#ue4-general

1 messages · Page 1098 of 1

patent cobalt
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@faint boneCasting is a way to tell the system (compiler) to threat a reference to an object (say a Pawn) as being a reference to a more specific class derived from it (say a Character), so you can take advantage of the extra functionalities the derived class has or access its specific variable (members).

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In order for the cast to work the two classes need to be related (one has to be a parent or ancestor of the other). Maybe an example can help.

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In Unreal you have Hit events and overlaps between two actors. The hit or overlap event will tell you which actor has generated the hit or overlap by providing a reference to it, but to stay as generic as possible, the reference will be to a generic Actor. Now if you want to check it that generic Actor is actually your pawn or something else, you can try to cast that reference to your Pawn class and, if it succeeds, then you know it was the Pawn and not something else.

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@neon magnetwhich version of the engine is that? Try a repair from the Epic Launcher.

neon magnet
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what would a repair do - would it reset anything like blueprints and stuff?

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I'm at the throw hands up and sob stage lol major depression from the insane unexpected and inexplicable crashes

patent cobalt
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@neon magnetno, it will check the consistency of the engine install and repair something if needed. It won't touch your projects.

neon magnet
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I just closed my project and it crashed on close ...

patent cobalt
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The other thing to try on the project is a clean-up. So make a full back-up copy of your project in a separate folder, then go into the project folder and delete everything except Content, Config, the uproject file and, if present, the Source and Plugins folders.

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That will reset your project and the engine will rebuild all the shaders/temporary assets.

neon magnet
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I've clicked on verify right now, that's the right thing to do right?

patent cobalt
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Yes

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Let it work

neon magnet
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okay, I'll have dinner meanwhile

patent cobalt
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But check above about the project clean-up

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Enjoy!

neon magnet
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right

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thanks

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my days are -> non stop crashes, eat one meal, non stop crashes, sleep, non stop crashes ...

patent cobalt
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4.27.1 is still a bit unstable but fairly decent

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something may be corrupted in your project, hence the clean-up

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--> Make a backup first, can't stress that enough

neon magnet
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it's just so weird that UE5 which is a preview has never crashed lol

patent cobalt
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Yes UE5 EA2 is also fairly stable

plush yew
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is booleans ever a good idea in unreal engine? when you make a boolean it changes the uv map of your mesh, how destructive is the boolean in ue4

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I feel like they could be useful but i also feel like it could really mess things up with udims

faint bone
spare osprey
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Can we clean dervied data cache of specific project?

rocky epoch
patent cobalt
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@faint bonewatched your video. You have few mix-ups on your understanding of classes, actors etc.

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So you are equipping your pawn with different weapons. I guess you are attaching them as components or as child actors.

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Each weapon has an ammo count, which you want to show in your HUD.

neon magnet
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@patent cobalt seems like nothing was wrong after verification. No message or anything.

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I feel this might just be down to 4.27 branch ... because until 4.26 I had VERY FEW such crashes and this project started life in 4.25 or 4.26

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actually maybe even 4.24

patent cobalt
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@faint bone There are two ways to go about it. Either you create a base class for all your weapons, which has the ammo count in it, so your HUD can simply check for an attached weapon and get the ammo count from the base class. Or you can use a generic reference to actor to retrieve a weapon, cast to the specific weapon, then get its ammo count. This is a bit what you seem to be doing at the moment. Your problem may be that the attached weapon is not an actor, is a component (e.g. a static mesh component), so you cannot cast from actor to component. Instead you can use a reference to generic component (e.g. scene component) and cast that one to your weapon. So the questions are: 1. what is the base class of your weapons? and 2. how do you attach your weapons to the pawn? As components or as child actors?

neon magnet
patent cobalt
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@neon magnetdid you go through the project clean-up step?

neon magnet
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nope, I checked only now

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but a few weeks back I did delete the intermediates and saved folders when someone suggested that back then

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and it seemed to have worked but within a few hours it was as if nothing changed

stray drift
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What does the "shared cache not in use, performance may be impacted" mean? Just that shaders etc will have to compile as they are not version controlled?

patent cobalt
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@neon magnetwhat you can also try is to Migrate all levels (and referenced assets) in your project to a brand new empty one and see if that fixes it

neon magnet
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it's a migration to a brand new project

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and just like before, it worked for a while and then bam

patent cobalt
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@stray driftwhen working in a team setup you can place the cache on a shared network drive so everyone can take advantage of it

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@neon magnetok then it must be corrupting is some weird way

neon magnet
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I just don't get why it's core-related things that were just verified

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it's often slate ui

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or graph something

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and the internet is littered with these same crash errors with no solutions

stray drift
faint bone
raw field
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Hi there !
Sorry to bother you, but I've searched everywhere else (forums, answers) and couldn't find anything to solve my Swarm Agent issue.

Problem : I cannot build Lighting except for very small scenes (Templates maps, for example). However, as soon as the scene is a little bit more complex than that, Swarm Agent makes my PC crash. Monitors go black (no input), every other device is frozen (keyboard NumLock key led does not turn on/off for example, Razer's lights are off) and even the front power switch of the PC case does not respond. I have to turn off the switch of the computer power supply unit.

The crash occurs after a bit a computation. Building Light percentage is usually between 0 and 3.

PC is AMD Ryzen 9 5950X on Asus Crosshair VIII Hero WiFi mobo, 32 Go RAM, GeForce RTX 3070, Windows 10.

I've tried to :

  • Clean and Validate Cache
  • EnableStandaloneMode
  • Reinstall UE4 Extras
  • Build with different versions (4.26, 4.27, 5.0)
  • update to different versions of GC drivers
  • Disable antivirus and Windows firewall
  • Update Windows and dotNet.
patent cobalt
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@faint boneI still believe what you describe can (and should) be done with a good base class, but just to play along, can you show how you attach the weapon to your pawn after having spawned it as actor.

spare osprey
rocky epoch
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Don't worry I only started to use project specific cache for a few months only :D
It takes up more space though, but it is better if you working on multiple project and have a weaker cpu.

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Also it makes sense if you have projects on different drives.

hidden dew
rocky epoch
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Although I am still not convinced if I will continue to use it.

hidden dew
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Or any versions of Visual Studio (even versions you don't use with this Unreal project) that have Incredibuild installed?

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I had similar -- not the same but similar issues -- with Swarm and lighting building

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Finding Incredibuild installed in VS2017, and uninstalling it, fixed the issue

faint bone
raw field
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@hidden dew I am not sure if I have Incredibuild installed. I do have VS 2019 installed

patent cobalt
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@faint boneyes, I understand your problem. When a casting doesn't work there are two possibilities 1. the reference you are trying to cast is null, 2. the reference you are trying to cast has no relationship (so it is not a child or a parent) of the class your are casting it to

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So do an IsValid check before your cast so we rule out number 1 and focus on number 2

hidden dew
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Tools --> Tools & Features
For every VS installation you have, click Modify.
Then on the right, look for Incredibuild

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It's under "Game Development with C++"

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Make sure it's unticked. If it's ticked, untick it and VS will go through the process of removing it

plush yew
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question - I have ghost entity animation, character and basic enemy ai. Is it all I need to create character in horror game? Basically you walk around the woods and enemy is just cruisin around

hidden dew
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This might not be your problem, but causes so many problems anyway that it's worth axing (You can Google a lot of headaches related to Swarm & Incredibuild)

raw field
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Incredibuild is not ticked, too bad 😄

hidden dew
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Damn :/

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And no other VS versions on your system?

raw field
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Nope, it's the only one

hidden dew
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Bugger

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Unfortunately it's too far over my head to help any further than that :/

raw field
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Nice try though, thanks for trying ! 😉

hidden dew
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Bug I am getting a lot. Deleting that selected pin crashes the editor (that's running via VS solution).

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Too lazy to do anything about it, just having a whine. Happens about every 3rd time I have an orphaned pin I want to delete

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From a launcher install of UE

marble mist
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What tutorials do you recommend to make an fps?

drowsy snow
marble mist
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And where do you recommend me to see your tutorials or something is that I want to learn to do shooters and I don't know how xd

steady vale
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@noble tapir about this, i also have the problem, i am trying to make something like minecraft where i would like to wrap different textures on each side of the face, how were u able to do it?

plush yew
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cant believe its been 5 months

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both 4.26 and ue5 and no significant updates

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does this mean something big is coming around the corner

drowsy snow
plush yew
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4.26 has had some pretty big updates the last few months hoodie guy

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the most impressive being the raytracing translucency features

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they have a few things in 4.26 planned to be fixed as well on the roadmap

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so its not done not yet

drowsy snow
plush yew
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i thought it came to both

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or it could be that feature is only accesible through 4.26 caustics branch

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which for some reason nobody uses

nimble bane
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hi all, having issues with blended materials using megascans assets, not importing the displacement. I'm manually working around it by dragging the displacements in to each of the layers, but still having wonky issues when painting blends:

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I am always getting this error message on the blend mat, not sure if it's related though or how to fix it:

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just wondering if anyones experienced the above, if it's an issue or I'm being stupid

raw field
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@hidden dew Issue solved. In case someone else report the problem and you're here to help, my solution was to update Visual Studio (not really sure it did anything, but who knows) and (probably mostly) update the BIOS firmware.

real moth
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Guys I made quite a big project, and forgot to use source control. I want to put it online so I could download it on a new computer at some point. I have setup github for the project and have the relevant git ignore. My project is trying to push 20,000+ objects which is going to take years. Is there a better way to do this or do I just be patient?

plush yew
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Looking for some advice, is there a way to "replicate a function" over the network?

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All tutorials seem to work with custom events

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But my game is very reliant on objects calling functions of other objects, all of which I'd like to replicate

terse zealot
real moth
real moth
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its only writing at 80kb/s

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is that normal?

terse zealot
raw field
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@real moth Did you ignore all unecessary files and directories ? (Binaries, Build, Intermediate, Saved)

real moth
real moth
terse zealot
terse zealot
real moth
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then ill test it

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as I do have paragon assets which I imagine are quite large

plush yew
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Does ue have any way to do some kind of “dynamic” damage like soft bodies? Thinking something along the lines of beamng drive

mental tartan
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Hey guys, I've got a rather simple scene, just 6-8 poly planes, but they each have a video texture (.mp4) on them. I did a test and apart from the fact that render speed goes down considerably, there are a lot of dropped frames for each texture. I know, UE doesn't like to deal with lots of video textures, but my project needs it. Any idea how to make it behave better and - most importantly - avoid those drop frames? Thanks a lot for letting me know 🙂

raw field
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@real moth It seems Ok to me.
Maybe you do have a lot of assets then, and you can indeed you use tools to remove unused ones.
If you don't have one, there are free python script you can run (multiple times in a row) to safely remove unused assets
https://github.com/mamoniem/UnrealEditorPythonScripts

GitHub

Some of my personal scripts i made to use for my own projects, but free of charge to be used for any project and any purpose as long as it is not violating the Unreal Engine EULA. - GitHub - mamoni...

grim sleet
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I'm making a little vr scene and translucent objects are rendering fine in one eye but not at all in the other. Has anyone come across this before?

plush yew
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i try to import building, all the props get imported, but walls doesn't, any ideas?

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do I understand this right, if im not using baked lighting and using raytracing I do not need a skylight? Or does the skylight still serve a purpose idk what its used for in this case

hasty fern
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Is anyone familiar with useing both uasset and uexp files. As I heard you can combine them into one file to be able to be used in a project again. I have uasset and uexp files from a old project and getting to use them again would be so helpful.

true spindle
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hey guys anyone got a sec

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simple problem im having

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the black edges of my sign arent displayed correctly

restive flame
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Hey guys, got a quick question here...

  1. If I'm making characters for a game, would it be better to simulate the character clothes and hair inside the Engine itself? Thanks.
mental tartan
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Hey guys, I've got an issue with 'jerky' video playback in UE. In this test scene I'm using two simple polygon planes using .mp4 video files as textures. As you can see, they don't play back smoothly. The more geometry with video textures I'm adding, the worse this 'jerkiness' gets. Any idea how to fix this? I'm all ears! 🙂

dreamy wasp
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Anyone know where save data is stored other than the SavedGames folder?
I am getting really frustrated.
I tested my game in the editor. The game auto saves.
I figured, it works, time to build, and upload.
I delete the Saved games in the [projectName]/Saved/SaveGames/ folder, and then play again in the editor, and it starts from the beginning.
So I build.
Then I test my build, but the build starts from the saved point, I got to when testing earlier.
How do I get rid of that? This is the first time this happened.
I can not upload a new build if its going to start 20% into the game.

pallid carbon
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Hi everyone, im new to unreal engine and i have a couple of questions i would like to ask someone who knows what they're doing. I've asked in the correct channels but sadly don't really get anywhere, if someone could dm me that would be great

dreamy wasp
pallid carbon
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My current issue that I'm having is setting up world composition. Well it's not really an issue, i just don't know if what i want to do is possible and how i would go about doing it, being very new still

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I know how to setup world composition on a new level. However i have a level which i have already started and done some terrain generation on, and now i'd like to know if it's possible to enable world composition on a pre-existing level to enable collaboration

hollow moat
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Just got banned from a discord server for asking if their marketplace asset was open source 🙃

dreamy wasp
fierce tulip
devout edge
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does anyone know if theres something like (Mix) on unreal?

plush yew
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is raytraced glass in ue4 27 broken or is my settings just wrong?

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i have the static mesh support raytracing on too

plush yew
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Any ideas how i could Double click another Mesh to being playable with?

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I mean, i have this Turn Based Strategy in my mind, and i wanna Let the player free, to select his party Units To Select The Actions he want to do with it. After reaching to TURNS - 0. To be Finished. Anyway. Any ideea?

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Basicly. I need a code/help with transform from free camera mode to Selected body

timber fern
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Idk why does it take so much time to load things in ue 4.26 while unreal 5 is soo fast

wispy parcel
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Is the water plugin worth using? how would enabling it impact my project's size and performance?

plush yew
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Hey guys, I’m just wondering if it’s safe to start working on a actual game on UE5 or would it be more beneficial to start on UE4 then move to UE5 on its full release ?

hidden dew
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Learning particles in UE for the first time... where should I be putting my attention? I see mention of "Cascade" and "Niagara". Should I be using one of them?

Just very basic particle stuff, not needing fanciness.

bright sigil
bright sigil
rocky epoch
hidden dew
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ok, thanks

turbid wigeon
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is there some off topic channel ?

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where can we post things related to games/gamedev

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but not related to unreal engine

bright sigil
grand cradle
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Anyone else ever have the right-click menu flicker or disappear entirely after using UE for awhile? Only a restart of the program seems to solve it.

drowsy snow
grand cradle
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Oh sweet it's a known thing! OK thank you will check this out

drowsy snow
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Gotta thank Jensen Huang's leather jacket for that 😉

grand cradle
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Yes, I'm sure this came right from his virtual kitchen

foggy trench
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Im trying to put a uasset in the content folder of my project but its not coming up?

drowsy snow
foggy trench
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yea it is coming from a packaged one

drowsy snow
# foggy trench yea it is coming from a packaged one

Guessed it 😉
Yeah, you can't just load up .uasset from packaged Unreal app for good reasons, and there have been cases where one somehow lost the source files to his/her project, and only had surviving packaged build. If you're in the latter case, sad to say you're SOL.

foggy trench
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😢

plush yew
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is someone there with some experience in UE4 Multi user editing?

plain void
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maybe somebody can help me from ruining my thanksgiving witha problem i'm facing here...the basis from my debugging is that in a blueprint, i'm creating an object, setting it as a value in a map/dict, then proceeding to set variables on that new object. This works as desired in the editor, but when I do a build, none of the variables are setting. So at the end of the execution chain, in the editor everything prints out fine, but in a packaged build, none of the variables are set. This is in blueprints by the way

mint umbra
plush yew
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wait wtf

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the metahumans underwear is part of the body

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they actually toated this as a ultra realistic character creator and you can even change the clothing lol

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this is almost as dumb as when they decided heightmaps were "deprecated" and removed the function entirely

prime willow
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they did to protect us i swearsies no person should know what lies behind the underwear until their 1000 years old

broken shadow
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Today I built a structure.

I feel accomplished, or something.

plush yew
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i dont think it was out of censorship, if that was it they would have just made the body smooth like a barbie, they didnt paint textures for gens and at that point there is no way someone could hold it to any discrepancy of censorship. I feel as if the underwear mesh and normals were made to limit the use of their product as they hold full license over it and would be able to claim more revenue over any projects making use of the metahumans

prime willow
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step by step youre acheiving your dream ❤️

plush yew
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epic games is a buisness dont be fooled into thinking money doesnt come before artistry it definitely does and should always

broken shadow
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The struct I put together is meant to gather the state of my character's movement input axes and the pawn's rotation

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The goal is to set things up so that my character's world direction of acceleration is always offset from the character's rotation by 15 degrees or so

prime willow
broken shadow
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and to make it work correctly I need to track...

  • Move Forward Axis value
  • Move Right Axis Value
  • Pawn Pitch (if I'm flying)
  • Pawn Yaw (for regular all movement modes)
  • Control Pitch (If I'm flying)
  • Control Yaw (for all movement modes)
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If you've ever played ARK: Survival Evolved or used the mounted movement system of Guild Wars 2, you'll know what I'm going for

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Where characters/creatures have a turning circle to help make them feel like they're maintaining momentum

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Instead of just immediately accelerating in the direction of WASD/your left thumbstick

prime willow
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sounds like breathe of the wild mount stuff but i wouldnt know x3

broken shadow
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A lot of games tend to have mounts working like that

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Functionally it's not too differenet from handling a car, except in the fancier systems the steed will try to turn in place before running off somewhere

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Guild Wars 2 has this, if my camera's pointed more than 45 degrees away from where my mount's looking, the creature will turn in place until he's facing the direction you want to go.

So that way he doesn't shoot off a cliff because of momentum.

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So far the really difficult part of what I'm doing is determining when to make the direction of acceleration be a positive or negative value

hoary geyser
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my editor got extremely slow after updating my drivers, does any 1 have any idea how to fix this?

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nvm

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its working lol

drowsy snow
drowsy snow
drowsy snow
# prime willow infinity proud

#work-in-progress message
Yeah, not yet finished, but I'm happy I get it done after brainstorming about the eyebrows together with #lounge

prime willow
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it looks rally really good

drowsy snow
nocturne slate
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Right I figured, I'm not super familiar with this server.

short vine
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hi my friend TheHoodieGuy can you help me? thank you🙂
i did what i wanted with the cameroid and thenks to you, so i have now a little problem xd
is fool ask this cause it seem easy, but im novice im learning xd so here the photo to explain better.

wheat rose
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Anyone know how to fix the transform?

plush yew
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And if so did you make sure that its origin was correct in the 3D software?

jagged gulch
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I'm having an issue where small objects with an emissive texture aren't producing enough light to be seen far from camera. You can see them only if you're very close to them. No matter how much I increase the light intensity, it doesn't seem to make a difference. Could this be some distance culling issue?

plush yew
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so why can't I edit

spare kernel
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you can not edit whilst the game is running a PIE session

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end the running game session.

short vine
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someboy can help please my imput left mouse button does not work i put another key and works, so here the photo thanks

fiery granite
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Is it possible to reference the animation that is playing in a state machine inside a blueprint? i want to change the play rate of the animation when i'm crouched

sly dirge
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Hey guys, just starting out with unreal and was curious if making a 2d game kinda like blockheads or terraria would be a good start, will obv be very simple compared to those but wdy think

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Like i messed with the 3d stuff abut 2 years ago but it was basic

bright sigil
fiery granite
lavish lake
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does anyone know a good tutorial for landscape material for ue5?

rigid yarrow
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youtube

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i just followed this one and its pretty good
https://www.youtube.com/watch?v=UVTzVtxxgE0&start=1370

This video is a step-by-step guide on how to get started with Unreal Engine 5 and will show you how to install the engine, navigate through UI, create materials, landscapes, water and more. Learn how to use Unreal Engine 5, the latest game engine, with no prior experience needed!
https://www.epicgames.com/store/en-US/download

Project Files:
ht...

▶ Play video
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Main Feature

Setting up Auto Landscaping Textures

void sierra
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wow, session frontend is incredibly slow. Takes ages just to start up.

pliant junco
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Anyone know how to replace the sedan vehicle?

drowsy snow
pliant junco
lavish lake
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thank you @rigid yarrow . I did that one few hours ago, I just don't know how to handle more than 3 materials.

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also, question. I don't have this problem in UE4, but in UE5, I can't get rid of video memory has been exhausted warning. Any tips? I keep checking my task manager for performance on my GPU Nvidia GE Force (essentially a gaming PC), and I only have small landscape without any textures on it and it's already shows I exceeded 708+MB over budget. On UE4 I was using high resolution (4K+) on 2048x2048 landscape and no issue. I am not lagging when running play mode. Any advise or tips are very welcome, thank you.

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this is what I am seeing in an empty project. As in, new empty project with nothing added to it.

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I am already starting with over budget 😦 lol, it's a bit frustrating

narrow igloo
lavish lake
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i guess I am just cutting too close to it. It's a GTX 1080

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XD

rigid yarrow
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lol im on a 1050 xD

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not for long hopefully

ocean canyon
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whenever i run my game for the second time, I always get a crash saying "Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000000." It doesnt do this for my other games and it only does it the second time. Does anyone know how to fix this?

autumn flame
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No

Be sure you don't have anything nullptr

narrow loom
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can anyone help me with making a game (only a few stuff)

ocean canyon
wheat rose
autumn flame
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That gives no information, so no one will be able to help, that's the most generic error you could give

Do you have a proper callstack?

ocean canyon
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ill check

autumn flame
hybrid oracle
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Hi folks,
I have requirement to develop Hololens 2 application that allows downloadable content at runtime.
Is it possible to make Hololens 2 apps with Chunk downloader plugin?
Is it support Hololens 2 download(chunk) contents at runtime?

Thanks in advance.

rigid yarrow
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tutorial coming along nicely 😎

narrow loom
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Like a must?

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Because im not planning for it to get money

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Not publishing it

warm salmon
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No

autumn flame
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it says hobby too

narrow loom
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Ok

warm salmon
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Ya

ocean canyon
#

in the output log it says

"LogSlate: Updating window title bar state: overlay mode, drag disabled, window buttons hidden, title bar hidden
LogWorld: BeginTearingDown for /Game/Maps/UEDPIE_0_Main
LogWorld: UWorld::CleanupWorld for Main, bSessionEnded=true, bCleanupResources=true
LogSlate: InvalidateAllWidgets triggered. All widgets were invalidated
LogPlayLevel: Display: Shutting down PIE online subsystems
LogSlate: InvalidateAllWidgets triggered. All widgets were invalidated
LogAudio: Display: Audio Device unregistered from world 'None'.
LogAudioMixer: FMixerPlatformXAudio2::StopAudioStream() called
LogAudioMixer: FMixerPlatformXAudio2::StopAudioStream() called
LogSlate: Updating window title bar state: overlay mode, drag disabled, window buttons hidden, title bar hidden
LogUObjectHash: Compacting FUObjectHashTables data took 0.81ms
LogUObjectHash: Compacting FUObjectHashTables data took 0.81ms
LogPlayLevel: Display: Destroying online subsystem :Context_1"

but im not sure if that means anything

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sorry, i'm pretty new to unreal

autumn flame
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Crash callstack

Do you have debugging symbols?

ocean canyon
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i figured it out now, thanks for the help :D

lucid grove
#

Hey fellas. I have a datatable with just text and wav file. I want to increase its functionality and add few extra rows to it. But im curious - does all those rows referenced in memory or only when im using find row node?

plush yew
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i got this pack, but it has very low fps, like 20-25, not many lights in the scene, but graphics seem to be very detailed - any ideas how to increase fps or maybe what to lower down?

warm salmon
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U cud reduce the scalability

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From epic to high, Medium or low

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It increases

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Fps

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But the details go away

plush yew
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it has only 4 lights, but I think lots of post process is what drags it down

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where can I change scalability?

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  • 9 lights
warm salmon
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Or if u know wot is causing the issue u can turn that off

plush yew
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thx, scalability works

#

doesn't look that bad

warm salmon
#

Ya ik

warm salmon
regal mulch
#

If your hardware is meant to handle this then it might just be poorly optimized

plush yew
#

yeah it should

regal mulch
#

If you really want to know what is so pricey you could extend your knowledge by learning how to profile

plush yew
#

map is not big either

#

it's the sunlight

regal mulch
#

Maybe they upped some settings to have a nice preview scene :P

plush yew
#

yeah lol

#

that's what got me

#

i was thinking about refund even

#

but the desert scene is way too good

#

😂

regal mulch
#

Before you refund stuff like this always contact the seller and ask

#

If they can't or don't help, you can easily refund anyway

plush yew
#

yeah will do

#

well it uses dynamic lighting instead of static

warm salmon
#

That doesn't cause a issue on performance

#

At least I think

#

The foliage does

#

Due to LODs

autumn flame
#

stat unit could give a fast insight on what's taking the most ms

raven estuary
#

What are good programs to do things like clothing or a suit? If i want to make something like a space suit or hasmat suit what would you use?

warm salmon
#

Blender?

#

Zbrush

raven estuary
plush yew
warm salmon
#

Ya it can

autumn flame
warm salmon
raven estuary
warm salmon
#

Sure

drifting elbow
#

hey all, I'm in the middle of designing a camera system for a third-person character. Some time ago I heard that it's often better to use a separate camera actor instead the classical target arm component setup. What are the reasons?

amber shuttle
#

separate camera is used if you want to switch to first person

drifting elbow
#

or is it just a matter of taste?

#

hm, ok

#

well, now that I think about it, some games would also benefit from not having the camera system directly inside the character blueprint, imagine you have multiple different characters you can possess

amber shuttle
#

yea but theres no point making a camera without spring arm for third person character 🤔

regal totem
#

i need help

#

give me ideas of simple retarded mobile games

drifting elbow
#

yeah, but iirc a spring arm is also just a socket at the end of a trace

amber shuttle
drifting elbow
amber shuttle
#

make good games 😄

regal totem
#

i make those for income

#

is just idk

#

i can't decide betwen squid game rip off or among us

amber shuttle
#

oh noe

#

im about to be rude

regal totem
#

be

#

il make a squid game ripofff

drifting elbow
#

yeah, I believe the mobile game market is very hard compared to other markets

regal totem
#

bruh

#

top 10 is just the same games just different companies

drifting elbow
#

yeah sadly yes

regal totem
#

so yeah i just need funds for my actual game

whole solar
#

guys if i imported

#

my tree model

#

it doesnt put it all together

#

how do i do that?

regal totem
#

u made it in blender?

runic fern
#

Hello friends ..
How to make Render target material works on Android the material not working

drowsy snow
regal totem
#

soooo

drowsy snow
#

I'm not sure if Vinny (Vinesauce) still doing his Android Trash series thing, so good luck.

regal totem
#

they still do

#

boys

#

i have achieved

steady owl
#

Anyone notice the editor loading more slowly when upgrading to 4.27 from 4.26?

#

Seems to be about 50% slower

drowsy snow
#

Though granted I always go for drink or sometimes bathroom break everytime I open up the editor.

steady owl
#

😄 I'm noticing it a lot as I compile and relaunch the editor hundreds of times per day

#

Used to take maybe 4-5 seconds now it's closer to 10-15

fierce tulip
#

try 4.0 for a second.

steady owl
#

Seems to hang the longest on Loading Package DefaultAnimCurveCompressionSettings

plush yew
#

How have we fallen so far from grace

drowsy snow
#

No one, except your skill I guess.

plush yew
#

imagine getting offended over a meme made with mspaint

#

nobody is mad about the underwear nerd let people have fun

drowsy snow
#

Just admit that you don't have the skill to patch methum with another body, sucker.

plush yew
#

yikes

drowsy snow
#

I can, so I'm cooler. 😎

raven estuary
#

If i make clothes for a character in blender do i have to bake the animation or can i have it be dynamic in unreal?

drowsy snow
raven estuary
mellow flame
#

can anyone tell me why I see some versions like if they are uninstalled but they currently are installed and working???

drowsy snow
#

Though weirdly it rarely defect on me 🤔

plush kite
#

Hey uhh, I can not get foliage brush to work, at all.. Would anyone be-able to help at all? Thank you

raven estuary
drowsy snow
drowsy snow
#

No problem

raven estuary
#

Is there a work flow youd recommend?

humble oak
#

Hi there,
Anyone who can guide me about configuring FastBuild with Unreal Engine

#

I am new in the field.

plush kite
#

Is the foliage brush in 4.27 broken or something..?

warm salmon
#

I don't think so

plush kite
#

Damn, well I can't get it working, no matter what I do..

warm salmon
#

Did u select which foliage u want to put or apply on the landscape

#

A screenie wud help

plush kite
#

Yes, I can use the Fill tool no worries.. Aight, I'll take one

#

Like, I don't even get the brush sphere

#

I'm still learning but I haven't had this issue before..

hidden dew
#

Anyone know why I can't add an Add Velocity module to this emitter's Particle Update category?

#

( I saw a tutorial add it)

buoyant graniteBOT
#

:triangular_flag_on_post: Muhammad Moiz ul haq#6567 received strike 1. As a result, they were muted for 10 minutes.

plush yew
#

hey i started thinking how i build my characters and i will use the ALS on them, so i started with their blueprint; what is best, having multiple blueprints for different characters or a single one that checks if character is X or Y to allow / disable features?

#

with unreal engine 4 having many more years of support and ue5 being far from production ready why are there no games as a service as a service

hidden aurora
#

Is unreal engine answers page down?

runic fern
#

Yes

#

I was writing the same question

#

Gateway Timedout

hidden aurora
#

rip

runic fern
#

Guys how can i make the render target material works on Android devices

#

The render target project black on android

plush yew
#

cant even finish a Rope Tutorial

#

😦

hollow moat
#

Does wrapping a static mesh in a blueprint add any noticeable overhead compared to just using the static meshes?

#

Or is 1 BP with many static mesh components going to be considerably faster

#

Say for 1000 meshes

short vine
#

someboy can help me how can i shot this input with the left button mouse too, not only gamepad cause with the mouse does not work, i dont know why? what more i must configurate in the blueprint? thank you so much

hidden dew
#

Niagara very basic qn:
I can take the fountain template and change its settings and see results just fine.
Except collision.
I add collision to the particles and it's as if I've done nothing.

#

I'm following a pretty basic tutorial and he gets collision, I don't. 😐

pearl minnow
#

is it possible to orient the skysphere differently? I'd like sunset / sunrise to be at zenith / straight down

clever bone
#

are there any alternatives to using a stencil? I want to create mask from a scene texture, but I went a smooth transition and not a harsh stencil.

pearl minnow
#

rotate sky by 90 degress basically - im not trying to create a normal day / night cycle but rotate the entire skysphere

short vine
hidden dew
#

Very weird

#

Can't think of any other guesses :/

#

Perhaps it's "InputAction"

#

No

#

wait

#

Ignore me

winter gate
#

What if you move the breakpoint up a few nodes? Are you 100% certain it’s working up to that point as you expect it to?

#

That branch is looking mighty sus…

sturdy smelt
#

Hey guys i have an Rect Light in Blueprint, i cant change it in the World Outliner, only in Bp Editor itself, otherwise its invisible, anyone know this bug?
i duplicated the Light, then it was Visible, but the Main Light still Invisible in the World Outliner BP settings

#

never got this Problem before

ember igloo
#

Hey guys in ue4 it was thing in material which you could create normal faction or factionofnroaml
i dont know if the remove it or just cant remeber how i was getting that

mellow turret
#

I'm changing the value of the console variable r.MotionBlur.Amount but it seems to have no effect, motion blur is always off

winter gate
#

Try using a post processing volume instead?

gentle carbon
#

Hey everyone, whenever I import files into unreal I'm greeted with 'no skeletal mesh' I then apply the right mesh but lose all materials and textures?

Is this normal?

mellow turret
short vine
# hidden dew Ignore me

lol bro, so i thik is something about in the blue print configurate it to the mouse can shoot that,s what i want resolve xd but i dont know what i need to configurate in the blue print?

hidden dew
#

No ideas I'm afraid. Since you say your other mouse commands are working, it's got me stumped

short vine
hidden dew
#

gl

short vine
# hidden dew gl

i changed the blueprint and nothing xd, the weird thing is that i added any keyboard button in the input and works shoot, i dont know what happen? lol

sharp crest
#

how can I make it so when I use the Foliage Painter on static meshes, it doesn't place foliage there and not under there if there is landscape?

#

Right now I have static mesh disabled in the filter but then it just places the trees on the landscape that's below the static mesh...

hidden dew
#

If multiple things are listening to the same input, only one will obey

#

But then again, that still wouldn't explain it

#

If that was the problem, the gamepad wouldn't work either

#

... So I still have no idea

short vine
# hidden dew ... So I still have no idea

yeah bro with the game pad and the mouse i can open the door, grab items, and move the camera turn rate and look up with both mandos, mouse and gamepad i configurate that, but why it cant shoot the event he take photo and do the others thing lol, so anyway bro i would try solve this thank you so much bro you tried 😀

hidden dew
#

Sounds like a pretty annoying puzzle

#

My current bug:
The little cube particles are meant to be coming out of the cone in a line along the ground.
But as soon as I tell the cone to run fast, about half of the cubes start to create themselves higher in the air until they're as high as in the pic... a bit like a kite.

#

I know it's connected to gravity and collision

hollow moat
#

Who loves procedural building generation ❤️

#

NOT ME!

hidden dew
#

Why you have to make things so hard, Unreal

#

Oh I found a fix. I changed Colllision Type to "Analytical Planes"

#

Just stabbing at things, but that worked

#

Wait, no it didn't

#

😐

plush yew
#

Happy Thanksgiving to you unreal slackers

high bolt
stable dust
distant marsh
#

just ran some input latency tests on a lot of 3d engines, sad to say Unreal performed the worst. I got ~17-23ms for every other engine and ~42-50 for Unreal, and all the way up to ~80 ms if I used the Vulkan renderer. Are there any settings I could try changing to get better response times?

#

I tried both deferred and forward

high bolt
#

@distant marsh Go to engine scalability settings and turn down ?

#

Test in standalone game and not PIE?

distant marsh
#

thanks though

high bolt
#

ah

#
plush yew
#

any method to align lights and meshes perfectly? so they match the linear position, like they show lines of position between them in some design programs

#

like center the lights, meshes

#

from one angle it looks centered, from another it's off

#

Does anyone know how to export a texture from Quixel Mixer to Bridge?

#

nvm, found free plugin at marketplace lol

hidden dew
#

Would anyone perhaps have any insight on this? I've just started messing with Niagara tonight.
The intent is simply to have a trail of those green "pea" particles spawning behind the moving cone "character". They should spawn, then gravity pulls them downwards and they should collide with the giant white default sphere this is all happening on.

As you can see, things behave as intended when the character is moving slowly.
But when it moves fast, the peas start to spawn higher and higher, semi-randomly but in long stretches. They'll even keep spawning up there for a few seconds after the character has stopped (can be seen in the gif).

I only know that it's due to collision. Turn that off and the issue goes away. But they're spawning so far away from the thing they're colliding with, I don't know what to look into. Could there be some known gotchas around this? Using Ray Trace collision in Niagara. Mesh particles, scaled by 0.01. Playing with the Collision module's values for Collision Radius unexpectedly makes no difference... whether I scale it by 100 or by 1.

I can shrink the planet radius by 50 units, or raise the character by 50 units, same issue. Extend that to 500 units, no issue. So it feels very collision-y... but not sure how to address it.

plush yew
#

hello /b/ I come to you in a great time of need

#

Is there a way to disable heightfog only for interiors

drowsy snow
plush yew
#

good advice if i could choose either lol

#

i need exponential for some of the blueprints im making to work

whole solar
#

guys

#

i do have a question

#

sometimes when i put the ocean

#

this happens

#

i made like 7 levels

#

its the same

#

can yall help me?

plush yew
#

that aint good enough

#

i forced it beyond the max setting using the console and it still leaks

#

im not looking to improve the quality of it either i am searching specifically for a way to disable it when moving to specified locations its not just about it bleeding indoors

#

nvm i got a solution

hidden dew
#

Fun maybe clue to my problem:

lofty grove
#

Hi, newb here. I am following a tutorial regarding landscape paint layer. The encircled part is supposed to be my 2nd layer (Rock), but the problem is it doesn't seem like it is at 100% opacity.

plush yew
pale jetty
#

cant find a localization channel so asking here; is there a way to have anything that is localizable (string ect) be default set to culture invariant when creating the variable? https://i.imgur.com/cr3ER1a.png

ive looked around in editor prefs/project settings but cannot find anything, i have a few thousand lines that are picked up by localization dashboard however not all of them are relevant to translate and its getting difficult trying to sort everything out (im going to be sorting them but id like to know if there is an editor option somewhere going forward)

pearl minnow
#

your test environment looks like my games art style 😭

#

how would i project a playing video onto a static mesh component? is that a thing that people do via materials or is it just way too expensive? 🤔

trim mantle
#

Media textures

pearl minnow
#

🙈 i just remembered now u said it i did this 3 months ago 😄

#

smol brain sorry

trim mantle
#

Now go back to getting that reddit karma xD

pearl minnow
#

u know i will 😎

regal totem
#

The first to replay is gau

regal totem
#

Wait...

pearl minnow
#

not 40x the same thing, more like a jigsaw

trim mantle
pearl minnow
#

ok nice thanks im really green with unreal just checking

trim mantle
#
  • I would rather play around with UV channels in Blender to change texture position
#

That would require more unique meshes thou

#

But better control then to have it set by hand in 40 material instances

pearl minnow
#

ok cool - i dont make any of the keyboard keys myself tho its a loop, all the correct meshes and colors are determined by a simple incrementor, so i guess i could use that to pass in correct parameters to texture thingy

trim mantle
#

That could work, but still, if you do not do custom work on the UVs (unless you already have the edges handled differently) the meshes can look weird

#

Or you can just do an angle cutoff with shader math

#

But that is up to you

regal totem
pearl minnow
#

i take notes of this and think more when i get to actually doing it thanks

regal totem
#

Monke

trim mantle
# regal totem Monke

You better tell us about the games you are working on.
That is not a shitpost server

regal totem
#

I work on 3 gamesss

prime willow
#

he can shitpost in #lounge no problemo :3

regal totem
#

Thanks snowie I legit couldn't find some other place

#

Sorry my bad swaty

prime willow
#

but this channel is pretty much for game deisgn or help needed or questions and conversations related to unreal engine

#

hooooooooooooooooooowever Zatic

#

if you keep your goofing around to a minimum you can get away with it and no one will care >o>

regal totem
#

No fr I thought this is a general my bad

#

I did not know there is a louge

prime willow
#

its alright love~

#

just be a little mindful next time

regal totem
#

Love 😳

drowsy snow
#

Heh 😏

trim mantle
prime willow
#

im about to buy it nowsies~

drowsy snow
trim mantle
#

@ more often

drowsy snow
prime willow
#

yes

#

than i have to replicate it ;D

#

i can feel the pain already~

regal totem
#

There is so brain activity in the lounge ;-;

desert verge
#

so what's everyone buying on this sale?

#

Trying to find a few cool environments or VFX

#

for VFX, should I stick with buying Niagara effects?

bright sigil
desert verge
#

that's one thing i'm missing tbh

#

Anything good that you'd recommend?

bright sigil
#

anything that works for your needs 😁

drowsy snow
prime willow
#

@regal totem My advice for you would be to start small until you understand what youre doing

#

map out your plan core systems, functions, game pillars, and the rest

#

the identity of your game and what key parts must remain if you want you idea to blossom as intended

#

in a document like words or even on paper and notebooks irl

#

doesnt have to be 1000+ pages long like mine with crazy detail

regal totem
#

You mean I need to keep the game a secret

prime willow
#

it can be simple sentences in a list form

#

nope not even that

#

just to make sure you map out your game or at least key points before starting on it

#

i have a 1000+ map with hundreds of artworks and personal concept arts drawn myself

#

and sometimes i get a little fuzzy or mixed up

#

a map helps keep you on the road

#

it can be as simple or complex as you like but just a foundation youre working towards

bright sigil
prime willow
#

find systems you like and functions that work well together and see where that takes you

prime willow
#

start small build from there

regal totem
#

Wow👏 👏 👏

#

I'm out of words

#

Legit idk what to say

prime willow
#

and be very careful about feature creep

regal totem
#

Just thank you

prime willow
#

i fall victim to it too often and have to constantly refer to my stupid large map xD

#

if you want to be a part of this industry long term understand you might not even make a single dollars for a year or even three

#

its along term investment and commitment not a quick fortnite clone mass fortune maker

#

if that was the case we'd all be rich :3

regal totem
#

My plan is to pull out few mobile games that will generate income slow as i work on the main project

prime willow
#

and if you buy assets on the marketplace make sure you wait until a sale for the most part theres always a 50+% off sale around the corner and free content given away monthly

#

more reason to start small and build from there

drowsy snow
prime willow
#

try working on optimization and stabilty in your first few mobile games and build larger from there

regal totem
#

Im thinking this

prime willow
#

mobile market is beyond saturated

regal totem
#

This crap

prime willow
#

youre literally trying to swim into a flood and somehow rise above and surf it

regal totem
prime willow
#

its possible but know youre going against a tsunami of quick fast acting cash grabs

#

completely possible

#

but

regal totem
#

Squid game, among us, pop it, tiktok those are the branches I reach to

prime willow
#

a smart man doesnt fight a monoply he finds a ventured past off to the side that no one has tackled in quite a long time

#

and when they appear in droves you move to the next

#

my game genre hasnt seen a decent or good game in years, let alone a Triple A release in nearly a decade

regal totem
prime willow
#

giving me a headstart in a good genre which no one wants to touch or fails miserably trying to do what failures did befor ethem

#

yup game devs dont seem to understand giving people what they want means free money

#

the gaming industry is the only one i can think of

#

where people violently scream at you to give you their money whilst telling you that'll make them give you there money

drowsy snow
prime willow
#

just weed out the idiots and follow the dollars and ideas that come with it

regal totem
#

Im not saying game should be free. But like cyberpunk if I i pay 60 bucks don't make me regret it

prime willow
#

^ agreed

drowsy snow
#

Satirical commentary on today's social media scene? Sure, but I doubt you'll write a good one if you're just looking for the moolah.

prime willow
#

anywhore going to walk yuki

regal totem
prime willow
#

good luck Zatic

regal totem
#

Thank you for everything

regal totem
#

Anytime u need me

prime willow
#

oh before i go!

regal totem
#

Just dm me

prime willow
#

google is your best friend

#

forum hop and youtube tutorials

regal totem
#

Yep i love Google

regal totem
drowsy snow
plush yew
#

guys I think I broke unreal engine, can someone explain this f*ckery
This should not work
if my face orientation is correct it doesnt work

regal totem
#

Sorry

#

So what I learn today I that I need a book

#

And a pencil

#

And learn how to write again

bright sigil
plush yew
#

the faces are facing the wrong way in blender

#

but they work in unreal

#

and if i flip the faces to the right way

#

they dont work in unreal

regal totem
#

Why not just make it double

#

Double faces

bright sigil
fierce tulip
#

^

plush yew
#

lol

#

im not trying to fix it i just wanna know why unreal would read faces flipped

#

is weird mane

bright sigil
#

any setting on import that's doing it?

drowsy snow
fierce tulip
#

I blame blender in this case, many people have problem with blender flipping the normals visually

bright sigil
#

I agree it obviously should not be this way, so there's something doing it somewhere that you would have access to, either blender or unreal

drowsy snow
#

In my 4 years of interchangeably using both Blender and UE, I never encounter flipped normal issue like that before, and I've done a lot of import/export.

bright sigil
#

could be negative scale (unreal or blender), some import setting, something applied via blender, material, lots of guesses

fierce tulip
#

discord-search "flip normals blender" and at least one person has same kinda issues.

drowsy snow
#

Granted, it's 3 years less to write home about, but still, I never had such issue before. Not even sure what can cause that.

#

Gotta cross check Unreal's import settings, they're not resetting back to the defaults automatically.

prime willow
#

@drowsy snow if i wanted a dodge/dash mechanic

#

but if i wanted the range and strength of how hard or fast the dodge occurs

#

changeable

#

would multi-directional impulse with changeable varaibles for impulse be the right option?

drowsy snow
prime willow
#

but couldnt you use impulse to give it that bursting push like system and customize how much or far via varabiles under iumpulse?

#

than use whatever it takes to make the animation play in place followed by the pushing occuring due to impulse

bright sigil
#

I have seen both, and there is the consideration for rolling into walls or other collision aspects. I think I understand partly why you want impulse driven, this also means not making animations right away. This is moving the player through physics, which has never been a fun area for me, so I assume difficulties getting the impulse method working without some oddities

prime willow
#

well i wanted a bit of physic based movements in my game

#

as i also want to have a momentum sort of gauge

#

where functions get additional stuff based on momentum amount

#

and i feel as silly as it may sound that if a dodge has a certain amount of range but physics can make it go even further it would be very complex and filled with dpeth on how a player can use this

#

to be faster and more vicious with their movement

#

let alone combining that with wall running smoothe animation transitions and zip lining :3

grave coyote
#

i am having an issue with unreal while rendering.

#

does anyone know what the problem could be

prime willow
#

its saying theres something wrong with its makeup or work

#

the output part in particular

bright sigil
grave coyote
#

@prime willow ,ok still on it.but also my preview on the render is showing something very different from the camera selected

prime willow
#

the middle part of the error i would re-evaluate it and come back

prime willow
drowsy snow
prime willow
#

but its a little finicky on mid air use i can debug that later

#

but i really really like how it turned out

#

where running and wall running into slide will push the slide a little furher than standard

#

and i want that manipulatiable type of movement to be standard

#

esepcially siince i want a super mobile type of combat game

#

not phone wise but movement focused

bright sigil
#

might want to take a page out of Overgrowth's approach - the movement of the player is a sphere for its early development since it's all about physical (read: physics) manipulation of the player. Later on, the developer adds in the character mesh as the next problem to solve, since all achievable motion has be mathematically solved. And if you don't know of this game, the dev has shared a lot of his methods and design considerations in talks, blogs, etc.

The default unreal player character already has some physics stuff going on that I think gets in the way for your needs. I'm sure this not what you want to hear, to start from scratch vs. what you have. This approach would merit a robust dedication of time creating the framework since it would be so different from the usual Unreal character (although the ball template might be a good starting point, minus the rotating ball part).

prime willow
#

i just want momentum to carry on character moment based on their physical weight lol and size

#

and maybe some systems like zip lining sprint, wall run slide you know things that make the body move more or differently vaulting even

#

currently i have the movement system working just no real momentum to it when its working

#

would i need to start over to try implementing that?

bright sigil
#

that is up to you. If I understand the goal, it is to have quite a bit of character mobility with momentum, i.e. physics. I've not had great luck in implementing physics reliably on the pre-existing character - fps, third person - ALS is a thing, so there's obviously a way.

prime willow
#

ah i see o.o

bright sigil
#

The movement system is part of the character setup, but additional moment, like jumping is also coded with physics updates, so i don't know how deep that would entail for other such mobility features

tepid helm
#

Hi , is there a way to make dynamic shadows quality get better despite being far from camera? I'm using a very small fov for artistic reasons and it looks awful because of that

bright sigil
#

i would not toss anything that you have based on what i say, grain of salt, but maybe check out other games and how they've done this to consider what's possible for your current state of things

prime willow
#

i see

#

okie

bright sigil
prime willow
#

i really want a movement that seems simple and straight forward but with a little effort and tactics/skill can feel probably cooler than being spiderman visually on a mechanical level

tepid helm
#

at least nothing that I used

bright sigil
prime willow
#

it feels and looks alot like this to a degree

#

granted i dont have a roll on landing during sprint

#

and my vaulting is a bit buggy atm

bright sigil
#

i apologize for the detraction then, try the impulse method and see how that fairs

plush yew
#

does anyone know how to export a quixel Mixture texture to ue4?

#

i exported it to bridge and it looks fine and all

#

but when i try to export it to ue4, only the materials are their but not the main texture itself if that makes sense

prime willow
bright sigil
prime willow
#

ill definitely note the process down and make it in a digestable manner so i can share it when its at a really solid point

#

thank you for the assists so far youre truly appreciatted~

bright sigil
plush yew
#

im ok with permanent underwear in place of just not texturing the nude bits but why they gotta make it old lady undies

prime willow
plush yew
#

oh no

#

ohnonononono lol

prime willow
#

also thats from actual ingame

#

that loli actually dresses like that xD

plush yew
#

whenever i see a daz character flipped to unreal i gotta post this

prime willow
#

granted id never put some limitations on how silly or unsilly the body could reach

#

xD

plush yew
#

can i dm you about a video game that uses dsf files (the idea is you import your daz content right to the game) im looking for play testers and devs for it

prime willow
#

sure ill do my best ❤️

plush yew
#

its a fairly big project

#

free to play vr chat clone basically

prime willow
#

however expect nuffin but honesty from me

#

i wont pull my punches if i see something stupid :/

plush yew
hidden dew
#

Fun built-in function name

stable path
#

What?

#

Is that for real

hidden dew
#

Yeah, from a Niagara Particle System

short vine
#

someboy help me how can i start a new level with the inventory that i got in the level before? thank you so much.

bright sigil
#

changing level clears most information. Game instance is persistent on level changes and is usually the glass to store things that are needed between levels.

hidden dew
#

Niagara problem:
Green pea particles are set to emit from the white cone (on the right) and fall and collide with the green/white sphere (the ground) shown.

As can be seen, when the white cone is travelling fast, the particles start to emit from a point significantly higher than the cone. Semi-random (it occurs on and off but in groups).

Definitely related to collision. Won't occur with a flat cube as the ground, but does occur with a sphere. Won't occur if the cone is 100+ units away from the collider, but does occur even when the cone is clearly clear of the collider (50 units away still produces the issue).

#

Results should look like this (results of when travelling slow):

#

Is even Ray Trace collision with Niagara particles not really reliable?

#

I would make a guess that sometimes a particle is emitted and it thinks it's already hitting the collision body, so it's immediately displaced

#

But it still occurs even when the point of emission is so unreasonably far from the collider's surface that it's unusable

loud meadow
#

hi

#

can someone help me

drowsy snow
loud meadow
#

i didn t understand

#

ok

#

i found the probleme

#

but the camera quality is bad

glacial bay
#

Anyone know why playing a game in the editor uses more and more RAM each time you play/test? ATM my UE is using 12gb of RAM because I've been opening and closing the play preview to test my game, is there a fix other than restarting UE completely?

hidden dew
#

If I'm pressing Play in the editor and things are fine, then building a Shipping package and that gives me the character-less disembodied camera, what am I doing wrong?

Maps and Modes has the intended pawn set as Default Pawn class.
PlayerStart is set to auto receive input and works with the editor.

#

It's starting on the correct (and only) level

#

The default game mode set has the correct Default Pawn Class

tender pecan
hidden dew
#

Hmm yes

#

It's definitely intersecting a thing, but that's what I'm wanting to test it turns out

#

I'll give that a try anyway

tender pecan
#

so if anything intersects your character on spawn, it will do that.

hidden dew
#

But still work fine in PIE?

tender pecan
#

yeah possibly, you can also have play from current camera position in editor.

#

try moving it and see.

#

maybe its something else.

hidden dew
#

Hmm that wasn't it

#

Positioning is listening to player start

#

But the pawn isn't appearing

#

It's something simple surely

#

All I can think of is "Check Default Pawn Class"

#

oh wtf

#

Ok

#

I've been editing some other not-saved level 😐

#

Wait! No, that's wrong

#

Correct level

#

bah

tender pecan
#

Anything useful in the log? maybe it tells you the game mode it is using, or the pawn it is spawning, if you are building debug build, you may get some useful info out of it, or you can always add it yourself to an actor start somewhere and debug the game mode

whole solar
#

when i put the water

#

this happens

#

i made like 7 differ projects

#

and leverls

#

its still the same

#

can yall help me

hidden dew
#

That's probably it

tender pecan
#

well look at that. logs do help. 😆 nice one.

hidden dew
#

heheh

#

Thanks for the pointer

#

Still that natural aversion to digging out logs

#

I much prefer pressing everything until I find the magical secret "Just work" button

#

Built, yep that was it

#

ta

#

Right

#

It appears that when you relocate a GameMode file, whatever relies on its location doesn't get updated

#

You don't need the Blueprints folder, but if you make a GameMode in that folder that's where it has to stay

#

Wow, you can't even rename a GameMode

#

Even though the Project Settings do update to reflect the new name

#

This is within the editor, and is only a BP project.

delicate kayak
#

Hi. How should I be making my buildings and rooms to my game. In unreal or using something like blender/MAYA?

tender pecan
#

But build your floors, walls and props in blender, then bring them into ue and move them around to make levels.

plush yew
#

Does unreal engine use ecs

plush yew
#

so guys i have few doubts but before that have u guys ever faced like this situation, where you are the only one working in c++ in your project or at office, and the rest of team is working in BluePrints

#

like how to work in that environment like for example you have make health system and you know how to do in c++ and you did it , but now team also have to work on that so how they will work?

#

if wants to go some changes or anything from that how they will change and upgrade it?

#

every time they have to come to me?

drowsy snow
#

Remember that C++ can supplement BPs.

plush yew
#

no i didnt

drowsy snow
#
UFUNCTION(BlueprintCallable)
void ApplyDamage(int Damage);
plush yew
#

oo you mean @drowsy snow like creating my c++ and convert into blueprint

drowsy snow
#

I mean exposing stuff from C++ to be used by BP.

plush yew
#

ya i know that

#

will that works?

drowsy snow
plush yew
#

ok i got your point

#

so u mean i will make with bp callable thing and let team use that right? in other things am i right?

drowsy snow
#
UPROPERTY(BlueprintReadWrite, EditAnywhere)
FString PlayerName;

This one will expose the variable into BP, and allowing for changes to the variable in BP.

plush yew
#

but now we already have a game which is Fully done in bp, but half is completed and i joined new to this project

#

how am i able to work ?

drowsy snow
#

Also you'd better let BPs handle any sort of asset loading, and pass the result into the C++ function, as doing the same thing purely in C++ is a total pain in the arse.

plush yew
#

ok

delicate kayak
#

how do i move vertices without moving others?

delicate kayak
#

nvm figured it out

short vine
delicate kayak
#

just got to press b to switch mode

pearl minnow
#

hi all, is there anyway to get TextRender to work with non-english characters?

#

TextRender is kinda core to my game (im sure i can rework it if its not possible) and i was hoping to launch many eastern european alphabets and arabic, hebrew in the next couple days - but they're all blank currently

#

wait is it as simple as setFont 🙈 ok ill explore and come back

prisma brook
#

Hi all

#

Is anyone here familiar with pixel streaming?

#

I trying to figure out if it would be possible to have user interaction with the blockchain from within a pixel streaming environment

fathom bone
#

Hey. Can anyone help me with a save game problem.
I made a currency in game.
I win coins in game so I put the coins in the player BP then i reference the save game and set the coins i won from BP player to save game.
So when i go to menu to use them. In bp menu widget they are not there.
I've set already in widget to show me the coins saved in SAVE game and they are not saved. I don't know what to do anymore. All other things are saved like unlocked level

prisma brook
#

Specifically the ethereum blockchain

#
#

like this

heady quartz
#

Any clue as to why baking light results in this (landscape)

zinc shore
#

Will UE ever have an official ECS

primal tendon
#

Is Weapon Factory the best you can get for Unreal? Because there's a sale going on and I'm thinking of buying it

prisma brook
#

Would it be possible within pixel streaming?

#

I'm not sure what limitations come with pixel streaming

#

compared to a default unreal engine environment

urban basin
#

not sure where i can ask for help

#

am trying to import to unreal engine from blender using a plug in

#

stastic meshes

#

wow

hidden dew
#

I import static meshes via fbx from Blender with no dramas

#

The only thing I have to remember is to change the forward/up on Blender's export screen

modest trench
zinc shore
#

Is it in the early access?

modest trench
#

yeah, expect to write everything yourself

#

no BP integration

zinc shore
#

Oh will there be BP integration in the future

modest trench
#

no idea

#

it's very new and experimental

zinc shore
#

Is it in the same state as unitys dots thing then

modest trench
#

hard to compare

#

It's not as much of a replacement for what was there before

#

it's more of a side thing

#

and yeah I imagine it will be working sooner

#

it's main purpose is a new crowd AI system

peak vigil
#

can I somehow crop background blur? I have rounded corners, I want to add blur to them

modest trench
#

yeah, it has systems to store entity-actor pairs etc

#

the API is very wordy though but it's nice to finally have a first party ECS

harsh ivy
#

Any know hows to build the base game without mods for UGCExample projecT?

zinc shore
modest trench
#

don't know enough about godot to say

zinc shore
#

It’s basically a module made by some people in the community that add ecs to godot but you need to compile it with the engine yourself

#

Dose unreals version have it built into the engine or is it like a module/addon

trail pendant
#

im trying to set up an OSC server where, when i receive an envelope from, say, a drum or voice from a modular synth via OSC, to make an object jump or move or do whatever. How could I set up within blueprint to make the object return to original location or state after the event?

ornate forge
#

Why there is no C++ template for VR? Is there a good community template that is compatible with the Oculus Quest 2?

fading roost
#

@trail pendant are you saying you already have the object responding to osc, and need to to return to normal afterward?

trail pendant
#

yeah, pretty much.

#

as if im making a plate jump in response to a drum beat

thick herald
#

Store the original location in a variable. At the end you can directly set it's location with that variable, or lerp it back over time.

plush yew
#

I get a weird popup when running "Setup.sh", should i press ..... or ..... XD
this is the text for it:
"தக்கீகூசூங்சு மனுசுக்ஹங் உனுகீகூதுக் கிகூங் ஞ்ட்சிக்சூ?"
google translator just dies when i try to translate it

obsidian nimbus
#

i allways press the left button

primal tendon
#

is there any free or paid season control in market which has all features, like rain, thunder, snow and all the stuff

thick herald
#

Yes. Ultra Dynamic Sky which comes with Ultra Dynamic Weather. It's really good, the price is great.

opaque bronze
#

+1 for Ultra Dynamic Sky, it looks EXTREMLY good (and yup cheap!)

primal tendon
#

I was just checking out Infinity Weather but it's too costly....

#

but yea Ultra Dynamic Sky has way good ratings

plush yew
past stag
#

what are the different possibilities of making multiplayer work with large words? like 20km*20km or something? like the floating point error stuff

trail pendant
#

hmmm ill have to give it a go, storing the orig Z location as a variable, then loop it back to the variable once completed

glossy mica
whole solar
#

BRO every time i put the ocean this happens

glossy mica
plush yew
glossy mica
#

It works now, try moving the points

whole solar
#

it turned like this

neon bough
#

looks good

#

did you enable edit layers on the landscape?

#

did you enable affect landscape on the water actor?

#

did you follow one of the hundred tutorials about water plugin?

autumn flame
#

Did you consider using anything else but that spawn of satan?

opaque bronze
#

you can use client rebasing to alleviate that, but that is not a 100% perfect solution and it can freeze the games too

#

but you can go pretty far without double-precision, Qanga a game in development that I tested a bit before switching to UE5 allowed you to go extremly far with client rebasing, the problems were that this rebasing freezed the game 2/3sec the furthest you've went, and it didn't cover every case, e.g particles were broken etc

#

now they switched to UE5 with LWC and it is perfectly smooth

past stag
#

what is lwc? and does ue5 now use double precision for physics and positions?

opaque bronze
#

large world coordinates is the new feature in UE5.1 that allows switching to double-precision for physics and positions

#

yep, but only UE 5.1 (ue5-main branch on github) for now, AFAIK the UE 5.0 branch don't have it but it may change before release

primal sun
#

Anyone know of any good 3rd person shooter templates?

buoyant graniteBOT
#

:triangular_flag_on_post: Vo!d#9741 received strike 1. As a result, they were muted for 10 minutes.

mental void
#

hey guys, im new in this, before, all things i had in the level showed in the details panel, and now they are not showing cuz i clicked somewhere and i dont know how to put it back the way it was before, does someone know how to turn on that option again? thanks and sorry 4 asking something so dumb

hollow trench
#

Hey peeps. I have two questions and have no idea where to ask else. Maybe some of you have a suggestion. It might also be complete nonsense so please feel free to tell me if my question and ideas are nuts:

I am building a little n00bie data table and wonder what it the best action when it comes to ItemIDs and naming.

Example: I have an Apple. This is an item that gets a consumable flag, etc. nothing wild.

Its item ID is named Apple and the Item Name is Apple.

In my thoughts, that Apple should be grey and have no coloring. On purpose, because I may want to have red apples, green apples, or even a golden apple which is going to be a non consumable collectible item made of gold.

Questions:

a) Would it be good to create AppleRed, AppleGreen, AppleGolden, all having their flags and values set to their unique appearance and use?

b) What would you do if you have an AppleRed with its base name "Red Apple", but lets say a Game Master inside that game would rename an ingame Apple into "Blue Apple" and colors it blue >> Could it be stored into that Data Table as a new item or would it better to handle it outside of the game.

c) Is it allowed to have multiple ItemIDs called "Apple" but with unique names

#

@mental void You have a little list up there. I am not sure if "Ventana" is Windows? But there you may find your World Outliner

amber shuttle
hollow trench
#

@mental void A little tip from my side as a German user: Keep your applications like UE4 in English language. Its easier to handle, especially when watching tutorials.

mental void
#

oh, do u guys know how to change language?

hollow trench
#

In the menu bar of the Editor, click Edit > Editor Preferences. In the Editor Preferences dialog, under General, click Region and Language. Click the dropdown next to Preview Game Language and select the language you want to preview.

mental void
#

ohh, dont know how i missed that, thanks!

prime willow
#

@drowsy snow Really stupid question

#

how would i sense a characters state their in

#

Could i use a box collision that overlaps with the attacking or defending character

#

link their current state

#

than pick which attack or defending function should occur

#

oh gush

#

better yet could you use a box collision with a trace direction in the direction of function and when the othe rplayers overlapping box overlaps they figure out what their in the middle of >_>

drowsy snow
prime willow
#

but what if i wanted to have an action occur before a function connects to the chracter body for exmaple

#

or worst this

drowsy snow
#

Do a little casting or just interface.

prime willow
#

like this when the enemy is grounded

#

turning face punch into kick to lift enemy for example

drowsy snow
prime willow
#

isnt that resource heavy?

#

and wouldnt take crazy math to figure out the current state or animation in play for the model?

drowsy snow
prime willow
#

oh

drowsy snow
#

It's not even as expensive as loops

prime willow
#

and in a crazy game with silly parkourmovement thats a reliable method to figure out character trace?

#

stupid stuff like this essetionally?

#

O>

drowsy snow
prime willow
#

;-;

#

blah its fine i just wanted a headsup for what ill have to do

#

ill swing back to this later when i start combat again

acoustic wraith
prime willow
#

is that a screenshot

#

if so use gyazo etc

#

as im hesitant to download a file to see what the issue may be :3

acoustic wraith
#

Yeah that's fair

prime willow
#

unfortunately bad people do terirble things under the guise of helplessness looks at kunoichis

drowsy snow
#

Worst thing I could have is some random video of an issue that's just going to be viewed once.

prime willow
#

yupppp

prime willow
#

just need to smoothe out my mantle and figure out camera rotation lock

#

i however found one piece causing me to forcefully stay stuck in rotation! so thats good

acoustic wraith
#

It's weird, because when I record, it doesn't happen right away, but it's always like that otherwise.

prime willow
#

id try rolliing back your gahpics card

#

could also be a sneaky bug that the systems cant catch so thats painful asf if thats the case..

#

or updating your gpu card tbh that could work as well if its stable for unreal use

drowsy snow
#

NVIDIA.

acoustic wraith
#

3060

prime willow
#

;-;

acoustic wraith
#

Started a couple of days ago

drowsy snow
#

Of fucking course it has to be NVIDIA

drowsy snow
acoustic wraith
#

Ohh, yeah, I think there was an update on the 24th

drowsy snow
#

Jensen huang pls fix

#

I'm surprised it hasn't been fixed after several updates. It's baffling to look at from the RED and BLU side.

acoustic wraith
#

Nvidia stonk go whoooo

lament creek
#

why am i getting this error when trying to make a new ue5 project?

prime willow
#

@drowsy snow cani bother you when your free

#

its a weird maybe silly but really important question i have no way of figuring out where to start with ;-;

#

its relative to randomly generated npcs if that makes any sense

drowsy snow
plush yew
#

I dont understand archviz, like here is this amazing tool you can make anything you can imagine and their like im gonna make it look like real life

autumn latch
#

how can i cast to from child blueprint to parent

#

and if i can, how can i cast to from parent blueprint to child blueprint