

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This could be solved with some scene depth trickeries in post process, but XR might have limitations in that tegard that normal display might not.

tired holly
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hi can someone help me with exporting a metahuman to edit in blender?

tired holly
short vine
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hey bros any know how to make a fusion in a Horror Engine? so the third person carachacter with the damage trigger? is to make an enemy that cause damage to the horror engine character thank you so much for the help.

neon hatch
#

When does the Unreal Marketplace 'Free This Month' selection cycle? It's definitely not the first of each month, and this selection has been available for two.

drowsy snow
raven estuary
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Are we sure this one was there for 2 i feel like there was something else last month i dont rembember what it was

mint umbra
torpid pelican
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Thanks, @pliant echo this was driving me nuts, too!

fallen marten
#

@mint umbra it's easier to loop animations in the AnimBP. Have a state that runs the animation, tick it to looping, and then just set your transition rule according to if your input is held or released

mint umbra
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Got'cha, I will give that a round tomorrow! πŸ™‚ I tried checking if the input was NOT held down, and then looped back to the animation upon a notify end, which would be at the end of each montage. Probably more expensive than just using it in the anim BP, and it was far from perfect haha πŸ™‚

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Thanks!

fallen marten
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Montages are great, but yeah it can be painful trying to do some things

wide warren
#

Anyone have recommendations on Outsource studios? Mainly looking for Co-dev UE4 engineering help. Tons of them out there all throwing around a bunch of names like WE WORKED ON HALO INFINITE but it's like...well what did you do on it? Tough to wade through all the crap and figure out who is actually the UE4 gods in the space

fallen marten
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It's hit and miss really lol

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I can't get any decent help and have been looking for ages. Admittedly I would have to do the revenue share thing, but if you want to pay people, then there is a few servers that you can advertise help wanted

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Like GameDevLeague

wide warren
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Yeah I've checked the hire a studio but most these are tiny niche shops (no offense). Really looking for the AAA big hitters

drowsy snow
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As for UE4 stuff, they ported Jedi Fallen Order to Switch.

wide warren
fallen marten
#

Has anyone done a glass material that can have bullet cracks added to it on hit?

drowsy snow
fallen marten
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I'm having trouble finding Info on how to do it

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Oh, yeah I have that, suppose it should check it out. I thought it was just glass that had pre-cracked effects

drowsy snow
fallen marten
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Hmm... Interesting idea - ok thanks man πŸ‘

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I tried just spawning decals on it, but they don't seem to show on a masked or translucent material

drowsy snow
fallen marten
#

Do you have a specific link for that stuff? Or should I just go down the Google rabbit hole?

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Either is fine

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@drowsy snow

crimson owl
#

Hi, which is easier to learn to make a first person shooter: UDK or Unity?

warm salmon
#

UDK ? Do u mean UE4?

crimson owl
#

ya UE4

warm salmon
#

Ig if u r a beginner unity wud be much easier to learn if u know coding and stuff

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But if u hv some experience 8n gamedev u can surely learn UE4

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In*

crimson owl
#

Thanks, i guess ill try to learn Unity

warm salmon
#

Ya sure

prime willow
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@drowsy snow tried the solution above

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no dice

thick herald
drowsy snow
plush yew
#

This wolf is a bit more excited than usual today

drowsy snow
plush yew
#

Will do <3

glad anchor
jaunty cedar
#

Hey, can anyone quickly help me with something? For some reason the meshdescription returned from this has 0 polygons. The static mesh being used is just the basic 1M_Cube and this is being called in begin play, the mesh is set in the blueprint

jaunty matrix
#

hello! I made this collision cylinder on my player blueprint to check if he is facing the direction of a tv so he can use a remote to toggle the tv, but ive come up with a problem that the collision cylinder now overlaps all trigger boxes in my map. Is there any way i can make this collision cylinder only overlap my tv blueprint but be disabled on everything else?

bright sigil
ebon stirrup
modest trench
ebon stirrup
#

this could work too ,send a line trace from the character's head and see if it is hitting the tv

bright sigil
native raven
#

Another dumb question, but I've followed a few tutorials on animation and blendspaces for characters, but it's always in the idle position. How can I fix this?

plush yew
#

trying to set a variable on my pickup so stack sizes aint reset when i drop the item

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but i cant set it cuz cant link return value on spawn actor to variable like this

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how do i do it correctly

ebon stirrup
bright sigil
native raven
#

Sorry, should've explained better. I meant when I hit play, it's stuck in idle position when moving around, but works in the animation preview

bright sigil
#

are you setting the speed variable correctly?

bright sigil
native raven
bright sigil
native raven
bright sigil
#

pretty sure all of this logic is already setup in the third person template. Are you using a different one or doing something else?

thorny pewter
#

any one knows how to have games more than 2 GB and upload them on google play store ? like for example Black Deset you download some amount of game and when you open app it says game needs to download more data and then it downloads and then you have bigger game

native raven
#

I think I figured it out, but thanks again for the help Conrad

regal mulch
# thorny pewter any one knows how to have games more than 2 GB and upload them on google play s...

Yeah that's usually done via chunk loading
https://youtu.be/h3A8qVb2VFk

Michael Prinke is back on Inside Unreal to talk to us about the ChunkDownloader! We'll walk you through how to do a basic setup of ChunkDownloader, and why you'd use it. We'll be covering how to break up assets into Pak files, how to integrate ChunkDownloader into your GameInstance, and how to test out the system on your local machine.

ANNOUNCE...

β–Ά Play video
digital rover
#

how could I get if node on niagara editor?

thorny pewter
#

@regal mulch i watched it with skips and i think that what i wanted πŸ™‚ will watch it all later πŸ™‚ thank you very much

wild aspen
ionic geyser
#

Does anyone know how to get attenuation to work in sequencer?

steady bramble
#

Hi, is there any way to set the location of the static mesh as a new zero orgin? Thank you

wild aspen
steady bramble
#

I mean world orgin. Like have 0 for XYZ

wild aspen
#

either change its coordinates in the transform to 0, 0, 0, or i need to still completely wake up and i'm missing something obvious πŸ˜… sorry

#

if its a skeletal mesh, make sure the coordinates in the root and next nodes aren't offset (from the skeleton asset)

ionic geyser
fervent gorge
#

My project is crashed and I dont know how to fix it. Can anyone help?

tender pecan
# fervent gorge

Go to [project]/saved/logs/[projectname].log, and post the last errors you can see there, it usually contains a stack trace as well.

fervent gorge
#

Alright thanks

drowsy snow
# fervent gorge

This is just double cursed. Portrait orientation showing screen photo in fit landscape.

fervent gorge
#

Yeah i had to ss the pic :/

main cobalt
#

Hi all, is there a way to have my camera render to only a portion of the screen?
eg. I want to have a sidebar pop out from the side of the screen, but I don't want my camera view to be obscured by the sidebar

Unity allows for viewport rect settings on each camera that does this.

#

See this example image (not mine) - the sidebar takes up part of the screen but the camera render area has been adjusted to keep the vehicle nicely centered

drowsy snow
main cobalt
#

I worry that in doing that I would just lose part of the screen off of the left side instead of the right (with this example)

  • Also I feel that this would mess with mouse click hit detection in the 3d scene
drowsy snow
#

Also simple addition/subtraction to one axis with TexCoord is enough to pan the texture around.

main cobalt
#

This sounds like a bit of a nightmare hahah, surprised this feature isn't built in, I've seen a feature request from a few years ago referenced in a few places but that seems to have been deleted: https://issues.unrealengine.com/issue/UE-36928

plush yew
#

Can i use Lua in Unreal 4?

pearl minnow
#

in which blueprint do you handle user preferences logic for background music levels / SFX audio levels?

harsh tiger
paper cobalt
#

is there a way to get my GPU to not draw full power when i am not on the editor window?

#

like. if i flip to another program, my editor is still utilizing my gpu fully

hidden dew
#

I have a pawn that's moving around as a 3rd person character.
And I have a cylinder that's chasing it around with a bit of lag. My intent was for the camera to be childed to the cylinder so there was some visual give in the camera's focus as the character moves around. It's similar to the Spring Arm lag setting, I just wanted some more control.

But since the pawn is the default pawn, and the cylinder is just an actor that's not actually needing player input, Unreal makes its own camera for the pawn and uses that, while ignoring the actual camera I've put on the cylinder.
_

#

What kind of thinking should I be taking here, where I want a camera that is on a different object to the main character's pawn?

#

Or if what I'm thinking is fine to do... how do I do it?

hidden dew
brittle spoke
#

I was following a tutorial on YouTube maybe a week or so ago but lost the channel. In the first picture I made these 3 things. The 2nd picture shows the β€œcategories” that everything will be listed under. The 3rd picture lets me fill in the items for each category and apply stat changes I want but do I list everything that will be in my game or only the things that I want available to the player from the start? And the 4th picture completely gets me lost and I don’t remember what I was doing with it πŸ˜“
Any help and advice is appreciated. Just want to start working on my project again.

hidden dew
#

I don't know anything about those objects you've made I'm afraid... but you have a PC! Use PrintScreen! omg

tawdry jewel
#

Hello. I am currently creating a character animation in cinema 4d r25. I'm using mixamo to auto rig it as well as pose morphs within cinema 4d to animate the face. I was wondering if anyone on this channel had any experience baking a joint based / pose morph based character animation in a way that's acceptable for migration (with textures) into Unreal Engine 4? I've tried Datasmith, FBX, and Alembic and for some reason Unreal Engine can't quite migrate the animated character rig with textures and joint hierarchies properly? Any advice on this matter would be greatly appreciated!

paper cobalt
steady bramble
#

Please help me. I have a constant crash when animating the camera.

paper cobalt
steady bramble
paper cobalt
hidden dew
#

Feels a bit inelegant, but I get the sense that this is one of those things where Unreal wants things to be done the way it wants things to be done

tepid helm
#

Hi, is there any way to avoid problems with no dynamic shadows in ortho mode?

#

I tried making a perspective camera, setting a very small FOV and set the camera in a very big distance, but this makes many problems related to shadows disappearing after a certain distance etc.

#

Someone said that I should try forward shading, but it doesn't work for me too

lavish shoal
#

what's the easiest way to make a texture jitter effect, like a ps1 shader?

urban dust
#

@tepid helm Don't do it like that. there is an option in camera settings, to make the camera orthogrphic.

tepid helm
#

Orthographic camera has no dynamic shadows whatsoever

#

and only workarounds here are making a perspective camera with little to no FOV

#

but it generates even more problems

urban dust
#

dynamic shadows primarily use cascaded shadow map, which has a limited distance.

tepid helm
#

it's a known bug that otho camera doesn't have dynamic shadows

urban dust
#

hmm, there is no (good) choice then.

whole solar
#

yo guys

#

i tryed to find

#

ue5 videos

#

about particle system

#

likea aghost trail

#

like this

#

i cant find any video

#

all are ue5

#

there are potions

#

options*

#

are in ue5

#

can somone help me

#

im rlly confused rn

mint umbra
trim cedar
tepid helm
#

shadows are very blurry, despite taking about half of screen space

stray drift
#

Could an ortho camera be mocked by a camera super far away but with super low FOV or high zoom?

tepid helm
#

the only issue i am facing is with shadows, because those are still distance based, not screenspace based

stray drift
#

Pivot. Player is the god, the only source of light. IE no shadows.

Sorry I can't help you though!

#

Would a secondary camera nearby, but not rendering to anything force shadow rendering? πŸ˜…

quasi sun
#

Hi, does anyone understand how the vaulting system in Unreal Engine 5 Valley of Ancient sample works ? I have some questions.

thorn island
#

I would like to apologize in advance for any stupid question I can make. I am currently working in a small project. I spawn some actors on runtime, but the first time the actor spawns the game kind of stops for a fraction of a second. The rest are fine.
My guess is that the first actor is not loaded in memory so it takes extra time to do so.

I am thinking maybe i should prepare a little room hidden in the game and load that particular actor but with no AI etc. That should help with my issue, but I am also thinking that maybe it's not the most elegant solution. I know with sounds you can "pre-cache" them, is there anything similar for loading actors into memory when the level loads?

Again, thanks in advance for your help and sorry if I made a silly question πŸ™‚

Cheers

amber shuttle
#

as far as i know it preloads everything that is referenced in every blueprint you're using

#

except streaming levels

thorn island
#

I mean...could it be the material then?

#

Thanks, I will start with that

raw anchor
#

Anyone know how to check and see if three variable equals each other and add that as a branch condition? I already can check if A equals B but cannot figure out how to check check if A equals B and C in blueprints

rocky epoch
#

Check A == B and check its output with C?

#

I mean are we talking of booleans?

#

in case of float if I get it right

modest trench
#

Note: generally bitwise equal is not what you want with floats

rocky epoch
#

that is true

modest trench
#

You want to compare the values to be within .001 or something of each other

rocky epoch
#

I forgot to consider the float rounding errors

#

nice there is a node for that

modest trench
#

Sorry, just being nitpicky

rocky epoch
#

no, you were totally right

#

it could cause some issue and would be pain in the back to find it if we are not aware of that

drowsy snow
whole solar
#

i use ue5

drowsy snow
modest trench
#

It's all the same

whole solar
#

.

drowsy snow
#

Most of the surface level stuff are interchangeable between UE4 and UE5, save for minor UI differences.

#

Except if you're using UDK (UE3), that's another story 🀭

raw anchor
#

@rocky epoch thank you for a fast reply let me try and. And see if it works

rocky epoch
#

cheers :)

neon bough
#

that's why pretty much everyone in here recommends UE4 for learning

hidden dew
#

Which is better:
To apply Pawn movement/rotations as part of the code that responded to the input event?
Or to take that input and store it in something like the Add Movement Input node, then consume and apply it in Tick ?

zealous magnet
#

Hey there! I'd like to have some general feedback on this problem I'm currently facing. I'm building a laser system in which you can take this laser mirror by the tripod legs and place it elsewhere in the world AND rotate the mirror head around on the two axes shown in the picture.

The problem I'm facing is what the best controls would be for this. Right now, you can click on the tripod legs to pick it up, and click again to place it on the ground, and when you click on the laser mirror head, you enter a "control mode", in which you can use W,A,S,D to justify the laser head's rotation. Clicking again will leave that rotation mode and give you back the full game camera control back.

That solution however has the problem that you can't justify location and rotation of the mirror simultaneously, so it's kinda hard to estimate where to place this in the level. Also, there's no grid snap for position or rotation as that would make it even harder to try to focus a target which is a couple of meters back.

Feedback is greatly appreciated πŸ™‚

hidden dew
#

How about, instead of WASD to rotate it, hold RMB and then the mouse axes rotate it in the 2 directions.
That way the player can constantly move around while flipping between camera and mirror rotation pretty quickly, without having to actually put the mirror down first. Ie, it's constantly previewing the result.

#

An alternative could be mousewheel = rotation while carrying the mirror, but if there are thoughts of ever using a gamepad as a controller, it's pretty much going to demand removing one thumb from a control stick anyway, unless the right stick temporarily flips to mirror control in the same way as the above suggestion

paper cobalt
prime willow
#

@drowsy snow I fell asleep :3

zealous magnet
# hidden dew How about, instead of WASD to rotate it, hold RMB and then the mouse axes rotate...

Thanks! Also thought about both of your suggestions. For the first one, the problem is that you'd not have control over the camera while adjusting the rotation. I'm not sure whether it throws the player off if you suddenly are not able to move the camera around freely. Your second idea: mousewheel worked out pretty good, but the mousewheel unfortunately has this natural "stepping" cause of the way mouses are built. It'd definitely need some smoothing

#

A similar title, "The Talos Principle", therefore removed this physical limitation of how mirrors naturally work and just has a "click the source, then the target, and you get a laser connector device which will connect up the two"

hidden dew
#

Yeah I've got that game heh

zealous magnet
#

It's great, and I think they probably had the same design decision to make πŸ˜„

hidden dew
#

I only have the VR version though lel, so I actually can't relate haha

#

How much it throws the player off would depend on how things generally feel in the game I think. If it's the only time it happens, yeah could feel annoying. But in Apex Legends for example, it's really common to flip into your inventory while still running around, even though your camera control is disabled (in order to enable inventory control).

zealous magnet
#

It would happen for every laser mirror at least, so that might be a few per puzzle / level

haughty hound
#

Hello. How could i see the same assets i see in Standalone Game but selecting Simulate? I mean they dont seem the same, they look different

hidden dew
#

If not the mouse or mousewheel, any other control is going to force the player to move their hands

#

Like, they can't keep walking if they need any keyboard keys at all for the mirror

zealous magnet
#

Exactly

hidden dew
#

So I think it's down to yeah.. mouse or wheel

zealous magnet
#

It's kinda hard for people to figure out where to place the mirror, cause the position is depending on the rotation, and vice versa. So ideally, you'd be able to control both while walking

haughty hound
#

Anybody? πŸ™‚

hidden dew
#

Sell the game with pedals πŸ˜„

#

Not sure Black Mercy. Still fairly new to Unreal myself

zealous magnet
haughty hound
#

pretty sure @hidden dew when simulating my particle systems doesnt use lights

#

like those modules dont exist

#

Any clue how to fix that?

hidden dew
#

No clue :/

haughty hound
#

ok, thx anyway

steep steeple
#

Hello does anyone know a way to move the 4.26 water level up or down with blueprints or otherwise?

sick patio
#

what's gonna be in 4.27.2?

plush yew
#

how does unreal engine produce super realistic graphics? what render engine is it using?

fierce tulip
#

lol

plush yew
#

i mean, that is what you get when you have more than 100 people working for you

#

i bet that it is closed source

bright sigil
#

and several iterations of the engine for 30+ years

#

the entire engine code should be on git

patent cobalt
#

And you do it for 5 major versions and an uncountable number of minor ones…

#

The entire code is on GitHub, including the one being currently developed on

#

But it is not open source in the traditional sense

plush yew
plush yew
#

if anything, unreal engine is not the engine you would want to use as reference for your personal one

bright sigil
patent cobalt
#

Everything is on GitHub. The full source code yes.

#

But you cannot legally steal from it.

plush yew
plush yew
patent cobalt
#

But you can study it and learn from it

plush yew
patent cobalt
#

No you cannot take pieces of it and use them in your own game

#

You can fork it but you cannot release it with changes like it was yours

patent cobalt
#

But if you make useful changes you can submit them back to Epic as PR.

plush yew
#

can you make a fork, customize it to make it yours, and then release it as closed source

bright sigil
patent cobalt
hidden dew
#

When I package my project, DebugGame works fine, Development works fine, but packaging it for Shipping produces this when I try to run the .exe:

#

Anyone know what this is talking about?

patent cobalt
#

@hidden dew no errors/warnings in your Package log?

hidden dew
#

I just realised my mistake

hidden dew
#

The latter comes with its own 'Content' folder and the required .pak file.

#

Hadn't tried packaged builds before so was just fumbling around

#

Thanks for the attention though

glacial needle
#

Hey guys, my game save system works fine, but if you close the game all data is lost... anyone know how to get around this?

runic snow
#

Is it possible to access/modify mesh vertices from blueprints or niagara module scripts?

inland lagoon
#

Trying to export a simple animation I created in Maya into Unreal but its messing up the pivot point as it sets it to the world origin on import. I have tried setting the local space/world space pivots to 0, 0, 0 within Maya but that just messes up the animation in Maya

sly coyote
#

im getting a weird null error...an enemy is "pending kill" and considered null....in an is valid check...as in the actual check for "is valid" is giving me a null error....

#

isnt that the whole point of "is valid"...to check if its null or pending kill...kinda weird that IT would give me the null error

dusk nebula
#

obviously this is the unreal discord, but it UE better than some other options for 2D projects?

sly coyote
#

unity was originally designed as a 2d engine

#

it is more fully featured for 2d support than paper 2d

forest kettle
#

heya, does anyone know if theres a callback thats fired when the scene goes from being clean to dirty?

#

i'd rather not poll IsDirty on my Level, and would rather just subscribe to whenever it is modified. i dont think a PostEditChangeProperty will work

bright sigil
bright sigil
digital anchor
#

isvalid checks for pending kill

#

you probably have a chain of nodes before the IsValid, and one before the last is actually invalid @sly coyote

coarse turtle
#

I've seen in many games where you have character customization and same clothes fit them all. How is that possible?

#

One way is possible by keeping the body same and only changing the face.

digital anchor
#

He uses shader, but same principle for skinning or morph targets

hidden dew
#

There's a plugin called Runtime Mesh Component (RMC) that is meant to be better than Procedural Mesh Component (PMC). I used RMC in blueprints a while back, worked fine for what little I did, and it was deliberately designed to imitate the way you do things in PMC.

#

But RMC has changed a chunk since 4.23. I don't know if it's as easy to pick up nowadays

drowsy snow
runic snow
#

Thank you @hidden dew that’s helpful! Actually I was digging into Nvidia Flex and AMD’s FEMFX for mesh deformation and both of them implements FEM algorithms but that’s GPU dependent and it becomes complex to accommodate functionality for both in the project. I was thinking if it can be achieved using Niagara assuming Niagara can perform gpu bound calculations on any gpu!

I have seen people implementing softbody simulation in Niagara, so I thought that it could be possible to implement Finite Element Models in it. Again, I am not sure it will work, but it’ll be a fine addition to my knowledge

hidden dew
#

@runic snow Pranav, have you got UE open right now?

runic snow
hidden dew
#

Ah not that important, but here's a headache I'll prevent for you:

drowsy snow
# sly coyote unity was originally designed as a 2d engine

The first ever Unity game is a 3D game πŸ€”
https://en.m.wikipedia.org/wiki/GooBall

GooBall is a video game developed by Over The Edge Entertainment for Mac OS X and published by Ambrosia Software in 2009. The player assumes the role of an alien stranded on Earth. "Goober", as the alien becomes known to the CIA, is stuck inside a life support device made of protoplasm. The gameplay is similar to the Super Monkey Ball series in ...

knotty vessel
#

what are the names of these two nodes? sorry lmao

hidden dew
#

@runic snow
Mesh Editor --> Details --> General Settings --> Set "AllowCPUAccess" to true

drowsy snow
knotty vessel
#

ty!!

hidden dew
#

If you don't do that, your packaged games won't work

#

(if you're editing mesh data)

runic snow
#

Got it πŸ‘πŸ»

hidden dew
#

I've been aware of this for ages and STILL got stuck for about an hour yesterday forgetting about it

runic snow
hidden dew
#

That sounds anti-productive

#

I have no idea about Niagara, etc

#

Sounds like something I might want to look into at some point

runic snow
hidden dew
#

Legacy systems

#

Always a blast

#

Where I used to work there was an if statement that was over 2000 lines. It was like the boogeyman no-one wanted to upset

#

There was recursion within the statement, and functions that existed purely to subvert C++'s limit on how deep if nesting can go

crimson depot
#

Am I the only one that can't get the latest versions of Send 2Unreal by Epic to work? I had to roll back to 1.6.6.

drowsy snow
drowsy snow
#

Blender and UE4 workflow.

knotty vessel
#

ive not ran into any problems myself with blender to ue4 and i dont even use any plugins 🀷

crimson depot
#

I had to roll back to 1.6.6 which works

drowsy snow
knotty vessel
#

not yet lmao 😭

crimson depot
#

No. too afraid lol

knotty vessel
#

im still making the avatar character so ive not got into that yet

drowsy snow
#

Of course 😏

knotty vessel
#

lmao

drowsy snow
#

If you don't set the unit scaling before it's too late, you're going to have a hell of a time, particularly with skelmeshes.

knotty vessel
#

scary

#

ill deal with that when i get there, ty for the warning 😭

crimson depot
#

Thanks for the addon didn't know about it

drowsy snow
knotty vessel
#

yeahh ive not even gotten there yet

#

rn im focusing on technical things

pseudo bolt
#

Hey is it okay if i ask for help in packaging my game in here, and show you the logs?

pseudo bolt
#

Thanks, a bit new here

scenic fox
#

Is Rinterp fps dependent? because on lower fps it's a lot slower compared to higher fps

drowsy snow
scenic fox
#

not sure what's going on

drowsy snow
scenic fox
#

but im pretty sure it is framerate dependent how can i not make it framerate dependent/

drowsy snow
scenic fox
#

i was asking if rinterp is framerate dependent and it is

#

i want to know how i can make it non framerate dependent

stray drift
#

@scenic fox could you run your own custom loop? Tick it at 50/60 Hz

scenic fox
stray drift
#

1000ms / $(tick rate) - $(current frame calculation time)

scenic fox
stray drift
#

It's how you convert EG 144Hz to sec / frame. 1000 = 120 == 8.33 ms per frame

scenic fox
scenic fox
stray drift
scenic fox
#

using the animation blueprint's event tick

stray drift
#

You're going to need to be more specific than that, show me!

scenic fox
#

basically i have a rotator that will be used to set my loc sway and that rotator uses finterp to smooth

#

finterp is def framerate independent as it uses delta time

stray drift
#

Hmm I can't read the first screenshot, maybe Discord has an image size limit.

What's finterp speed set to? Have you tried 0?
Could you also upload it here: https://blueprintue.com/ and share it please?

stray drift
scenic fox
#

0 works

#

but it's not smooth anymore :/

stray drift
#

Well that's your problem sorta solved then, 10 is way too high interp for low frame rates, it ends up losing some of the intended rotation. Frame rate drops are going to throw people's aim off, for example.

IDK what you're trying to do though, smooth out aiming?

scenic fox
#

No lmao im doing weapon sway

scenic fox
stray drift
# scenic fox No lmao im doing weapon sway

If you want to keep smoothness but also not lose input entirely, you could branch your logic. FInterp (speed 10) that updates display, and F Interp (speed 0), or just a manual rotation, that updates the old rotation.

Current one is for example, where each tick you are adding .2, would do something like this:

old -> cur (calc)    == interp'd result
1.0 -> 1.2 (1.0+ .2) == 1.1
1.1 -> 1.3 (1.1+ .2) == 1.2
1.2 -> 1.4 (1.2+ .2) == 1.3

With a manual add for updating the old it would be something like

1.0 -> 1.2 (1.0+ .2) == 1.1
1.1 -> 1.4 (1.2+ .2) == 1.25
1.25-> 1.6 (1.4+ .2) == 1.375

Sorz for the horrible example, but I've got a work meeting in a few minutes and just want to do game dev myself lol

#

I think the main issue you have is that the old is being set off the interpolation, which means how much the delta rot affects the next one is dependant directly on framerates.

scenic fox
#

I want it to move at the same exact speed on any framerate no matter what

#

delta rotator just subtracts two rotators lmao

stray drift
#

I'm not referencing that node. I mean βˆ†Rotation as in the change in rotation you would be desiring. You're adding on to an interpolated value, which inherently ties the end result to the frequency of the interpolation.

scenic fox
#

No i am not adding on too my rotation, i am literally setting it?

stray drift
#

I don't think being dismissive of people trying to help is every helpful, but you do you.

Smoothly interpolate the visual element, not the calculation.

#

Yes you're setting it to the result of a per-tick interpolation, which makes it frame-rate dependent.

scenic fox
#

i want my end result to be where it isn't framerate independent it'll move the same exact way in every single frame

#

i want to know how that is possible

stray drift
#

Wouldn't that mean 240Hz players would get around 9x more motion bobbing than 30Hz ones? Sounds wack

#

*more frequent

scenic fox
#

No lol, on lower fps it has more movement on higher fps it has less movement

#

Sounds wack
why shouldn't i be dismissive about you when you say stuff like this? you call this help lmao

stray drift
#

More movement in terms of what, the angle changes more per-frame, or that the sway goes further out

scenic fox
stray drift
#

Go for it

scenic fox
#

why is that happening?

#

it moves around a lot more compared to 120 frames

modest trench
#

probably a calculation that doesn't account for delta time

scenic fox
modest trench
#

that is the issue, if you do something every tick to move something a certain amount it should probably account for how long each frame is

scenic fox
modest trench
#

without seeing any of your math I can't say anything

modest trench
#

ah, I should have scrolled up

scenic fox
#

so uh?

modest trench
#

I believe on your lower tickrate the delta will be higher between now and the previous frame

stray drift
#

If you want constant rotation, I think RInterpTo Constant is what you'd be after no? Looking at vid frame by frame in a second to double check

scenic fox
scenic fox
scenic fox
#

i guess there's no way to fix this πŸ€·β€β™‚οΈ

stray drift
#

Have you looked at how to use it, or just dropped it in connecting wires whatever way looked right?

scenic fox
dapper bridge
#

Is there anyone that could help with replication for multiplayer? Im just trying to open a door, and its not working correctly. the server seems to be fine, and replicates door opening in client, but trying to open / close the clients door does nothing for the server. Heres the code within the door BP

plush yew
#

is unreal 4.25 the worst ?

#

cant edit animation frames correctly, weird savetimes on some assets

#

niagara is hell

drowsy snow
ebon stirrup
warm salmon
#

Me too

bleak zodiac
#

i'm am working in 4.26

warm salmon
#

Me in 4.27

rigid yarrow
rigid yarrow
# drowsy snow Yep.

so whats with this game you picked. im guessing you have involvement with this game ?

drowsy snow
rigid yarrow
#

ahh nice. ima GTA freak. but i like others also

neon magnet
#

what??? πŸ€ͺ

``Unhandled Exception: EXCEPTION_ILLEGAL_INSTRUCTION

nvwgf2umx
nvwgf2umx
nvwgf2umx
nvwgf2umx
nvwgf2umx
nvwgf2umx
nvwgf2umx
kernel32
ntdll``

#

now it's just like "ok I'm just gonna crash now and tell you nothing anymore"

drowsy snow
rigid yarrow
#

that awesome. itss kinda going downhill now if u ask me. should have kept the IV team but ahh well

#

i think its time for another team / company to make a realistic open world
thats where i come in eeeeeeheh

primal tendon
#

is there any easy way to control emotions/expressions of metahuman? I have no iphone and not planning to buy one, should I take something like iclone?

neon magnet
#

this is the first (or maybe 2nd) time it's reported such information-less errors

#

I don't understand why these are happening in the first place. These are all core- or engine-related errors. My engine is completely vanilla, I'm just using BPs and nothing complex.

#

contrast this with UE5 which is a preview lol and it has never crashed

plush yew
#

how do i set a variable on a spawned actor if the class is set like this

summer verge
#

ERROR: Unable to find installation of PDBCOPY.EXE, which is required to strip symbols.

#

Anyone seen this before?

brittle tundra
#

Hello I'm not sure where to post this I have a nasty crash when building my lights:

prisma quarry
#

I have a problem when I open the project created on a windows pc on a Mac. It gives me everything washed out, it seems to be a gamma problem I think. The lights are all movable and the parameters are identical for both files. Exported via Unreal archive (Zip). Anyone know what the problem is?

vestal anchor
# plush yew

In your custom event, set the class to the actor with that variable

plush yew
#

Looking for some advice - I'm developing a game wherein I need to swap from Day and Night seamlessly with a button press, however I'm a bit stuck on how the best way to go about this is.

Nothing needs to be dynamic, ideally I'd like two saved and baked states that I can switch between, is this possible?

last topaz
#

Hello, how can I make sure a cooked project is running at full cinematic quality?

#

Nvm found the cvar's.

drowsy snow
# plush yew Looking for some advice - I'm developing a game wherein I need to swap from Day ...

I'll give you the dynamic way anyway, because as of 4.24, you can use Sky Atmosphere (NOT Atmospheric Fog) to get a dynamic day night cycle in almost no time.

https://docs.unrealengine.com/4.27/en-US/BuildingWorlds/FogEffects/SkyAtmosphere/

A physically-based sky and atmosphere rendering system with time-of-day features and ground-to-space view transitions featuring aerial perspective.

plush yew
vestal anchor
plush yew
#

Did

#

and all items will have children of same shit so they will all have the variable

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but it wont let me link it cuz it could not have it

warm salmon
#

Hey, just wanted to re-ask my question: wot will be the basic workflow of creating A full fledged game in UE4?

plush yew
#

@vestal anchor I got another problem tho

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it only sets the stacksize variable if im playin as server

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if im on client it sets it to 0 nomatter what

vestal anchor
#

If your return value is still Actor, you still haven't set it up properly.
It's probably not getting set because you're just setting it for the server and never the client but I haven't done much replication so dunno

bleak zodiac
#

@warm salmon 😊

warm salmon
#

?

warm salmon
#

Lol

white coyote
#

Hello everyone,
I added a member to a blueprint struct and can play in editor and launch successfully without errors, but now I get "unknown structure" errors when building. How should I handle adding members to existing and frequently used structures and how do I efficiently handle the build errors? thanks!

vestal anchor
white coyote
#

yikes that's not good πŸ˜… thank you for your answer and fingers crossed I can fix it by refreshing the (multiple) classes. Won't be touching blueprint structures again... :/

real moth
#

Can anyone help me as I can't commit my project, I am new to ue4 still and especially new with source control

drowsy snow
#

It's what it says on the tin.

real moth
#

but what about the lock file like wtf do i do with that

frozen stratus
#

Can someone help me on how to fix the up and down rotation of the solar panel? Basically on one side of the mesh the tracking direction is opposite to what it should be. The first rotation transform on the blueprint works correctly on it's mechanical "joint" shown first on the video, but this second one doesn't, panel tracks to opposite direction. If I track the pitch value basically it returns the same value on both sides of the mesh, not the opposite. If just add some multiply by negative/positive depending which side of the axis we are, it just cause the panel to mirror flip itself instantly when the side changes so that didn't work. I've been trying to track these values, try negating some of the inputs and outputs in different combinations but can't figure this one out. (I know on screenshot one node is World and one is Relative rotation but it doesn't matter here which one is used)

modest trench
#

Also, googling that error should give you the answer

hidden aurora
#

Kinda stupid question, can you rollback a project from 5.0 to 4.27?

drowsy snow
#

But you can rollback 5.0 Early Access to 4.26.

hidden aurora
#

Really? Thanks

fading marten
#

Regarding Creative 2.0 aka Valkyrie, and as far as we know we'll be able to dive into blueprints (materials / vfx etc.), do you think Epic Games is going to give us the possibility to use fortnite assets for personal project outside of Fortnite ? Or a at least use them as examples ?

oak sequoia
#

Is there a way of combining two skeletal meshes? I have two assets, for example Left foot and Right foot, is there a way to combine those together so they can just be "Feet". Trying to create an equipping system and dont want to have Left and Right foot slots

primal tendon
#

is there any easy way to control emotions/expressions of metahuman? I have no iphone and not planning to buy one, should I take something like iclone?

drowsy snow
lavish shoal
#

Should i upgrade from ue4 to ue5? is it stable to use and better?

drowsy snow
lavish shoal
#

good to know, i'll stick with 4.27.4 for now.

#

sorry wrong version

drowsy snow
#

Also unless you really need specific UE5 features, it's still cool to use UE4 and ship the final product with it. I certainly would.

lavish shoal
#

that makes sense. i just wish there was a way to make the UI in ue4 more smooth and simplified, i guess

drowsy snow
#

Eh, I felt UE5's UI is way too claustrophobic, lots of unused space, not much wiggle room in 1080p.
UE4 felt more compact, roomy, and all around more space to work with (even more so with small icons)

lavish shoal
#

what i mean is like, the icons look dated to me, if that makes sense. i know a lot of people like it but its just weird compared to other programs.

drowsy snow
ember token
#

UE4 just freaking works on an arm64 tablet

#

Great

viral carbon
#

I have a material that puts a heightmap into the vertex offset, how do I get it to light correctly? (ie cast shadows)

spare kernel
#

@solid robin this is not the correct channel. please see #instructions for posting jobs.

solar tartan
#

Hello guys, I have this problem and no idea how to fix this, I used same engine version. how should I fix this?

stray drift
neon bough
#

1kb sounds pretty small, are you sure that the files aren't corrupted?

stray drift
bitter lodge
#

I've imported some Megascan assets from the UE4 marketplace, and any time I open any asset from the pack, even a material instance, my CPU maxes out and it takes ~5 minutes to open the single asset. I've never had this issue before. Any tips?

winter bluff
#

are there any tricks how to colorgrade greenscreen footage so that the "lit" mode actually makes the scene light the greenscreenshot the way it would feel naturally with the light of the scene?

solar tartan
solar tartan
#

but many files like those disapeared in engine and in folders still there

#

I verify the engine

#

its conected to the github and the others have the same problem

#

we all using 4.27.1

whole solar
#

guys how do i make like realistic moutains?

#

my moutains looks like playdoy

viral carbon
warm salmon
#

Ya

whole solar
#

but like i make it

#

detailed

#

my moutains looks like this

warm salmon
#

Use a height,ap

#

Heightmap*

whole solar
#

oo

#

whats that?

viral carbon
#

use a higher resolution landscape

tender pecan
whole solar
#

OO

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i only use that to make the map

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the floor

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but i didnt know u can do htat

warm salmon
#

According to google: In computer graphics, a heightmap or heightfield is a raster image used mainly as Discrete Global Grid in secondary elevation modeling.

#

Actually I don't know the correct definition

#

But they surely make mountains realistic

#

And there are many softwares to make heightmap

whole solar
#

that actually helps

#

thank you guys

warm salmon
#

Hey

#

World machine is one of them

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The heightmap creation tool

#

I use it constanly

whole solar
#

really

#

is it good?

tender pecan
#

World Creator is another. They are all good . and they are all bad. πŸ˜†

bleak zodiac
#

also can use smooth on your landscape the edge

hollow moat
#

How can I change the root component position on an actor?

#

SetRelativeLocation doesn't change anything

#

Or maybe if that doesn't make sense, can I change how Setup attachment works so it doesn't attach it to the center?

stable path
stable path
hollow moat
#

It's cool I just had to set the relative location of the floor piece

#

Had a brainfart is all πŸ˜„

odd solar
#

does deleting the DerivedDataCache in %localappdata% break the engine

#

my TObjectPtrs suddenly do not work 😦

#

and my Git doesnt reflect any changes that would break TObjectPtrs

#

yeah

#

a pointer to a TQueue

#

specifically a TMpscQueue

#

unfortunately not

#

i looked through the changes I did in Git and nothing should have broke it

#

it was actually running perfect up till i deleted ddc because it was eating up like 200gb

#

can't even restore the ddc now, the folder was just deleted bc it was too big

hidden aurora
neon bough
#

anything missing in DDC would be rebuild anyways?!

honest patrol
#

Um I accedentally deleted the ue4 SaveGames directory folder is there a way to get it back or do I have to start a new project?

#

accidentally*

exotic thicket
#

It should just recreate it automatically

#

You also should probably look into using source control software if you aren't using one

honest patrol
#

weird because I tried recompiling and saving my game and it wont appear and no .sav file would be created. But I'll look into some source control, its something I haven't really thought about.

desert verge
#

when does the black friday sale start?

#

nvm!

buoyant graniteBOT
#

:triangular_flag_on_post: Shockify#0001 received strike 1. As a result, they were muted for 10 minutes.

buoyant graniteBOT
#

:triangular_flag_on_post: Calrizien#9114 received strike 1. As a result, they were muted for 10 minutes.

plush yew
#

Hello, recently i started a project with my Friends. and i'm preety new to Multi User Editing.. And one of us kinda messed up somehow? I mean, NO one could see his Personal Folder where he started to work. And now no one can join the server.. Cuz it's insta crashinsg... Any clue?

#

~UE4~

tiny zodiac
#

Hi. Im trying to follow the basic tutorials but they all show up as completed. And i click them but it doesnt work. Can anyone help me? Is this a bug? Should i reinstall it?

#

Only the first one worked. the others dont work. i click them but nothing happens it says they are completed 😦

plush yew
#

Hello everybody, I have a question for my friend, how do I combine/merge .uasset and .uexp files into one? The developer of the game allowed us to mod it but we don't know how.

sharp crest
#

does anyone know if saving a material will actually make the shaders compiling faster?

#

rather than waiting for them to finish in the background

#

because when I save a material it will freeze the editor until all is compiled

#

would it be faster or not?

drowsy snow
sharp crest
#

okay thanks will do that

glacial needle
#

Hey guys, my game save system works fine, but if you close the game all data is lost... anyone know how to get around this?

sharp crest
#

what do u even mean lol

#

r u saving the save data to a file?/

glacial needle
#

@sharp crest I mean that when u go to the main menu after saving the game, u can then rejoin from that savepoint but when u close the app, all data is lost and u cant join

sharp crest
#

I get that but I dont get how thats possible if u actually have a save system

sharp crest
glacial needle
#

well that would be because the app doesn't save data when closed since all data is cleared. i'm asking what is the way to make it save data when closed.

sharp crest
#

just use the save node

#

google ue4 save system

#

Save game to slot

drowsy snow
daring cedar
#

Can I do virtual video production with a short throw 4k short projector instead of LED walls? Will I be able to get parallax effect?

icy mulch
#

Hey I am in need of some help im trying to create ai were it catches you it plays a punch animation then its game over

sharp crest
drowsy snow
#

Or book an event organiser to rent some huge LED panels.

daring cedar
icy mulch
#

I'm trying to make a blueprint for example i have the ai chasing my character but I I want to play a animation when it catches the player then a widget appears like saying game over

drowsy snow
sharp crest
#

Do u need help creating a widget or what

drowsy snow
glossy mica
#

Anyone know why Waterbody exlusion volumes aren't working?

plush yew
#

how can you increase rain size, so it rains over bigger area? this method is pretty crazy and time consuming, and will probably end up in crashing lol. When I change it's size by dragging, the quality changes and turns it into very big, kinda fog/tornado rain drops that give major fps drops. I want to keep the same rain drop size, just make it fall over a bigger area.

#

or should I just get weather system instead for a big map

drowsy snow
plush yew
#

i don't think this will work, map is way too big and pc fans are going crazy when I add rain just in the front

#

thinking about this one

drowsy snow
#

I wager you could get better control with Niagara, but I won't stop you from buying ready to use solution.

plush yew
#

i want to create fog, rain, storm and a bit of tornado

#

like things are flying around, but not too crazy

#

i tried niagara, but it was confusing

#

also I was thinking about niagara effect packs instead

sturdy smelt
#

Hey is there an way to Turn off backlighting of Groom?

sterile garnet
#

guys, what may cause this mesh to be deformed like this?

sterile garnet
#

prooobably, but I'm not a 3d artist :/

#

any advice would be useful

stone stump
#

Hey guys is there a documentation or a good tutorial on how to use these effectively to make an environment look good(how to use them properly)?@me

stone stump
sterile garnet
#

my artist did it in blender

stone stump
#

does it work properly in rigify in blender?

sterile garnet
#

probably yes

#

my artist was making rigs and animations before but for unity

stone stump
#

i might be wrong but i think the weights are messed up, tell the artist to mess around with weight painting in blender and see if that works

#

when you imported this did you make sure you assigned a skeleton @sterile garnet

#

its in the options under mesh

sterile garnet
#

yeah, animations work

#

I've done it several times already

#

only this model has a problem

drowsy snow
#

And yeah, Unity don't have to worry about Blender's unit scaling, but Unreal does.

tough oyster
#

Is there a trick to collaborating on a project with plugins that some of the team may not have bought?

marble mist
#

someone knows where to download weapons that can be animated other than on the unreal engine page

drowsy snow
sterile garnet
marble mist
#

I did not express myself well, to be able to do the reload animation, because in some weapons it does not allow

drowsy snow
#

Also in Sketchfab, sometimes weapon models do feature separate meshes for the parts, but not rigged.

dense knoll
#

UE4.27 has dynamic lighting via bloom?

drowsy snow
#

And yeah, it's screen space, so not a true emissive illumination.

dense knoll
#

ah

plush yew
terse zealot
plush yew
#

kirby looks dirty as hell

#

what's with the lighting

#

lmao

sharp crest
#

is there a way to clear the output log before opening it?

#

otherwise unless I opened the editor recently, I have to reopen the editor to be able to opne the output log without crashing cuz all the text it tries to load

sharp crest
wintry raft
#

Hey! So I'm pretty new to unreal, but what are some good places to find assets? other than the marketplace of course

warm salmon
#

I don't think there are good places specifically for unreal except the unreal marketplace but ya u can find 3d models independently...... not getting the site's name! Will ping u when I remember

warm salmon
wintry raft
drowsy snow
#

Also I'm surprised there's not much resources on this online. This WPO node is like magic and perspective defying.

wintry raft
worn flame
#

somebody can help me how to make a fusion the photo trigger with an enemy to destoy with the cameroid when a take a photo ? thak you so much.

drowsy snow
worn flame
old oasis
#

Hey y'all just joined this discord -- I'm super desperate for help right now with a rendering question

#

Is it ok if I shoot it y'all's way?

dire parcel
#

@drowsy snow really be helping people all day long

#

you da real mvp

drowsy snow
old oasis
#

Just to shoot my shot -- I'm currently using a construction script for material switches, iterations, and static mesh switches

#

I have it all keyframable in the sequencer, and the camera cuts/scrubbing validates that the BP is working

#

but when I render in the both the sequencer renderer and movie render queue it seems the construction script doesn't fire for every frame (it just hangs on the frame most recently constructed). Any thoughts?

drowsy snow
#

You might want to look for Event Tick instead and put your update logic there, which is executed every frame in runtime (but not in editor).

worn flame
prime willow
#

@drowsy snow I fell asleep repeatedly x3

#

Sorry

drowsy snow
sinful token
#

Hi

#

I got this baked problem for these

#

How can i fix it?

primal sun
#

Hey guys, so i got this free slide animation, but id like for the animation to stay sliding just a little longer, is there a way to increase the length of the slide?

neon magnet
#

UE4Editor!FEngineLoop::Tick() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:4905] UE4Editor!GuardedMain() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Launch\Private\Launch.cpp:178] UE4Editor!GuardedMainWrapper() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:137] UE4Editor!LaunchWindowsStartup() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:273] UE4Editor!WinMain() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:320] UE4Editor!__scrt_common_main_seh() [d:\agent\_work\5\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288] kernel32 ntdll

Completely unusuable now

vocal nimbus
#

anyone know why my meta human doesnt show up entirely?

#

ue5

bright sigil
neon magnet
#

Errr any thoughts on why my wireframes have gone black and no yellow outline is coming when selecting an object?

#

Thankfully a restart fixed it ... but my word ...

primal sun
#

anyone have any suggestions on unreal engine courses i can take?

warm salmon
primal sun
warm salmon
#

Np

#

Glad to help

rare axle
#

Anybody here experienced using the Path Tracer and Movie Render queue? Having some issues, would be excellent to have some aid from anyone who knows.

#

DMs accepted and appreciated if so

faint bone
neon magnet
#

This is absolute hell on earth I cannot understand why it keeps crashing for the most random things possible

#

This happened now when I switched a light on. Something that has never caused a crash before.

#

and look at the things that it's referencing - add widget? Paint? Wth ...

plush yew
#

Why does Force Delete always crash my Unreal? What else should I be using?