#ue4-general
1 messages · Page 1098 of 1
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.
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.
@neon magnetwhich version of the engine is that? Try a repair from the Epic Launcher.
4.27.1
what would a repair do - would it reset anything like blueprints and stuff?
I'm at the throw hands up and sob stage lol major depression from the insane unexpected and inexplicable crashes
@neon magnetno, it will check the consistency of the engine install and repair something if needed. It won't touch your projects.
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.
That will reset your project and the engine will rebuild all the shaders/temporary assets.
I've clicked on verify right now, that's the right thing to do right?
okay, I'll have dinner meanwhile
right
thanks
my days are -> non stop crashes, eat one meal, non stop crashes, sleep, non stop crashes ...
4.27.1 is still a bit unstable but fairly decent
something may be corrupted in your project, hence the clean-up
--> Make a backup first, can't stress that enough
it's just so weird that UE5 which is a preview has never crashed lol
Yes UE5 EA2 is also fairly stable
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
I feel like they could be useful but i also feel like it could really mess things up with udims
so for simple actor bp, i will use actor as object. in my video i tried explaining that when i try this method cast is failing. also im not doing overlap, im simply showing a actor default variable i.e bullets of my weapon bp to my hud widget. can you please see the video and tell where im wrong.
Can we clean dervied data cache of specific project?
I do not know, but there is method to store DDC separately in the project folder
@faint bonewatched your video. You have few mix-ups on your understanding of classes, actors etc.
So you are equipping your pawn with different weapons. I guess you are attaching them as components or as child actors.
Each weapon has an ammo count, which you want to show in your HUD.
@patent cobalt seems like nothing was wrong after verification. No message or anything.
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
actually maybe even 4.24
@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?
the 4.26 version of the project is fine in 5 EA2 so really anything 4.27 and it's all muddy
@neon magnetdid you go through the project clean-up step?
nope, I checked only now
but a few weeks back I did delete the intermediates and saved folders when someone suggested that back then
and it seemed to have worked but within a few hours it was as if nothing changed
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?
@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
The current project is exactly that 😄
it's a migration to a brand new project
and just like before, it worked for a while and then bam
@stray driftwhen working in a team setup you can place the cache on a shared network drive so everyone can take advantage of it
@neon magnetok then it must be corrupting is some weird way
I just don't get why it's core-related things that were just verified
it's often slate ui
or graph something
and the internet is littered with these same crash errors with no solutions
Makes sense, cheers. It's just 2 people ATM so not worth the effort. Plus the internet here sucks anyway lol
i can't create simple base class, as i want to have different ammo, base damage and total ammo count for different weapon, so to display it properly for each weapon, im spawning them as actor, join it to component (static mesh) and then in hud cast directly to different weapon actor bp to show updated ammo on runtime.
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.
Example of Log from crash build
@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.
Yeah. I sadly kept all in single directory and now i have tons of useless cache lol
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.
Also it makes sense if you have projects on different drives.
Do you have Incredibuild installed?
Although I am still not convinced if I will continue to use it.
Or any versions of Visual Studio (even versions you don't use with this Unreal project) that have Incredibuild installed?
I had similar -- not the same but similar issues -- with Swarm and lighting building
Finding Incredibuild installed in VS2017, and uninstalling it, fixed the issue
here simple attach actor to component. but my problem is with casting.
@hidden dew I am not sure if I have Incredibuild installed. I do have VS 2019 installed
@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
So do an IsValid check before your cast so we rule out number 1 and focus on number 2
Tools --> Tools & Features
For every VS installation you have, click Modify.
Then on the right, look for Incredibuild
It's under "Game Development with C++"
Make sure it's unticked. If it's ticked, untick it and VS will go through the process of removing it
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
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)
Incredibuild is not ticked, too bad 😄
Nope, it's the only one
Nice try though, thanks for trying ! 😉
Bug I am getting a lot. Deleting that selected pin crashes the editor (that's running via VS solution).
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
From a launcher install of UE
What tutorials do you recommend to make an fps?
I'm not recommending tutorials on YouTube (I have yet to found actually good one), but you can learn a LOT from classic Doom.
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
@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?
cant believe its been 5 months
both 4.26 and ue5 and no significant updates
does this mean something big is coming around the corner
4.26 is done.
4.27.2 is on the works.
4.26 has had some pretty big updates the last few months hoodie guy
the most impressive being the raytracing translucency features
they have a few things in 4.26 planned to be fixed as well on the roadmap
so its not done not yet
Isn't that under 4.27?
i thought it came to both
or it could be that feature is only accesible through 4.26 caustics branch
which for some reason nobody uses
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:
I am always getting this error message on the blend mat, not sure if it's related though or how to fix it:
just wondering if anyones experienced the above, if it's an issue or I'm being stupid
@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.
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?
Looking for some advice, is there a way to "replicate a function" over the network?
All tutorials seem to work with custom events
But my game is very reliant on objects calling functions of other objects, all of which I'd like to replicate
Any additional objects you don't need to push?
Otherwise yes you have to wait if you want to use source control.
Ah okay thanks Ill have to do it over night then or something
also
its only writing at 80kb/s
is that normal?
Lots of small files perhaps?
Git LFS might help with binary assets, but I personally run into issues with it and GitHub charges a lot for it
@real moth Did you ignore all unecessary files and directories ? (Binaries, Build, Intermediate, Saved)
this is what the git ignore came with, should I add anything else?>
is there a better source control? or anything you could recommend?
Unreal uses Perforce mostly, but I personally use Git for my projects
Ultimately the best thing is to remove any content or assets you don't need, those usually take up the most space
Okay I will remove anything I dont use
then ill test it
as I do have paragon assets which I imagine are quite large
Does ue have any way to do some kind of “dynamic” damage like soft bodies? Thinking something along the lines of beamng drive
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 🙂
@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
same :p
cheers ty
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?
i try to import building, all the props get imported, but walls doesn't, any ideas?
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
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.
hey guys anyone got a sec
simple problem im having
the black edges of my sign arent displayed correctly
Hey guys, got a quick question here...
- If I'm making characters for a game, would it be better to simulate the character clothes and hair inside the Engine itself? Thanks.
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! 🙂
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.
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
can you give a general idea what you're interested in knowing?
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
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
Just got banned from a discord server for asking if their marketplace asset was open source 🙃
wow..... yeah... that's above my head. I know there are plenty of Vidoe on YT about creating free roam worlds. Honestly you lost me at "World Composition" because that, to me, is just layout. Placing things in the world, where you want them to be.
dont use the RGBA output, but the RGB output.
use A for mask/transparency stuff.
RGBA is mainly for more complex stuff.
does anyone know if theres something like (Mix) on unreal?
is raytraced glass in ue4 27 broken or is my settings just wrong?
i have the static mesh support raytracing on too
Any ideas how i could Double click another Mesh to being playable with?
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?
Basicly. I need a code/help with transform from free camera mode to Selected body
Idk why does it take so much time to load things in ue 4.26 while unreal 5 is soo fast
Is the water plugin worth using? how would enabling it impact my project's size and performance?
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 ?
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.
I think you figured this out, but it would be Lerp
both are rather intricate. Cascade is the "older" particle system where Niagara is the newer one
Cascade is the old particle system, and will deprecated in UE5. Niagara is the new system, so it would worth to learn it instead.
ok, thanks
is there some off topic channel ?
where can we post things related to games/gamedev
but not related to unreal engine
Lerp.
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.
See through pinned message in this channel. This is a common NVIDIA driver thing.
Oh sweet it's a known thing! OK thank you will check this out
Gotta thank Jensen Huang's leather jacket for that 😉
Yes, I'm sure this came right from his virtual kitchen
Im trying to put a uasset in the content folder of my project but its not coming up?
Either it's from incompatible/newer engine version, or it's coming from a packaged Unreal application.
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.
😢
is someone there with some experience in UE4 Multi user editing?
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
Not sure where I would post lighting related issues, but does anyone have any recommendations on how I can achieve this set of lighting? Lol, I feel like the blandness of enabling the Alpha mode in vertex painting (no idea why it shades like that then) suits the project https://gyazo.com/07795eaba3824e1657dd6d779847f00a
wait wtf
the metahumans underwear is part of the body
they actually toated this as a ultra realistic character creator and you can even change the clothing lol
this is almost as dumb as when they decided heightmaps were "deprecated" and removed the function entirely
can you imagine the horror people who feel when they see whats under a models ken doll body for the first time ;-;
they did to protect us i swearsies no person should know what lies behind the underwear until their 1000 years old
Today I built a structure.
I feel accomplished, or something.
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
i am very prroud of you
step by step youre acheiving your dream ❤️
epic games is a buisness dont be fooled into thinking money doesnt come before artistry it definitely does and should always
The struct I put together is meant to gather the state of my character's movement input axes and the pawn's rotation
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
maybe idk :3
that sounds really weird but kinda cool please share a clip when you have it at a desireable state pls ❤️
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)
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
Where characters/creatures have a turning circle to help make them feel like they're maintaining momentum
Instead of just immediately accelerating in the direction of WASD/your left thumbstick
sounds like breathe of the wild mount stuff but i wouldnt know x3
A lot of games tend to have mounts working like that
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
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.
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
my editor got extremely slow after updating my drivers, does any 1 have any idea how to fix this?
nvm
its working lol
Nothing's stopping you to modify your methums to be fully naked, but oh well.
And yesterday I nearly finished my anime shader.
It's just need minor tweaking stuff, so now I can take a short break.
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
it looks rally really good
Right I figured, I'm not super familiar with this server.
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.
did you just import this model?
And if so did you make sure that its origin was correct in the 3D software?
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?
so why can't I edit
you can not edit whilst the game is running a PIE session
end the running game session.
someboy can help please my imput left mouse button does not work i put another key and works, so here the photo thanks
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
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
Like i messed with the 3d stuff abut 2 years ago but it was basic
you can check a variable if you are setting one for crouched, as somehow there is logic to change to it
Solved, just found the "expose as pin" function on the animation play rate
ah now i getcha, great!
does anyone know a good tutorial for landscape material for ue5?
youtube
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...
Main Feature
Setting up Auto Landscaping Textures
wow, session frontend is incredibly slow. Takes ages just to start up.
Anyone know how to replace the sedan vehicle?
Sell it, and buy a SUV or an invisible boat mobile.
no i meant in the vehicle template
thank you @rigid yarrow . I did that one few hours ago, I just don't know how to handle more than 3 materials.
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.
this is what I am seeing in an empty project. As in, new empty project with nothing added to it.
I am already starting with over budget 😦 lol, it's a bit frustrating
which Nvidia gpu? ue5 specs are a 1080 or higher. i also had that warning on one of my pc's with a 1050. thats to be expected when running under spec. just becuase its a gaming pc doesnt mean its powerful enough for unreal, lol. that 1050 pc is a beast most of the time, but ue5 kills it.
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?
No
Be sure you don't have anything nullptr
can anyone help me with making a game (only a few stuff)
there isnt anything to a null pointer
thanks I fixed it the origins were off
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?
ill check
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.
tutorial coming along nicely 😎
Do you need to pay
Like a must?
Because im not planning for it to get money
Not publishing it
No
it says hobby too
Ok
Ya
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
sorry, i'm pretty new to unreal
Crash callstack
Do you have debugging symbols?
i figured it out now, thanks for the help :D
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?
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?
U cud reduce the scalability
From epic to high, Medium or low
It increases
Fps
But the details go away
it has only 4 lights, but I think lots of post process is what drags it down
where can I change scalability?
- 9 lights
Or if u know wot is causing the issue u can turn that off
Ya ik
Np
If your hardware is meant to handle this then it might just be poorly optimized
yeah it should
If you really want to know what is so pricey you could extend your knowledge by learning how to profile
Maybe they upped some settings to have a nice preview scene :P
yeah lol
that's what got me
i was thinking about refund even
but the desert scene is way too good
😂
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
That doesn't cause a issue on performance
At least I think
The foliage does
Due to LODs
stat unit could give a fast insight on what's taking the most ms
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?
Can blender do clothing? Ive never tried
idk what to look for
Ya it can
What has biiiiiig number
Ya it can
Ah ok ill have have to look and try
Sure
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?
separate camera is used if you want to switch to first person
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
yea but theres no point making a camera without spring arm for third person character 🤔
yeah, but iirc a spring arm is also just a socket at the end of a trace
dont make those
are you addicted to making games that you are desperately asking strangers for ideas? 🤔
make good games 😄
i make those for income
is just idk
i can't decide betwen squid game rip off or among us
yeah, I believe the mobile game market is very hard compared to other markets
yeah sadly yes
so yeah i just need funds for my actual game
guys if i imported
my tree model
it doesnt put it all together
how do i do that?
u made it in blender?
Hello friends ..
How to make Render target material works on Android the material not working
Just take a sample Unity project, put a crap ton of ads, and you're off the races.
yeah the problem is im a ue4 user
soooo
I'm not sure if Vinny (Vinesauce) still doing his Android Trash series thing, so good luck.
Anyone notice the editor loading more slowly when upgrading to 4.27 from 4.26?
Seems to be about 50% slower
Not in my case, barely able to tell a difference.
Though granted I always go for drink or sometimes bathroom break everytime I open up the editor.
😄 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
Seems to hang the longest on Loading Package DefaultAnimCurveCompressionSettings
How have we fallen so far from grace
I say it again: no one's stopping you from patching MetaHuman models with fully nude body complete with hyperrealistic genitals.
No one, except your skill I guess.
imagine getting offended over a meme made with mspaint
nobody is mad about the underwear nerd let people have fun
Just admit that you don't have the skill to patch methum with another body, sucker.
yikes
I can, so I'm cooler. 😎
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?
You can have it dynamic in UE, either with physically simulated bones, or per vertex cloth sim.
I have way too many questions do you know of a good tutorial you can point me to?
can anyone tell me why I see some versions like if they are uninstalled but they currently are installed and working???
What tutorial?
I'm going to assume it's one of those things with Epic Launcher
Though weirdly it rarely defect on me 🤔
Hey uhh, I can not get foliage brush to work, at all.. Would anyone be-able to help at all? Thank you
On how to make any of that work im not sure how to do any of that
Okay. So depending on your approach, some keyword for you to Google.
ue4 bone physics simulation (bone based)
ue4 anim dynamics (bone based)
ue4 cloth simulation (per vertex)
Thank you so much
No problem
Is there a work flow youd recommend?
Hi there,
Anyone who can guide me about configuring FastBuild with Unreal Engine
I am new in the field.
Is the foliage brush in 4.27 broken or something..?
I don't think so
Damn, well I can't get it working, no matter what I do..
Did u select which foliage u want to put or apply on the landscape
A screenie wud help
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..
Anyone know why I can't add an Add Velocity module to this emitter's Particle Update category?
( I saw a tutorial add it)
:triangular_flag_on_post: Muhammad Moiz ul haq#6567 received strike 1. As a result, they were muted for 10 minutes.
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
Is unreal engine answers page down?
rip
Guys how can i make the render target material works on Android devices
The render target project black on android
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
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
That's odd. Do any other mouse inputs work at all? Does your machine have more than 1 pointing device? (touchpad, etc)
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. 😐
is it possible to orient the skysphere differently? I'd like sunset / sunrise to be at zenith / straight down
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.
rotate sky by 90 degress basically - im not trying to create a normal day / night cycle but rotate the entire skysphere
is not hardware bro xd, the mouse work in the game very good i configurated the mouse to open the doors and grab items and works very well, i just made a proyectile or shot a weapon with line trace, but insted change it with sphere tracer and shoot good but with only with gamepad left shoulder and i want with the mouse left button shoot too bro xd.
Very weird
Can't think of any other guesses :/
Perhaps it's "InputAction"
No
wait
Ignore me
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…
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
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
I'm changing the value of the console variable r.MotionBlur.Amount but it seems to have no effect, motion blur is always off
Try using a post processing volume instead?
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?
It's a choice, but doesn't answer why my issue is happening
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?
No ideas I'm afraid. Since you say your other mouse commands are working, it's got me stumped
i would chance sphere tracer with line tracer by channel and see if it works thanks bro.
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
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...
Oh, does something else in another blueprint also listen to the LMB?
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
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 😀
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
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
😐
yeah, trying to access for 1h already 😦
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
@distant marsh Go to engine scalability settings and turn down ?
Test in standalone game and not PIE?
it's not that, I packaged the game, I hit ~2000 FPS. I tested with an empty scene.
thanks though
ah
@distant marsh possible fix : https://forums.unrealengine.com/t/please-fix-the-horrible-mouse-input-lag-with-unreal-engine-4-for-shooter-games/114159/9?u=moore_game_dev
Hello everyone, I would like to announce that I have finally found the problem and how to fix the issue on all UE4 Games. This fix currently works for Unreal Tournament Pre-Alpha and this fix originally worked for Dead by Daylight. This is something that the software engineers at Epic Games should look into and investigate. Since it was relate...
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
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.
hello /b/ I come to you in a great time of need
Is there a way to disable heightfog only for interiors
Make the fog volumetric.
good advice if i could choose either lol
i need exponential for some of the blueprints im making to work
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?
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
Fun maybe clue to my problem:
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.
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)
i dig your aesthetic 😄
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? 🤔
That is easy af
Media textures
u know i will 😎
The first to replay is gau
let's say.. hypothetically someone wanted to map one video on 40 cubes at the same time, would you make one media texture and use textcoord to position them all?
not 40x the same thing, more like a jigsaw
Yeah, better that then to have 40 source players work at the same time
ok nice thanks im really green with unreal just checking
- 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
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
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
i take notes of this and think more when i get to actually doing it thanks
Monke
You better tell us about the games you are working on.
That is not a shitpost server
I work on 3 gamesss
Or that ^
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>
Love 😳
Heh 😏
I think I should copy your description one day xD
found a perfffect character creator system
im about to buy it nowsies~
You get DM'ed by complete strangers about their UE stuff?
Sometimes xD
@ more often
Good luck. It's going to be one of the most difficult stuff to implement.
There is so brain activity in the lounge ;-;
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?
most likely sound effects
anything that works for your needs 😁
None, tbh.
@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
You mean I need to keep the game a secret
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
sounds like this is meant to be a commercial hit success, better to have a couple of lessers out before, best to learn in those contexts to know how to make it a commercial success
find systems you like and functions that work well together and see where that takes you
What he said ^
start small build from there
and be very careful about feature creep
Just thank you
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
My plan is to pull out few mobile games that will generate income slow as i work on the main project
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
I personally won't hold my breath on mobile games, but if you had the luck, then you can make crap ton of money from a clicker game.
try working on optimization and stabilty in your first few mobile games and build larger from there
Im thinking this
mobile market is beyond saturated
youre literally trying to swim into a flood and somehow rise above and surf it
I just have to grab the right branches
its possible but know youre going against a tsunami of quick fast acting cash grabs
completely possible
but
Squid game, among us, pop it, tiktok those are the branches I reach to
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
I wanna do that with my main game . I wanna give people what they ask for. I see this games now only lie to the fans
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
What kind of twist can you give from that kind of stuff?
just weed out the idiots and follow the dollars and ideas that come with it
Im not saying game should be free. But like cyberpunk if I i pay 60 bucks don't make me regret it
^ agreed
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.
anywhore going to walk yuki
Good luck have fun
good luck Zatic
Thank you for everything
Anytime u need me
oh before i go!
Just dm me
Yep i love Google
Ripoffs for mobile games for kids
Now, I'm not solely going for the moolah, so I can think some satirical socio-commentary from this and make a full fledged narrative out of it.
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
Can you use simplified English im not a native
Sorry
So what I learn today I that I need a book
And a pencil
And learn how to write again
Sorry, what's wrong? low fps?
Confusion
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
thats not really the way to fix this
^
lol
im not trying to fix it i just wanna know why unreal would read faces flipped
is weird mane
tough to say, it could be something with importing problems. Had you deleted the imported asset and tried a clean export from blender?
any setting on import that's doing it?
That's certainly uncommon.
Unless the material somehow flipped the normals.
I blame blender in this case, many people have problem with blender flipping the normals visually
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
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.
could be negative scale (unreal or blender), some import setting, something applied via blender, material, lots of guesses
discord-search "flip normals blender" and at least one person has same kinda issues.
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.
@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?
I think dodge/dash stuff is mostly root motion, not impulse.
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
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
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
i am having an issue with unreal while rendering.
does anyone know what the problem could be
check your dilation settings
its saying theres something wrong with its makeup or work
the output part in particular
sounds like a lot of physics that the player can perform, it seems this is the nature then: to allow player different affects on how they manipulate their collider capsule. what of the sort is currently working?
@prime willow ,ok still on it.but also my preview on the render is showing something very different from the camera selected
im not good at rendering stuff but from your error i would believe youre problem is the way your output is setup
the middle part of the error i would re-evaluate it and come back
sorry give me a second before i read that i have the worst headache me and yuki had quite the run a bit ago
What's the real symptom, and what you're trying to do?
Currently i have one direction based sliding working
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
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).
wait what
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?
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.
ah i see o.o
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
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
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
have you played with the settings for the light?
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
yeah I tried, but nothing seems to determine the multiplier for how shadows decrease the value with distance or something
at least nothing that I used
well, the default character movement is not to my liking, it's floaty, hard to control, etc. and for a few days, I spent the time to simply adjust all of those variables to get it close to what I feel is ideal. This would be one aspect you are referring to, but the addition of features must be coded somehow
yeah im using a parkour component setup that i have tweaked and warped drastically to feel like a runner sort of setup
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
i apologize for the detraction then, try the impulse method and see how that fairs
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
hopefully it works as intended xD
same, and good luck, i would be curious to know how you solve it 🙂
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~
sure thing, don't worry about neatness, if it works it works........... right?
this isnt fanart or like rule34, this is an actual image from the game
https://preview.redd.it/omizi0ubeeq71.jpg?width=750&format=pjpg&auto=webp&s=938de71fe3188463af2f0336a25b90d58e7c52eb
someone explain to me why epic games metahuman is so modest compared to nintendo lol
im ok with permanent underwear in place of just not texturing the nude bits but why they gotta make it old lady undies
That's why im using my setup i can be as decent as i want ;3
granted id never put some limitations on how silly or unsilly the body could reach
xD
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
sure ill do my best ❤️
however expect nuffin but honesty from me
i wont pull my punches if i see something stupid :/
Fun built-in function name
Yeah, from a Niagara Particle System
someboy help me how can i start a new level with the inventory that i got in the level before? thank you so much.
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.
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
Make whatever actor/component you're attaching to be movable.
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?
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
Is it possible your "PlayerStart actor" in the scene is perhaps not positioned correctly? Or maybe there is something in the way when it tries to spawn your character
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
so if anything intersects your character on spawn, it will do that.
But still work fine in PIE?
yeah possibly, you can also have play from current camera position in editor.
try moving it and see.
maybe its something else.
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
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
when i put the water
this happens
i made like 7 differ projects
and leverls
its still the same
can yall help me
well look at that. logs do help. 😆 nice one.
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.
Hi. How should I be making my buildings and rooms to my game. In unreal or using something like blender/MAYA?
Use Unreal to build levels. I mean that is why it has an editor to begin with.
But build your floors, walls and props in blender, then bring them into ue and move them around to make levels.
Does unreal engine use ecs
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?
Seems like you never heard of Blueprint related meta tags in UPROPERTY and UFUNCTION before.
Remember that C++ can supplement BPs.
no i didnt
UFUNCTION(BlueprintCallable)
void ApplyDamage(int Damage);
oo you mean @drowsy snow like creating my c++ and convert into blueprint
No.
I mean exposing stuff from C++ to be used by BP.
This is one example on how to make function that's callable by BP.
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?
UPROPERTY(BlueprintReadWrite, EditAnywhere)
FString PlayerName;
This one will expose the variable into BP, and allowing for changes to the variable in BP.
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 ?
Better ask your project manager on the specific stuff.
But generally you can expect at least translating several BP functions, enums, and struct into C++, while still make them accessible by BP for ease of debugging.
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.
ok
how do i move vertices without moving others?
nvm figured it out
thanks bro i just want mi cameroid and the flashlight in others levels that is all xd
just got to press b to switch mode
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
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
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
Specifically the ethereum blockchain
Etherlinker for UE4 I want to share my project, which will allow you to interact with Ethereum blockchain from Unreal Engine 4 It’s open-source and free, has built-in VR and multiplayer support and lots of other features. Why you may need this project: You want to add an additional source of income for your project (without any royalties to...
like this
Any clue as to why baking light results in this (landscape)
Will UE ever have an official ECS
Is Weapon Factory the best you can get for Unreal? Because there's a sale going on and I'm thinking of buying it
Would it be possible within pixel streaming?
I'm not sure what limitations come with pixel streaming
compared to a default unreal engine environment
not sure where i can ask for help
am trying to import to unreal engine from blender using a plug in
and i got this for each and every single asset
plug in https://github.com/xavier150/Blender-For-UnrealEngine-Addons
stastic meshes
wow
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
Yep, we got one in ue5 called Mass
Is it in the early access?
Oh will there be BP integration in the future
Is it in the same state as unitys dots thing then
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
can I somehow crop background blur? I have rounded corners, I want to add blur to them
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
Any know hows to build the base game without mods for UGCExample projecT?
So i guess its more like godots 3rd party ecs module
don't know enough about godot to say
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
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?
Why there is no C++ template for VR? Is there a good community template that is compatible with the Oculus Quest 2?
@trail pendant are you saying you already have the object responding to osc, and need to to return to normal afterward?
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.
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
i allways press the left button
is there any free or paid season control in market which has all features, like rain, thunder, snow and all the stuff
Yes. Ultra Dynamic Sky which comes with Ultra Dynamic Weather. It's really good, the price is great.
+1 for Ultra Dynamic Sky, it looks EXTREMLY good (and yup cheap!)
I was just checking out Infinity Weather but it's too costly....
but yea Ultra Dynamic Sky has way good ratings
too late, pc ran out of memory, and its gone now xD
what are the different possibilities of making multiplayer work with large words? like 20km*20km or something? like the floating point error stuff
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
translator says "How do you do all this cool stuff?" In english
BRO every time i put the ocean this happens
Lower the landscape
awww, horrible stuff* xP
It works now, try moving the points
it turned like this
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?
Did you consider using anything else but that spawn of satan?
Well by default you're limited to like 4km by 4km before you notice floating error starting
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
what is lwc? and does ue5 now use double precision for physics and positions?
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
Anyone know of any good 3rd person shooter templates?
nice. thanks
:triangular_flag_on_post: Vo!d#9741 received strike 1. As a result, they were muted for 10 minutes.
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
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
@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.
oh, do u guys know how to change language?
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.
ohh, dont know how i missed that, thanks!
@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 >_>
I'd just get the state from the attack trace's hit result.
but what if i wanted to have an action occur before a function connects to the chracter body for exmaple
or worst this
Do a little casting or just interface.
like this when the enemy is grounded
turning face punch into kick to lift enemy for example
Yeah, just do a trace to the target to get its state
isnt that resource heavy?
and wouldnt take crazy math to figure out the current state or animation in play for the model?
Barely
oh
It's not even as expensive as loops
and in a crazy game with silly parkourmovement thats a reliable method to figure out character trace?
stupid stuff like this essetionally?
O>
Well, for one thing, Assassin's Creed did predictive system where it predict what the player is most likely wanting to do.
;-;
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
Does anyone know the fix for this UI flickering?
is that a screenshot
if so use gyazo etc
as im hesitant to download a file to see what the issue may be :3
Yeah that's fair
unfortunately bad people do terirble things under the guise of helplessness looks at kunoichis
Worst thing I could have is some random video of an issue that's just going to be viewed once.
yupppp
my movement system base almost done
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
It's weird, because when I record, it doesn't happen right away, but it's always like that otherwise.
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
Let me guess.
NVIDIA.
3060
;-;
Started a couple of days ago
Of fucking course it has to be NVIDIA
See pinned messages in this channel for driver downgrades
Ohh, yeah, I think there was an update on the 24th
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.
Nvidia stonk go whoooo
why am i getting this error when trying to make a new ue5 project?
@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
Sure thing.
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
