#ue4-general
1 messages · Page 1099 of 1
I'm having an odd issue with my First person pawn vibrating when walking backwards, it's causing a lot of issues because we're using a 3d object for a widget
hoping someone can help
No, if I only needed cast from child bp to parent bp, how would I do that
Just cast as parent BP. Not even sure what's stopping you.
anyone with a microsoft keyboard know how to get your F1-12 keys working in unreal?
does it maybe have a FN switching key?
usually noticeable by a 4th LED on the top right (which indicates if Fn mode is active or not)
i am thinking in setting a top-down control for my game, rts style. i am begging for problems by wanting to set a navmesh as parent of a spaceship that moves around space?
probably yes
it get less probably if i move the space around the spaceship?
yes
yea, pretty much any transform will require navmesh recalculation
there may be some other workarounds like placing the ship outside of the render/play area, and using rendertargets to compose space and ship
but that will increase rendercost, and may be more complex than just moving the space around the ship
i will take a look at those
another anxiety question;
can i make an static navmesh and a dynamic one at the same level?
the tutorial i read was indicating to change at project settings
i only need a dynamic one since i am thinking in making some characters be able to spawn moving platforms for some short time, else, i want to player be able to zoom out a lot and click in a distant point to move
but generating a big dynamic navmesh from the characters in my rookie mind feels that is not ideal
but actually idk how dynamic navmesh works after it bakes once
maybe i can take a look if i can make player generate a spline component and move player with it in big distances
Anyone know how to use steam workshop in ue4?
The first thing is to ask if your game allows for UGC to begin with or not.
If not, then Steam Workshop is useless.
(UGC = User generated content)
yeah it has an F lock but it doesn't seem to do anything, I've tried to disable the F keys (save, open, redo, ect) so they are just the F keys and not functions and that did work for a while but now it's not working. very frustrating as I can never rename with f2 and fullscreen with f11 lol
That’s part of the question
hello, question. Is there any way to raise/lower water body ocean? (landmass)
nvm, figured it out
😄
Workflow question. So, I'm on the blueprints screen. I need to create a node. Do I... rightclick with one hand, and do all the typing with the other? Even if I need to type a lot of letters all over the keyboard to specify the right node? Take my hand off the mouse?
"There must be a better way!"
I feel like I need a different keyboard that is better laid out for one hand
Hi, I have a a decal sticker on a separate model, and the glass is rendered as one but the stickers are rendering behind the glass even though they're on top.
I think it's ur choice and how u feel comfortable
Mmm. I guess I'll just type with one hand. Pianist strats
Heloo, does anyone know what seems to be causing this AI golem to launch in the air?
I tried turning off AI golem's collision but is there other way because I don't want the AI to overlap with the player..
Can we like.. turn off On-hit events? (probably whats causing collision to launch the AI)
Ahh nvm, I had the stickers set to translucent, switching it to masked fixed it 😄
unchecking and rechecking the checkbox doesn't fix it, naming it something different and then changing back does
So, whatever
how do i add not a cube but rather a box in ue5
Add a cube, and stretch it.
Voila, you got yourself a box.
dang
No joke.
i know
Cube, scale in one axis, done.
find an item with that grid texture, find where its at, and then apply that to your cube
Or just clear the material.
Alternatively you could use BSP/Geometry brushes instead.
nvm, I fixed it..
I turned off the mesh collision and created a box collision for the attacks instead
Having capsule collision and mesh collision causes both to overlap with the AI(other actor's) collision
Working through a tutorial, gotten to the end, wondering about a but of functionality that isn't covered. So, you finish up the HUD of a simple game (shapes collected on the left, time remaining on the right)
I want to round the timer UP to the nearest 0.1
Are there nodes to accomplish that?
current node graph of the relevant binding
I assume that I'd grab that float and perform some operation to that before it gets converted to text
But things like floor, ceiling, and round only go to the nearest integer
....I could multiply it by 10, go to nearest integer ceiling it, and then re-divide it? That seems rather roundabout, though
I suppose I could also write a custom C++ function that accomplishes that, but I haven't learned that stuff yet
click on the drop down for the to text node @sour tide
Ah... I guess that makes sense but I didn't even consider it would be there
I guess that rounding is a pretty rare application if you're not intending to make it text
Actually. That's the only thing that makes sense. Floats don't round to exact values
Yes, i had a long conversation last night about float inaccuracy with a time record feature with someone else here. There is a formula for rounding but the nature of floats are only so precise
(Oh I just realised that you're the guy with the huge youtube channel. Cool.)
yep I spent forever when I first started with unity wondering why my 90 rotation was not showing 90 in the inspector and it was so frustrating not just accepting floating point issues
("where have I seen that icon before")
In the Ocarina of Time modding/speedrunning community, when they're doing things like displaying angle, they just straight up show the in-memory angle value in hex. Somewhat weird to have to read, but it's as exact as the software can possibly be, which matters for tricks with precise angles
Wao, I just realized too.. I've learned a lot from his tuts >,<
Hello fan here haha
In ue5, is there a way to speed up the zoom speed using the mouse wheel when your in landscape mode?
Try mouse wheel while holding right click
Its better than what I've been doing. Thanks
Check #blueprint.
The target is player controller, meaning it will work on a playercontroller but not a character blueprint
I think you can get a reference to player controller through blueprints
Ah good to hear
....ok, I'm feeling very dumb. I'm following this tutorial: https://www.raywenderlich.com/454-how-to-create-a-simple-game-in-unreal-engine-4
I'm at the step "Open the graph for SpawnTunnel and add the indicated nodes:"
I can't tell what that rightmost node is
Like, OK, we're inside the blueprint that oversees the creation of new tunnel sections. This function... takes a location, creates a tunnel at that place, and saves the location that it created that tunnel to a variable (NewestTunnel). What the heck is the next bit?
I feel like I'm missing a step. Which is quite possible, it's hard to keep my place flicking between windows.
....ok I scrolled down to the bottom and downloaded the finished version of the project, I'll try to nut this out after a break.
I think I need an information flow diagram between these pieces
that is a setter or set node. just as a quick tip, you can click on your variable from the side and drag it into your graph, it will popup whether it is a get or a set
Yeah, I'm having trouble understanding what makes the right setter different to the left one (one input pin vs two) and where these variables are coming from / what they are
I'm closer to understanding it but I'm on, like, literally zero mental energy now so I'm taking a break
(I think that I'm getting some kind of TunnelSpawner actor reference variable... from Self... and setting that to the reference to the newest tunnel that we just created.)
(but I won't grok this until I understand why, and that kind of think is beyond me at the moment)
Looking for help with RDP proxy plugin https://github.com/DianaAssistant/UnrealReDemPtion
Hey, this is probably really simple but I just can't find a solution anywhere. The chain/sphere shadows only render when the camera is really close but the mannequin shadows render fine?
https://streamable.com/eygp3p adding a little bit of emmisiion to the web plugin that comes with unreal engine makes it fun
what is the best way to learn how to use blueprints
read pins
@lament creekcharacters ofc
blueprints let u easily customize characters and its fun
or u can make emmisive web browsers
hello guys ..I have weird issue
Everytime restarting the engine the plugins show errors
I have to write again the functions
i've changed nothing
No i dont
this project doesn't have CPP classes
weird lol i just created new level and restarted the project
ok i will check
511999999 KB total disk space.
455855300 KB in 636547 files.
164016 KB in 91759 indexes.
0 KB in bad sectors.
1017331 KB in use by the system.
65536 KB occupied by the log file.
54963352 KB available on disk.
4096 bytes in each allocation unit.
127999999 total allocation units on disk.
13740838 allocation units available on disk.
Total duration: 2.86 minutes (171763 ms).
Clear
oh i thought the bad sectors xD
No problem found ..
Im executing this again to see the whole log
i will restart the pc first and check again
Even on Startup windows im getting crash error 😄
Big F
lol
I have one of HDDs making ticking sounds
maybe its
a ticking HDD is never a good sign
although a ticking SSD is more frightening
Yes i forgot we have Hardware channel sorry
no worries
Still having no luck with this, any help is very appreciated!
is there a way to show collision wireframes more prominently? E.g. make them bolder? I'm not sure if I have a faulty memory of seeing such an option. Alternatively, is there a way to show something with collision shaded, or something without collision as shaded instead?
Hi all, just wondering what the most performance efficient approach is more scattering a bunch of wind turbines in the distance of my scene. the animation is just a simple rotation around one axis that i'd like to be able to randomly offset and varythe speed of easily across maybe 50-100 instances max
https://forums.unrealengine.com/t/shadows-disappear-with-increased-camera-distance/4690
Maybe there is an answer for you as well.
Maybe that :
r.Shadow.RadiusThreshold
- Default Value: 0.03
- A lower value of 0.02 or 0.01 greatly increases shadow visibility at far camera distances (seems to have the most impact of all the console commands).
I was playing with a pseudo-isometric camera style (low camera Field of View) with a larger camera distance to give it a 2.5D feeling but still maintain some perspective. Anyhow, I’m not sure if this is a bug or if I need to change the way my lighting is being handled in the scene. When the camera distance (being driven by the SpringArm in the ...
"just a simple rotation around one axis"
vertex rotation or actor rotation?
I mean are you using BP for the rotation or are you rotating them in the Material?
im asking which is more performant
vertex shader animation I think is cheaper
vertex shaders usually are uite cheap
but only works well if you do not need collision
right i though that but then its just a single transform
and also they are a bit of a pain to set up
I would use RotateAboutAxis in the Material, and combine it with the ActorPositionWS node to have some randomness
I used that for some windmills in our game and works great
honestly I have no idea what VAT is :D
ah, if I understand if right it would work on the same principle, so it probably would be the similar performance wise
but I feel it is easier just to make it directly in the material graph
that was my quick solution for the rotating our windmills
yeah thats much simpler
and you can add the ActorPositionWS to the Rotationspeed or to the Time, and every turbine would spin differently.
we are using ultra dynamic sky in our project so I just took the wind intensity from it, so you can skip that part
and we do not have so much windmills so I did not really cared about if they are spin the same
Thanks! The post half way through about cascade counts did it!
but I think will implement that as well
Cool :)
hey there, im new to ue and ive got some questions for a start, one of them is - how can i make my own rig-able animal model (that will be able to fly with a key) that i can import into ue (what app)? is blender good for that, and how do i set up the model for rigging/animating? where do i start on my project even, the terrain, menu screen or the characters? im looking for answers
@rocky epoch just quickly the output result of your function there goes into world position offset then?
I have a problem if you anyone can help me i did a code that makes a ball move right and left but it didn't move i will send the pictures of this and please tell me if there any thing wrong
For free there is a tons of tutorials : https://www.unrealengine.com/en-US/onlinelearning-courses?tags=blueprints
I made that tutorial back then and I really liked it : it is pretty cheap right now.
https://www.gamedev.tv/p/unreal-blueprint/?coupon_code=HUZZAH
Yeah, it is.
cool thanks
ive seen the tutorials, but im not sure where to start like i mentioned, any advice?
OK, I'm back at the previous problem, and nope, I don't get this
This is coming form a completed example project; I don't understand how to create the kind of setter on the right
can anyone help me in this please?
First of all you need the InputAxis MoveRight and not the Event Tick
This... is as close as I can get, I think. I can create a setter by rightclicking the output of the setter on the left, but if I try to make something that looks the same as the one on the right, it tells me I can't set that variable (because it's in use...?)
Sadly I do not know really the unreal tutorials that well to tell you where to start. :/
also not working
you have to use the axis value and calculate the movement from it.
Is there any good landscape master material that is up to date?
here is a really easy example for movements :
Openland looked fine when I checked it few weeks ago. It is also free on their github for personal use.
i did put it here put also it doesn't move
i am uploading a video of it
I do not really understand what are want to achieve with the rest of the nodes. What is the puzzle mode?
@rocky epoch
for debuging first break the link at the world direction and set the XYZ directions manually
Ok. I finally figured it out. First, I needed to make sure that the variable actually existed in the other BP (I think that was done correctly). Then, I leftclick drag off the object reference output pin of the first Setter, and under Default, there's a one to set THAT particular variable.
Spoons are zero again
(all these blueprints and functions have got such similar names I can't distinguish them any more)
this ur set up ?
This thing has:
TunnelSpawner, the blueprint
Spawn Tunnel, the function inside TunnelSpawner
Tunnel, the blueprint
TunnelSpawner, a variable which is a reference to the TunnelSpawner blueprint, which is created inside and is used by Tunnel, and must be given to it by TunnelSpawner-the-blueprint.
Simple as.
Hey guys, I'm trying to find a solution to spawning a pointlight on my pawn and have it be there only locally. I'm trying to recreate a night vision effect. This code usually works to get stuff done locally, but for some reason this only hides the light for the server side and not for the clients. So clients can see the server have a light and see other clients have light.
I've tried every combination. Tried creating custom events using local client and/or multicast
Am I missing something?
@plush yew Found the issue ..
it is Photon API Plugin Crashing the Playfab Plugin ..
Why or how idk xD
Yes also the hardware going down but not not still have few Life 😛
i will debug the error
thanks mate
I'm considering this "change vault cache" method to move 300gb from my SSD. Anyone know if this is a bad idea, mostly I don't want it to somehow corrupt my game projects
I did read the authors comments, just I would feel better with some second opinions
hey so stuff like OpenLand which says it's free if it's for personal use, how will they find out if I use it for commercial use?
you can find it on the marketplace
sorry, brainfart
:D
they probably won't
probably
but if yes, then you will have fun
but in the big picture it is more like supporting the asset makers and to be fair
Ok thank you, so which is the best software to create/generate a map. I tried out Gaea, it seems I have a lot to learn, I have L3DT, but it's hard to make it give what I want exactly. Terragen4, gave up.
I want a map something like sanhok or something similar, it seems it would be easier to create it using Gaea, a island in between and water all around
is there anything else to do?
Anyone know how I can fix "Get actor up vector" my character doesn't move up, so I'm assuming its a setting somewhere...
an up vector is a normalized direction vector towards the top of something
you want to actually set their world transform with a function call
or even launch the character upwards
(or just call jump())
anyone know why channels on this discord group for me are dissepearing after I've looked at the channel, so Blueprint for example
and AI ??
its a way to hide inactive channels
so your list isn't so big
or channels you have read
http://thegames.dev/snaps/Discord_MJ9ZfI3EKH.png my list looks like this so i can see channels with new messages in
When i go from my main menu to my game level the LMB has to be held down to move my players camera around, how can i make it so when the level loads the player can move their camera around by just moving the mouse
how performance-expensive is actually placing Nav Mesh volume over a terrain? (16x16)
Printstrings in some cases don't appear when I push the ` key (log? console?). Some do, others don't. I can't see any difference between those that do and those that don't. I can see them printed, but if I want to dig back, they're gone.
@odd harnessBe more specific, this is like asking how big an apple is? (compared to nothing whatsoever)
Is it a proper way to do it that way?
You can't even imagine how much I agree with that statement! I hate flat, I hope it goes away soon!
bring back buttons with depth...
Do I have a problem in unreal engine 5? Everytime i put ocean it turns out like this and if i lower it or make it higher it'll still be the same
How do i turn off this? it always comes to me when i open my level
never mind
i fixed it
Hi,
I want to learn about building a metaverse and hosting it. But am bit confused where to begin. Can someone please suggest some good sources to learn from?
My background: I have been working in unreal engine for more than a year now.. and have worked on a quite a few single player games (using blueprints). I also know C++, but haven't used in unreal yet. I have very minimal experience in hosting games online.
have i just lost my project files by wiping my pc clean? I thought i could get them back by signing into my epic games account again?
what does metaverse mean here? integration with 3rd party data stuff?
your project files are stored on your PC
they are gone unless you find some hard drive data recovery method
if you just deleted a partition data recovery could maybe get it
nah formatted all my drives but didnt really think about grabbing any of my old data but forgot unreal engine
Basically a multiplayer environment.. but want to make the entry point through web (website)
When i go from my main menu to my game level the LMB has to be held down to move my players camera around, how can i make it so when the level loads the player can move their camera around by just moving the mouse
I find it interesting that working with blueprints is very similar in many ways to working with a modular synthesizer
make sure to set the player controller's input to game only is my first assumption
anyone know why I might not be able to translate any of the actors in my map with the XYZ widget control? I can only seem to move them by setting the transform values? Never experienced this before... bit odd..
any kind of "lock" mode on the map I might have inadvertently turned on?
^^^^^ ignore.... sorry... someone had set the snap size really high and I wasn't move the mouse that far to trigger the thing to move...
😫
is it possible to setup a multiple person project so you can run around and see what other people are working on without having to upload/download 50x from github to see progress
Hey im trying to make a 'limiter' for my resource gain, something that can ease into a limit using the math functions. Whats the easiest way to acheive this?
show the settings on Layered Blend Per Bone node?
is there a way to resize a capsule trace once it has already been drawn? or you have to redraw it?
If I want to resize it am I better off spawning a temporary capsule collider instead of a trace?
The context is spawning a collider or trace where a melee attack animation starts (like a sword swing) and then expand the capsule as the attack animation progresses.
yeah with the capsule I could adjust the height but I was wondering if I was better of trying to use traces since I think it would be better performance wise?
Does anyone know about the Unreal Enterprise Program? https://www.unrealengine.com/en-US/custom-license
It says it's $1,500 per seat/year
Is that per person in the company, or company itself
per person
Per number of people that can use it at the same time.
Post 7, does anyone know this software?
lmao tbh i dont use vs that much, cant really find the menu their talking bout
yes well it was empty before but now that i generate files again it shows up lmao, thnx
it was empty before so i thought it must be something else
brainfailure lmao, ty
How do I delete those black planes on top of the van and in front of the van from this object?
Looks like those are supposed to be fake bloom billboards
Yeah they were but I don't care for them
Eh, could took you one or two minutes to remove them in Blender.
Yeah. I was just wondering if you can delete stuff by material/element in UE or if I have to use a separate 3d program like Blender.
ok so i made some rocky walls in blender and put them in UE5. why does the material not look good on the walls?
Did you make the textures from Blender as well? If so, then might be flipped normal map direction. (Blender uses OpenGL direction, Unreal uses DirectX direction)
no i found the texture on a website
i tried to recalculate the normals
apply all transfroms
i think they maybe streched or something
but idk how to fix that
found it
so wait, do i use a float variable or transform variable in order to return an actor to its original location after an event?
If it's just the location, then FVector's fine (named Vector in BP)
im comparing a string to the Z location only of an object. so a simple float value to compare. if object>location string value then move object else return to location string value
where original Z value is 165.00. ie, im trying to make an object jump in response to a drum event, for example
How do I make my spline mesh texture tile instead of stretching?
I would love that lol, Ive always wondered how people program the same project at the same time
World aligned texture projection, maybe?
or fix the UV Map
It's a spline mesh, so it's not as simple as "fix the dang UV map"
hey guys i couldnt find tessalation in unreal 5 why is that in the material
Because Nanite exists.
(duh)
Okay, so quick refresher. Tessellation is DirectX 11's bodge "solution" to triangular subdivision. Nanite is basically real-time geometry decimating, reducing poly count from astronomical numbers to playable.
one more question when i apply nanite to some meshes of mine they gets messed up when i play why is that?
I'm not using UE5 btw, just so you know.
you seem to know i opened UE5 today
Only seem, I just know from what I can see from the comfort of UE4 lol
But anyway, all of the Q&A channels are still dedicated to UE4, UE5 specific stuff goes to the specific channels #ue5-general and alike
thx mate
can i Ask you of you know how i can take a realistic level with an hyperhigh resolution
(i want ti male mount Everest)?
If u know where to find or create this/them
Does someone know how to rig your own character to the ue4 mannequin? I tried tutorials to do it but ended up in a failure.
I personally just used Blender + Auto Rig Pro to (re)rig the characters to match the UE4 manny standard. It's a paid plugin tho.
You can export the ue4 skeleton, import that to you DCC tool and then skin it. Export the skel and mesh from DCC back to engine. Import as skeletal mesh and choose the existing ue4 skeleton of your project
hey guys is there a way in ue5 where you can add ice on meshes?
Not UE5 specific, but it depends on the shape you want to achieve.
That'd be either: adding another mesh on top of existing mesh, all modelled in DCC tool beforehand; using morph targets to transform the mesh into its icy variant, and/or; blending with different material attributes.
i managed to follow a tutorial and achieve for example frozen drips i guess but the thing is i did that by using vertex it always requires a high poly mesh is there another way?
Again, depends on the final shape and intended behaviour. It's too broad of a topic tbh
wait
Hi all, new here 🙂 also completely new to UE and im trying to figure out a problem I have, I hope this is the right channel to ask? I've followed this tutorial ( https://www.youtube.com/watch?v=d7JKfbk699Q&t=507s ) and I'm making this puzzle game for a school project. However, when I got to the point of getting the ball to move around and the buttons clickable (around the 54 minute mark in the video), i cant actually click ' em like Zak does. I have to right-click 2 times, then double click the buttons to light em up, then it is normal as it's " supposed" to be. Could anyone perhaps help? 🙂 ill be happy to provide screenshots and what not. Thank you in advance!
Announce post: https://forums.unrealengine.com/showthread.php?109823
Zak Parrish returns to the Training Live Stream to show how to create an awesome 3D Puzzle game in Blueprints! Zak will be starting with the core mechanics taken from the "Lights Out" game type, but adding a twist: It's on a Sphere. If puzzles and game mechanics are your passi...
Why would a exported fbx with a custom collision and then imported again and get the following error - "Could not decompose collision mesh"? The custom collision works fine in engine.
any way to make actors be accounted in navmesh?
My flowers quad. What s wrong? Quixel megascans
oh here,
Can someone explain to me how light works with the web plugin that comes with unreal
https://streamable.com/70ws4f
I managed to set this up in Unity in a matter of minutes but for some reason it feels there is no way to replicate it in Unreal, I cant find any strings related to it
Hello guys need help, i already got set my horse mount. But when i go up it the camera looks towards "desired controller rotation"(already messed with those 2 options at char mov.)
But my mouse camera dont move, camera goes with the mesh and is not movable with the mouse
you need to modify the material to add opacity.
hey guys does anyone here know or know a tutorial about how to create a stylized snow/ice master material @me
first thing i went to is youtube tried everything i can find i couldnt find anything about stylized ice and the best one i found uses vertex
who knows how to use unreal engine and has free time?
friggin, don't ask to ask your question, just ask your question
this is asynchronous communication
I fulfil both of those statements!
what kind of stylized ice are we talking? there's more than one right?
How down are you to to work on Menace VR, my lead coder dude for it has "resigned" in a way so I'm looking for people who want to be a part of developing this
that's why #volunteer-projects exists!
oh snap
how does one add something in there
Hey peeps. So I have a Niagara sprite. It's a Muzzle Flash. So supposed to be Sprite starts, gets big and fades away at the same time. Anyone know why it starts 1 second later on the timeline (after the green) then does the complete small to full size and stops growing, then it does the color alpha fade out? How to make the color fade WHILE the size grows? And How to make it start growing and fading instantly from 0 on the timeline?
what i am doing wrong? 😐
edit: I had to re-import the mesh... but this time dragged (Set Morph Target) from the Skeletal Mesh reference and not from BeginPlay and it worked...
Hmm.. I have a GetActorOfClass in one blueprint.
The class in particular is some other blueprint I've made. Just a pawn with some shapes/spring arm/etc attached.
If I add a sphere to the pawn in its Viewport, the "GetActorOfClass" fails. Delete the sphere, and it works again.
Any ideas why?
Hey uh
How do I weld?
I want the elevator box (not the thing pulling it) to be connected, but..
Youc make the elevator in the map. Once you do that, you select them all and right mouse and "Merge Actors"
Is it just a static mesh component you add?
yep
The big white egg
I've discovered that disabling its collision fixes the problem
But I can't understand why
The SetActorLocation finds no character at that point
... The space key on my kb is clearly busted :/
Just sitting here scratching my head about why one component's collision makes the difference
wait
Maybe it's the order of components. So like the root component then the egg then the cone. Or maybe the other way around
What's the root?
Just defaultsceneroot still
Actually I'm not making sense of this error message
Error: "Accessed None trying to read property TheCharacter".
Blueprint: BP_CharacterChaser
Function: Execute Ubergraph BP Character Chaser
Graph: EventGraph
Node: SetActorLocation
But the SetActorLocation node has nothing to do with the "TheCharacter" variable
I guess it just means that the GetActorLocation node failed
but it points to SetActorLocation node since that's the next executing one
Maybe there is another way to do it but I like to combine my meshes. I had an actor with multiple parts and if they had physics and gravity, they might have fallen apart. Never tried that though.
Add a print string message and see what it's saying
The error is saying "At the point of triggering this, TheCharacter doesn't have a valid entry. It's set to None.
I use a bunch of print string nodes when sorting those
Making sure every step along the way is valid
Yo guys so i just learn UE but the course that i learn is using UE5 is it okay to follow the course using UE4???
Sure. There are just a few things that UE5 has that UE4 doesn't. Namely Lumen and Nanite
Pretty much everything is the same otherwise
what are those, anyway?
I just merged it, and there's a problem: The doors are supposed to be able to open, but now they're not movable. How can I add the doors on and keep them attached?
Lumen is light that bounces way better. Nanite is a way to have like a LoD sequence for distance, so it's only calculating one triangle where a pixel is even if there are like 500 triangles there..
Also, what I need isn't really to merge, it's to weld them together, I can't use it if it's just one static mesh
Ah. So, not exactly game-changers for the most part
if you are not an indie with fancy super realistic graphics, probably no
Or archvis or film people
Do you have physics active? The doors would be a separate actor. If the elevator moves up and down, And the doors move side to side, that's tricky. Not sure. Haven't got into that yet.
x_x
That's exactly what I needed it to do
So there's no easy way to have all of these objects stick together?
Anyone know how I can haven my colour module and my size module update at the same time in my Niagara particle?
I'm sure there is. I'm just not there yet
Okay, thanks for trying to help anyway
As for your problem, I'm not too experienced in Niagara, so I can't help you with that, sorry
I'd have it as a skeletal mesh.
Oh, how do I convert it?
That's on your DCC tool of choice
You have to actually rig the lift box though
Alright understood, thanks
Just scratching the surface of animation and blendspaces. Is there a limit to how many animations I can have in one blendspace?
Though I'm surprised that you picked UE5 course or UE5 course to exist.
Let me guess, Udemy?
Practically no limits.
I've noticed a pattern in some people's blueprints where, when calling an interface function, some or all of the inputs have that function's interface as the data type. Anyone know why someone would do this and what the benefit is?
Nah, it's actually from youtube😂
Actually, youtube is pretty much what I expected
Great. Computer locks up when im watching unreal tuts from unrealengine.
Youtube community built itself around click bait
i mean, some part of it
so UNREAL 6 PREVIEW MOVEMENT TUTORIAL is to be expected
As a community, yes, but you can get good stuff on youtube if you can find high-quality channels first
Oh "great".
anyone know why my helpers and rigs aren't exporting as skeletal mesh system for unreal engine?
Because it's incompatible.
i rely totally on it, basically, i love but not the part when some people do extensive tutorials that can be resumed or cut in half just because algorithmics...
this is how my rig is set up, and what do you mean incompatible? O.o
unreal doesn't know how to read circles and splines? 🥶
Nope.
okay what does it read then?
As fas as UE concerns, it's just another bone.
doesn't make sense but ok
It makes sense.
In UE, all of the real IK logic and stuff happens in anim BP.
(and control rig)
It definitely does make sense, just not in the way that convenience me right now lol should just read bones as an empty object that's named. It really should be that simple.
so if I weight paint everything to the geo, this'll work for sure?
For the deform bones, yes, but nothing will change about the helper bones.
Yeah that's what I mean, I don't need IK at all so this feels like its just here to waste time
anyone know a fix for this?
about right here
it thinks im to the left
eye bones are set to track the camera actor but doesnt recognize me this close
well one eye does
the other just gives up
is there a way to do math operations between different variables in ue5?
it seems like they removed the feature
I'm surprised you haven't asked in #ue5-general by now.
didnt even notice, thanks
slatebrush?
Yes.
how to turn slatebrush output into image?
OK.... this tutorial says that I need to add a "sound mix" but I don't see that in this list
i think what you want is under Classes now
Anyone else's computer make noise when they hover over a comment? its extremely quiet but definitely there
Ah... Sound Class Mix, with the tooltip Sound Mix
changing ambient occlusion values in post process material has no visual effect, is that expected?
what is usefly for 3d models? blender, maya or cinema 4d
Depends on which one you're the most comfortable with.
Though Maya is mainly for animating.
yeah i think blender is hard
Not really, especially after 2.8 overhaul.
yeah but im not good at modeling
ok and i have a another question
is in unreal engine share games good? epic games get your %12 of money and unreal engine get %5 which is better?
1342++
^sorry im cleaning my keboard XD
If my translation is correct, here's the revenue share in a nutshell:
- Make money from your Unreal game, 5% cut once you reach $1 million per title.
- Selling on Epic Games Store, 12% cut of the sales. 5% cut from Unreal not required for sales made from EGS.
thanks!
Hey everyone, I like to ask permission for putting this discord server's name into my college work credit roll since you guys help me out a lot in my journey. Please inform me once you made your decision. Thank you
why is that not working? (clicked on button)--([variable]showed[true]) showed[true]--not create widget [showed] false-- create widget
bruh im a ue4 noob
Why not?
A shoutout to this server won't hurt.
How Much People Are There Actually His Mother Language is English?
Found the problem. Since it was on PlayerStart, enabling a collider meant it was intersecting another object, so UE removes it.
400,000,000
please
I need someone to do my animations
I cna't find anyone
dddddddddddddddddddddddddddddddddd
That seemed low, so I looked it up. Apparently it's 370 million first language, but another 980 million second language. Mandarin Chinese is the reverse; 920 million first language, 200 million second language.
Post it in the respective job board channel
Hey there where would be the best place to ask question about pixel streaming ?
#web would be your better bet.
Thanks 🙏
Though that being said, it's a ghost town...
I posted something there if you have any idea 🙂
im struggling to get a path to an image correctly
in my content i have a folder call layouts, then azerty, then an image called "azerty-m.png". can you see anything wrong with this picture?
ah i got it 😄 just messed the path up slightly
Hi all, does anyone know a way to use unreal as a kind of physics painter? like set some meshes to simulate physics in level, collide with geo then copy those parameters to the transform
basically just solve the position
right i thought there must be
physics painter probably thats its name in houdini and maya
ill check thanks
physics based mesh placement
amazing @fierce tulip thank you
np :)
hi peeps
where do I get Bink?
RAD Game Tools
literally looked everywhere on the GH and Launcher
my game involves lots of different keyboard layouts with different languages - I store keyboard layouts as a basic string currently, so when it comes time to switch the layout, i loop through each symbol in a string to build the new layout - I realise how insane this is. Due to the fact that there are 1000s of different characters ( and using text/font-based solutions is not feasible due to other constraints) , i dont want to manually wire up " ص is texture_ص" etc 1000s of times. Is it possible to grab a texture via a string? or is there some quicker solution to tabulate / map references between a list of symbols and their matching textures?
im looking at datatables but am not sure if this programmatically bridges the string->pointer gap
yeah but the problem is with actually getting the format it works with
it accepts .bk2 files
and I have RAD Game Tools already from RAD's site
the thing is
I can't get .bk2 instead of bik
because this RAD wants a license from me
the plugin itself is just a media player
I need the actual Compressor
thank you
I was looking for that
but my searches lead me nowhere
especially cause the release notes are misleading
World Creator vs World Machine vs Gaea which is best for Unreal?
ideally you aren't needing to iterate on grand landscapes too much once you've settled for one.
then it's all manual hands on work
but I suppose landscape layers are the next thing that will allow for different levels of iteration on different layers
First moderator to reply to this message is pog. I'll be back in like 1hr
heyo
how do i make water in unreal engine
You can use material or try water plug in in engine, hope that help
did you actually try to alert all the 14 000 users on this server to answer your question?
without realizing you actually pinged a user whose name is "everyone" lol
:triangular_flag_on_post: cookiezi (vanai)#3865 received strike 2. As a result, they were muted for 1 hour.
you already posted this in #ue5-general and its still the latest question. please be patient.
what's that thing where when you see one occurrence of a thing you start seeing it more often? because this is definitely the second time this week I've seen an interrobang
can you select area of landscape that doesn't get affected while you edit landscape?
i have basement of house, but when I try to edit landscape it's pretty hard to create hole in landscape
it's back and forth -sculpt, smooth, flatten, erosion
why don't you make landscape in that area invisible?
yeah that would work, but how do I set Landscape Visibility Mask node for material
Hey Guys goodday ...
How can i make the render target material works on android ?
not 100% sure, better try google in that case 😄
it's something you setup once and forget about it...
i knew i couldnt ping everyone so i made a joke
bruh
lol if you say so 
I can't find any tutorial for my version of unreal and I not know much and the built in one doesn't work
@pulsar matrix?
@spare kernel what
I don't understand what you are saying ?
@spare kernel where are you confused
#ue4-general message this..
Yeah what part doesn't make sense
The whole engine like I said 👁️👄👁️
There are none for this version that I can find
The most recent one had a whole different UI
Amination
I installed it today
What are you talking about
Your saying I shouldn't use unreal ?
I'm pretty sure it's just normal unreal
Looks just like that guy's screenshot above
@plush yew what your not even a mod
@plush yew also you read the rule about being rude
guys I need a bit of help here, I am learning Unreal and trying to make a 2D game, as I am only focusing on C++ for now so I tried to make a PaperFlipbookComponent but I cant add it as my code editor could not find PaperFlipbookComponent.h, how can I add a flipbook component from code. Thank you
@spare kernel
Thanks for the reply Lorash, can you please elaborate this, I guess you are trying to say that Paper2D plugin is not enabled ?
ok, let me try this
@pulsar matrix You have not actually asked for help, you have still not mentioned what you need help with. When asked what version you did not specify. So i have no idea if you are trolling or genuinely new. But if you are new, i recommend https://learn.unrealengine.com and also checking the documentation at https://www.unrealengine.com. Also @plush yew did nothing wrong but to try and help you but you refused to help yourself. People can only help you if you are willing to also help yourself.
Ummm I'm saying "if you want help actually put some effort into the questions" isn't helpful it's just passive aggressive and isn't welcoming and I did state what was wrong
And I've been to the help page
@spare kernel
It may have seemed passive aggressive, but they were clearly stating you do need to put some effort into the question. I can't find any tutorial for my version of unreal and I not know much and the built in one doesn't work is not a good question (doesn't even read like a question). Also UnrealEngine is HUGE and does a lot of things (GameDev, VP, etc). So your question is super broad, and no one can help you with that.
@spare kernel but I've never used it like I said below and I said it there's no tutorial what else am I supposed to say
There are 100s of tutorial for UE4. I linked 2 links above.
@spare kernel won't that make the add-ons out of date?
Also I gotta see what one I have
not sure what you mean by that? what add-ons?
Stuff from the market
Ok I have 4.27.1
Why are you back you don't even wanna help everything you say is super passive aggressive
I was asking spectrum
I stated above the built in tutorial doesn't work and the tutorial from 5 months ago has a different UI from mine
So I can't navigate for the obvious reason as my stuff isn't where the tutorials stuff are
@spare kernel
What do you want
A link?
Then ask
Unreal Engine 5 tutorial for beginners! In this free tutorial we will go over everything you need to know to get started in Unreal Engine 5. Specifically we will focus on Unreal's new features: nanite and lumen. You will learn how to install Unreal Engine, navigate the 3D viewport, create materials and worlds, sculpt landscapes, paint foliage, p...
@plush yew this is why I don't talk with you
Cause I said that the built in tutorial didn't work
And yeah I thought mine was 5 but I guess not
@plush yew and to be fair he brought me here
This helped Lorash, thanks for the help 😁
😩 this is gonna be impossible when I'm stuck going back and forth
I was there
Is there a way to get to it on epic
Wait
I think I found it
Wait aren't these like just text? @plush yew
And I'm only talking to you cause you keep talking over the other guy
So I don't have a choice
Also I dont see videos
@spare kernel
when the texture streaming pool is too small I can set it to be bigger via r.Streaming.PoolSize Size but that value resets to default every time I restart the project, how do I set it permanently?
Any idea how to get similar graphic effect as south park game? pic for ref
Basically just like any other 2D games.
Graphic wise, there's not much going on in South Park SOT
yeah but theres a 3d effect in this
Even if there is, the parallax is pretty basic.
Hey guys, I want to run code that gets run as soon as the pawn spawns. However, I need the code to only run locally. Event Beginplay gets replicated, so I can't run the code there. Anyone got a solution?
Like this
It's the same stuff that's used in the likes of Street of Rage and Earthbound.
However, doesn't work unfortunately @plush yew
cool thanks for info
If use use the Switch Has Authority. If there are 3 players for example, and I have the branch be 'remote'. All clients spawn and server side doesn't
Does anyone please know why I can't start TV? That TV is going to run ue4 editors. but I can't run TV in an already packed project. Does anyone know why?
I tried this too..
I tried this, but what happens is that listen server character spawns for client too 😦
oh okay thanks!
what is SetNum() in BP version? I can't find in API list
Make sure the videos are precisely in Content\Movies
You cannot just reference the video file somewhere in your HD and got packaged.
the thing is i want to SetNum some empties. There's a manual way in editor, but not as code function
Is it worth it to learn C++ opposed to Blueprints?
Best to learn both.
it is possible to add empty items in a loop? Never knew
Ok how long will it take me to learn C++?
Yes, BP and C++ can go hand in hand.
it depends, it took me few years and still bad at C++ and very basic, that's me though
It's basically just like any other applied science IMO
And it's not like C++ is going to be "out of fashion" anytime soon. (rest in pepperoni, Fortran)
Can anyone tell me what is the correct C++ workload for visual studio?
I need to pick the right one
ok
I pick Desktop development with C++ and Game development with C++
Unreal needs Windows 10 SDK and .NET Framework.
Thanks guys. Sorry for all the questions. I am trying to convert to UE5 from Unity so my apologies
Oh shit
Just use UE4 in the meantime
You don't need Nanite or Lumen (or the fancy new features really) just to get started.
I like the UE5 UI though :3
but alright
UE5 has never crashed on me, but I'll take your word for it and jump back to UE4
My favorite part of any project is starting over!
If you're craving for minimalist themed editor, do yourself a favour and buy Darker Nodes
What version of UE4 has the least issues and is good to work in?
4.27 serving fine.
Alright sorry for bothering you guys
Except Comic Sans, right? 😏
does anyone how to add a dot on the line for the animation curve editor?
Oh yeah, i saw that convo earlier today. That was nonsene
At least in UE4, I think it's Ctrl+Left click?
Mind if I ask one more thing. So the creator of Dark Deception, Vincent Livings, said that he uses Blueprints with C++. How do you do that?
I thought it was one or the other
I use bp and never touched cpp
Oh yes, C++ and BP can go hand in hand.
But how?
Mouse and keyboard
Nope 😦
I said i only bp
If ctrl+lmb on the line doesnt work what about double click or maybe right click?
Make a bunch of C++ variables and functions exposed to BP and you're golden.
Something as simple as this
UPROPERTY(BlueprintReadWrite, EditAnywhere)
float FloatingNumber;
or
UFUNCTION(BlueprintCallable)
void SomeFunction(int SomeInput);
sometimes no blueprint interaction is even needed
You know what. this needs to be keyframed i guess 😦 ugh what a pain thanks tho
Hi, I'm trying to make a simple aim trainer in UE5 but I'm not experienced at all with this engine as I've only worked with simple ones like GameMaker. I just want to know how to get started with coding in objects like I would do in GameMaker. So far I haven't gotten far and the blueprint are really confusing.
Can someone point me in the right direction?
I haven't touched GameMaker for decade (last time it was GM7)
But you should use UE4 first and learn basic stuff from Unreal Online Learning courses
why ue4 first?
because it's better
ue5 is buggy
i got that project open, and made every object i just need to be able to code for them
Because it's better and safer.
my dreams of becoming a l33t h4ckrz crushed
i just need to be able to write code that's it
but i don't see that option except for actors
Yeah, looks like you're still way too green when it comes to this.
Consider learning UE4 basics first. Check the links in the pinned messages of this channel.
i don't wanna work with blueprints tho
i just wanna write c++ code
why is that a no no
You have to start with BP first.
does this look to slow for a blink? its the lowest amount i can do i guess ;/
same
Took me 4 fucking years to just get my hands dirty with C++
Why not do it procedurally?
And procedurally, I mean by code
I am just key framing the basics like blink, look left to right, and then using a blend by bone to make the face do animations depending on sequence.
I'm a big fan of robust structure now
Definitely doable in anim BP.
Of course it's going to be in gameplay situations, not accounting for cutscenes
You can do it in the anim bp, but you need a sequence for it to work, i tried just calling a refernce to it and captuing the aount of time it takes but it messes up that way
At this point, I think its safe to say the answer to your question is to look into cpp for unreal and learn how to do it
Yes like Shoot, mouth up looking angry
lol
Definitely doable in code. You're just messing with morph target (from what I can tell)
yupp
I spent the last 3 days understanding daz, for daz to be useless compared to meta humans. lol the clothing tho is good you can import to maya
Hi, I’m looking for a google like search against datatables?
it's going to be a hard road not to do some blueprints at some point, but you can do like 90% cpp
Eh, not really. Daz is just a real bitch to work with, least from what others's saying on it.
MetaHumans still not allowing for more stylised characters, that's one thing.
So no realistic anime faces from MH.
datatables aren't databases, you can't search them the same way. what you can do though is load in their data and filter the loaded data
I already added like 4 sets of cloths to my meta, it was not hard 🙂 all you needed to do was get the soruce for your meta human with bridge, import the meta human, export clothing from daz, Open in maya, fix up the bullcrap (skel and such) and it works like a charm. ( your daz clothing need to be aligned with the meta human skel or it will look distorted.)
Somebody suggested using hastables, but I’m not sure where to start.
start with a non technical question of what you want to do
I’d like to store roughly a few thousand rows of different descriptions in text. Based on that text I’d like to search the table to return the actors in the world associated with that text 🙂
To either display or hide those actors.
I want to only return the top 5 results.
Sounds like somebody was telling you to make an associative map with the key being the field you're interested in searching, and the value being the full structure of the data, or the row name.
I think this to be a poor approach, as you'd need to search for identical keys
Seems more suited to an actual database or something
yeah
My current data is in CSV format, with location and description data.
And this data changes from one project to another.
So I only find out what’s going on at runtime when the application sees the CSV for the first time.
Filtering the set is more reasonable, and you can just stop once you've found 5. Unless you want only the 5 more relevant (not the first 5 encountered)
Using c++?
I’m looking for the 5 most relevant.
you could search data row table names for matching strings with some regex
and just cap it at 5 entries
Like a fuzzy lookup, or contains that ignores case.
hi in content browser i cant find movies folder
Make a new folder named "Movies" in the Content folder.
Then put all your video files in there.
Dammit
I knew I should have mentioned it in here
I was fumbling around with wrong hotkeys when I discovered that Alt + S = Play
It has since been hours of trying to figure out what else I must have pressed that broke my GetActorOfClass with whatever was in PlayerStart
Now I realise. Alt + S = Simulate, not start
HOURS
Hey
I have a question
Should I learn ue5 bp and then switch to cpp
Or just learn bp ue4 then cpp?
Bcs idk if ue5 should be learned even if its in early access
UE5 / 4 BP is identical.
Learning BP you can replicate that code in CPP. As it follow a similar structure but quicker. The challenge is learning the difference between pointers and references, and the syntax.
think of UE5 as UE4.40
Learn UE4 BP first, it's your safer bet as there's not much legitimate learning resources on UE5.
Safe to say most "learning resources" main on UE5 at this moment are quack ones.
guys I know I asked this once before sorry but how do you do the holes in landscape thing? I cant find my project I did it with to copy think it was one that i deleted cause got corrupted
Hey! There is option to launch you project as stand-alone without editor opened. Launch Game.
For some reason in this mode i cant stream level from persistant.
This works as it should with PIE or Stand-Alone from editor.
Whats the reason?
How can I view license information of any fbx file.
But for cpp is it identical too or not?
Likely identical for the basics.
can ue4 be used to create audio effects like flangers etc
Yes. The new audio engine is capable for that.
can you link some tuts or something im also on 4.26
Is this a bug or do exr files just not work in unreal engine
I have tried to add an EXR to both bp skysphere, skylight and hdri backdrop neither of them accept the file
it states exr files are supported
but they dont work as background images
i dont understand
i get a crash when trying to add it too
i think HDR cubemaps are in .hdr file format, not .exr.
i dont want to use a cubemap lol
I want to add a exr backdrop to my scene like in the documentation
How do you go about doing damage to any type of enemy? Do you need to have a cast to each one? Or can you cast to multiple actors, and modify a value which has the same name ( in this case, an hp variable )?
Daz is pretty good as a base
but youl fist fight with every inch of the model and system at every turn
Yes! lol
it took for ever to learn that
now if you want otherworldly realsisitic models than probably daz and alot of spent money :3
granted there are probably better options for less pain
Heard iClone Character Creator is a good alternative.
yes but they dont let you export the body based morph targets until you break in and pirate the content
which is super illegal xD
i prefer daz because all morphs are easy to pull and manipulate
anyone know?. I have had it off and on for the last few days and I have tried different mousses. It keeps closing the pop up whenever I click. I have used multiple mousses. Any ideas?
either a mouse or gpu driver issue, prolly the latter
I will check thx
You already crossposted this to #animation without getting redirected.
I frequent on both channel, so not sure where I'm going to answer.
face or body? face is real easy, i think you can add the morphs for metas too in maya
is there a way to group tabs like this instead of it opening fresh windows?
thank you! 🙂
oh, I love you, I totally forget that where to find it!
lol, you where looking too, eh?
hey guys is there a way to adjust vertex color size?
Yeah, I found that by accident many months ago, but I reinstalled my pc. So I lost that settings and was always frustrated. But not enough to do my research about it :D
heh
so thanks for your question :D
😄
and funnily enough I will reinstall my PC in a week or so, so now I really hope I won't forget it :P
How do you get whether an actor is to the left or right of you?
Still have some renamed textures showing up on material paint layer? Anyway to remove... ue5
hello i need help with out of focus objects that lose quality and gain jagged edges, joined this discord just for this hopefully somone can help
when objects in the background are out of focus, they become jagged and have a weird outline
Figured it out... its because the names are slightly different in texture vs normal and so on...
Sorry I deleted the message here and just left the one in #animation
thanks for telling me to make things procedural. I came up with this system, i'm going to just add the facial expressions inside a random sequence, and just blend them and it will create a LOT of procedural idle anims.
Could someone tell me how I can put the project I created in ThirdPerson to run in "Play"? when I run it, it starts in the default map
default map
my level
Go to Project Settings > Maps & Modes
Set te default map there
Are you using custom build?
Are you downloading UE4 from GitHub?
Try verifying the installation then.
@lethal lightwhat are you trying to do with unreal build tool?
@grim ore it's because my CPU is not that good to use in unreal (Ryzen 5 2400g), 99% of the time I try to compile a project, even if I don't have much, my computer freezes, it only returns to normal after I reset
and I saw it on a forum that has an option in unrealbuildtool that limits CPU usage, I wanted to do this to prevent my PC from freezing
is there any other way to do this?
@lethal lightyou would edit your BuildConfiguration.xml file and those settings would be used
where do i find this file?
there are a few locations it is located depending on what you want to change, it lists them at the top. I generally change the one in my user folder
ok i will try
the file is blank, to change just add the commands you have on the site?
this is a blank one, you can use it then add the commands you need in it where they are supposed to be
which command should i use? there are several that I don't know for what use
i dont know either, you said you saw on a forum for the options. I've never had to use any
my guess would be one of these to limit how many cpu cores are used to prevent it from being 100%
this must be it, I'll test it here, thank you
Hi, does anyone know if there is a built in command for the following.
I’m trying to move a sphere down a spline. And want to know where the sphere intersects the spline ?
I don't think splines on their own have collisions for that matter.
https://docs.unrealengine.com/4.26/en-US/API/Plugins/GeometricObjects/Intersection/IntersectionUtil-/2/ I see this which is pretty close.
Intersect line with sphere and return intersection info (# hits, ray parameters)
is your EXR over 2 gigs? if yes then thats the issue
how do i make this texture not blurry
Set the texture filter type to nearest.
ok so now for some reason because of transparency some parts of the texture only render on the back side of the mesh in godot i had this option called depth draw mode and i set it to always and it fixes that peoblem so is there anything like that in UE or will i have to find another way to fix my texture
I have an issue with my First-person camera where whenever it moves, some of the meshes in the level seem to stutter and jitter. This is also happening in the FirstPersonExample map in the starter content. What could be causing this? Is this a framerate issue?
Is there a equivalent from Unitys Scriptable Objects for Unreal ?
Actors? 🤔

I have been not using Unity for 5 years, so I don't know WTF is Scriptable Object is. Though it sounded like any BP class.
I think you want save data
Game Instance might also work, but the data is lost once the game/session is closed
save data stores it to a file and can be loaded later
sorry... save game, not save data, more specifically Save Game Slot
So "scriptable object" is just save data, not in UObject sense?
i think its like a configurable data object
"scripts" are already a thing in Unity and I think that's where Actor makes sense because BP can be used with it
Yes
Data Assets or something like that
they're called
well help us out, you want to use this for some reason, what reason?
I try to make the step from Unity to Unreal.
At the moment, I'm at Vehicles.
A "Scriptable Object", stores mainly data (Not Player Data for runtime).
E.g Presets for vehicles
hmm, structs might work
if you make a vehicle class and in that bp graph it has all the variables for its functionality, that might be all you need since those variables are the presets
i feel like you want to have different presets for different vehicles though
I thought I could those things as a .cpp class, and make it a UProperty which would be drag & drop changable
ah ok, yes, you can cpp
C++ & UE gives me PTSD so far
sorry, i mainly use bp so im thinking right to there
sure, im still just trying to make sure i understand your question
UE is sort of COP/OOP vs Unity being mostly OOP
Yup
well, i can tell you what i do for something i feel is similar. I have a bunch of different enemies, they all share similar stats params, but are different - i use a data table to store each enemy's stats and then look those up
structs work together with data tables as the struct defines the row/column structure of the data table
DataAsset
"Base Class for a simple asset containing data"
and a data table is.... a data table, excel spreadsheet if you will
Sounds fair
honestly havent worked with data assets, but that does sound right

yeah, these are pretty cool, just plug the data asset onto whatever and its good to go
think ill stick with spreadsheet, a bit easier to manage 40+ params over 40+ enemies
So can anyone post any kind of game to epic games/steam? Like I want to make a game for sake of it being created by me to be out in a store, maybe I'll give it for free. I'm creating a small racing game that has no particular objectives or anything... Just because this is my first try...
yep well, almost any kind of game, yes
@atomic plover my 2 cents for moving from Unity to UE would be: Try to forget what you know from Unity.
It makes your life harder to find similarities.
The first big progress, given you know how to program already, comes from learning UEs types and Framework.
UE has lots of classes already in place which you inherit from and can then use based on their usecase.
E.g. saving data for runtime that is not player related would probably go into the GameState
Where player data would go into the PlayerState
Etc.
Data on the disk goes into SaveGame objects, or even serializing any given class through cpp if needed
Omw to yeet my knowledge
I just don't know where I should start with UE C++
I got told to do prototyping in BP, and then convert the stuff over once it's "final"
But all those options and components are overrunning me
Hm
I can't answer the BP vs C++ part for you. It's def easier to start toying around in BPs.
But if you are good with native C++, then UE C++ is not that much scarier. They just throw a bunch of MACROs at you, which do code for you so you don't have to write it.
But in general I would really advice you to learn about the Framework classes
It will make your life a lot simpler if you know what all the classes are for
UE has A LOT of build in classes you have to utilize, so starting with the basic ones, like GameMode, GameState, PlayerState, Controller, PlayerController, Pawn, Character, etc. would be best
Exactly 😂
And stay the f away from Multiplayer at the start
So yeah, I would say, start with GameInstance and GameMode and go from there
GameMode will open the door for GameState, PlayerState, Pawn/Character and Controllers
(cause it's the one defining the classes being used)
And keep in mind UE is heavily made for Unreal Tournament ,which doesn't mean you can't use it for something else, but lots of code and names come from that era
So GameMode originally was really for Team Deathmatch etc.
Your Game might not need more than a MainMenu and a normal Gamepaly GameMode
Hmm
Got 2 Gamemodes so far haha
MainMenu Gamemode (Drawing UI over it, which seems useless I guess)
And GeneralGameMode
Good point, will remove it
You should also always try to utilize inheritance
Have a base GameMode
and then a MainMenu and a Gameplay one as a child
Then you don't duplicate code

UI for example, let's assume you have a Widget that you want to create for the Menu and for the HUD.
If you have PlayerControllers, being a Base, MainMenu and Gameplay, you can make sure that you only code the Menu code ones in the Base class, and use a Class Variable to define in MainMenu and Gameplay what Menu you wish to show.
And the GamePlay PlayerController is the only one that needs a HUD
Something something
Might be too much info for the start, but well
But yeah, try with BPs, make sure you fully understand waht functions, variables and usecases the native classes have
Don#t watch one tutorial, watch multiple ones, as there might always be wrong info out there
If in doubt, read the source code
I rather watch source code over tutorials
Also don't afraid to experiment with things around Unreal.
Only way to find out how it works, eh ? 😄
Yeah and I really think trying to find similarities with Unity is a pitfall
Yeah, agreed
Granted, it was Unity 5, and I didn't go far with it.
I started couple of years ago with Unity, until UE4 become subscription model and then free.
Unity is all good and stuff, but does things different than UE. And I think you'd get a lot of headache from trying to force Unity architecture on UE
"Where are my presets?"

They are gone, they won't come back!
Gone, reduced to atoms
(unless you install plugins)
Unreal so far looks beautiful, but ain't the gotcha factor for me ya know
Welp, UE5 is around the corner which looks even nicer :D
Unity tries to hard, but feels intuitive
And no, you don't need to learn UE5 now instead of UE4. Stick with UE4 until UE5 released
I was rather afraid to use UE
It certainly helps that you forget Unity conventions and just roll with Unreal conventions.
If there's one thing I really love about Unreal besides the graphics, it's the tools out of the box.
Ah, I would still stick with UE4 for learning
You aren't going to find tutorials for UE5, at least not the same amount
And the UI might differ
Or bugs might stop you from doing things
Just as a warning :P
Hot take: I hate UE5's UI. It feels more claustrophobic to me.
Acknowledged 
iirc you can go back to UE4's
For me, my UI Designer heart lights up once I saw it
Well, okay, n that case, if you do run into issues with UE5, please use #ue5-general ,
Lot's of wasted, unused spaces IMO, felt cramped even in 1080p
UE4 felt more spacious, especially with small icons enabled.
🤝
But you can't go back to UE4 design? I thought that was an option.
Not textures wise, but at least layout?
You can, but I still felt claustrophobic with UE5's design, particularly wasted space on the top.
I don't know, guess it's just one thing that I eventually had to force myself getting used to it.
It could be worse. It could be GIMP level of UX
German kicking in 😏
gotta love it when my brain inserts German
Feel ya
And then even wrong
Worst UI is 3ds Max, change my mind
"of and auf sounds similar, let's do it!"
Anyway, gotta get back to work before I derail a channel and have to infract myself.
🧠 Parkour
(and I feel like UE5 is copying it, just by judging the large icon)
How dare you
