#ue4-general

1 messages · Page 1099 of 1

drowsy snow
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Just cast as the parent class. Is there any issue with that?

sterile pumice
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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

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hoping someone can help

autumn latch
drowsy snow
distant totem
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anyone with a microsoft keyboard know how to get your F1-12 keys working in unreal?

neon bough
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does it maybe have a FN switching key?

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usually noticeable by a 4th LED on the top right (which indicates if Fn mode is active or not)

plush yew
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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?

neon bough
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probably yes

plush yew
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it get less probably if i move the space around the spaceship?

neon bough
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yes

plush yew
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pitching and yawning it adds more probably?

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even if it is in-place

neon bough
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yea, pretty much any transform will require navmesh recalculation

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there may be some other workarounds like placing the ship outside of the render/play area, and using rendertargets to compose space and ship

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but that will increase rendercost, and may be more complex than just moving the space around the ship

plush yew
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i will take a look at those

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another anxiety question;

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can i make an static navmesh and a dynamic one at the same level?

neon bough
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no idea, but probably yes

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isn't the dynamic option per nav mesh area?

plush yew
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the tutorial i read was indicating to change at project settings

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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

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but generating a big dynamic navmesh from the characters in my rookie mind feels that is not ideal

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but actually idk how dynamic navmesh works after it bakes once

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maybe i can take a look if i can make player generate a spline component and move player with it in big distances

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Anyone know how to use steam workshop in ue4?

drowsy snow
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(UGC = User generated content)

distant totem
# neon bough does it maybe have a FN switching key?

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

lavish lake
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hello, question. Is there any way to raise/lower water body ocean? (landmass)

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nvm, figured it out

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😄

sour tide
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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?

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"There must be a better way!"

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I feel like I need a different keyboard that is better laid out for one hand

broken spire
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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.

warm salmon
sour tide
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Mmm. I guess I'll just type with one hand. Pianist strats

worthy elbow
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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..

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Can we like.. turn off On-hit events? (probably whats causing collision to launch the AI)

broken spire
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Ahh nvm, I had the stickers set to translucent, switching it to masked fixed it 😄

sour tide
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This is kinda odd

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How can the spelling possibly be different between these?

worthy elbow
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Bug maybe, happened to me also

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Maybe try renaming or recreate the variable

sour tide
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unchecking and rechecking the checkbox doesn't fix it, naming it something different and then changing back does

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So, whatever

lament creek
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how do i add not a cube but rather a box in ue5

drowsy snow
lament creek
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dang

drowsy snow
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No joke.

lament creek
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i know

drowsy snow
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Cube, scale in one axis, done.

lament creek
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thank you

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how do i add one of those grid textures to my cube

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the default one

grim ore
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find an item with that grid texture, find where its at, and then apply that to your cube

drowsy snow
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Or just clear the material.

drowsy snow
worthy elbow
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Having capsule collision and mesh collision causes both to overlap with the AI(other actor's) collision

sour tide
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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)

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I want to round the timer UP to the nearest 0.1

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Are there nodes to accomplish that?

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current node graph of the relevant binding

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I assume that I'd grab that float and perform some operation to that before it gets converted to text

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But things like floor, ceiling, and round only go to the nearest integer

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....I could multiply it by 10, go to nearest integer ceiling it, and then re-divide it? That seems rather roundabout, though

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I suppose I could also write a custom C++ function that accomplishes that, but I haven't learned that stuff yet

grim ore
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click on the drop down for the to text node @sour tide

sour tide
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Ah... I guess that makes sense but I didn't even consider it would be there

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I guess that rounding is a pretty rare application if you're not intending to make it text

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Actually. That's the only thing that makes sense. Floats don't round to exact values

bright sigil
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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

sour tide
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(Oh I just realised that you're the guy with the huge youtube channel. Cool.)

grim ore
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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

sour tide
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("where have I seen that icon before")

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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

worthy elbow
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Hello fan here haha

soft fiber
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In ue5, is there a way to speed up the zoom speed using the mouse wheel when your in landscape mode?

worthy elbow
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Try mouse wheel while holding right click

soft fiber
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Its better than what I've been doing. Thanks

calm quarry
plush yew
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The target is player controller, meaning it will work on a playercontroller but not a character blueprint

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I think you can get a reference to player controller through blueprints

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Ah good to hear

sour tide
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I'm at the step "Open the graph for SpawnTunnel and add the indicated nodes:"

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I can't tell what that rightmost node is

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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?

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I feel like I'm missing a step. Which is quite possible, it's hard to keep my place flicking between windows.

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....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.

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I think I need an information flow diagram between these pieces

bright sigil
sour tide
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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

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I'm closer to understanding it but I'm on, like, literally zero mental energy now so I'm taking a break

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(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.)

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(but I won't grok this until I understand why, and that kind of think is beyond me at the moment)

plush yew
neon plaza
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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?

plush yew
lament creek
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what is the best way to learn how to use blueprints

modest trench
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read pins

plush yew
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@lament creekcharacters ofc

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blueprints let u easily customize characters and its fun

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or u can make emmisive web browsers

runic fern
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hello guys ..I have weird issue
Everytime restarting the engine the plugins show errors
I have to write again the functions

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i've changed nothing

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No i dont

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this project doesn't have CPP classes

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weird lol i just created new level and restarted the project

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ok i will check

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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

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oh i thought the bad sectors xD

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No problem found ..
Im executing this again to see the whole log

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i will restart the pc first and check again

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Even on Startup windows im getting crash error 😄

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Big F

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lol

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I have one of HDDs making ticking sounds

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maybe its

rocky epoch
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a ticking HDD is never a good sign

runic fern
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Yes specially when the New HDD making this sound 😦 😄

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it is Barracuda

rocky epoch
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although a ticking SSD is more frightening

runic fern
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I'm trying to buy Nvme but currency here is not stable

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i've downloaded it

rocky epoch
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I believe that is more #hardware topic now. Just to avoid the wrath of the mods :D

runic fern
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Yes i forgot we have Hardware channel sorry

rocky epoch
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no worries

neon plaza
neon magnet
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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?

main mica
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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

rocky epoch
# neon plaza Still having no luck with this, any help is very appreciated!

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).
rocky epoch
main mica
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well just around the central axis of the propellers

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do i just make a blueprint?

rocky epoch
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I mean are you using BP for the rotation or are you rotating them in the Material?

main mica
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im asking which is more performant

rocky epoch
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vertex shader animation I think is cheaper

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vertex shaders usually are uite cheap

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but only works well if you do not need collision

main mica
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right i though that but then its just a single transform

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and also they are a bit of a pain to set up

rocky epoch
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I would use RotateAboutAxis in the Material, and combine it with the ActorPositionWS node to have some randomness

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I used that for some windmills in our game and works great

main mica
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oh wait you mean something simpler than the VAT system

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ok cool

rocky epoch
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honestly I have no idea what VAT is :D

main mica
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vertex animation textures

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out of houdini

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like cloth and rigif bodies etc

rocky epoch
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ah, if I understand if right it would work on the same principle, so it probably would be the similar performance wise

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but I feel it is easier just to make it directly in the material graph

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that was my quick solution for the rotating our windmills

main mica
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yeah thats much simpler

rocky epoch
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and you can add the ActorPositionWS to the Rotationspeed or to the Time, and every turbine would spin differently.

main mica
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ah that's excellent thanks so much

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just gonna see if i can get this working quickly

rocky epoch
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we are using ultra dynamic sky in our project so I just took the wind intensity from it, so you can skip that part

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and we do not have so much windmills so I did not really cared about if they are spin the same

neon plaza
rocky epoch
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but I think will implement that as well

jade gazelle
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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

main mica
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@rocky epoch just quickly the output result of your function there goes into world position offset then?

worthy estuary
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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

rocky epoch
# jade gazelle hey there, im new to ue and ive got some questions for a start, one of them is -...

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

Unreal Engine

Unreal Online Learning is a free learning platform that offers hands-on video courses and guided learning paths.

main mica
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cool thanks

jade gazelle
sour tide
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OK, I'm back at the previous problem, and nope, I don't get this

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This is coming form a completed example project; I don't understand how to create the kind of setter on the right

worthy estuary
rocky epoch
sour tide
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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...?)

rocky epoch
rocky epoch
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you have to use the axis value and calculate the movement from it.

primal tendon
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Is there any good landscape master material that is up to date?

rocky epoch
rocky epoch
worthy estuary
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i am uploading a video of it

rocky epoch
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I do not really understand what are want to achieve with the rest of the nodes. What is the puzzle mode?

worthy estuary
rocky epoch
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for debuging first break the link at the world direction and set the XYZ directions manually

sour tide
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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.

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Spoons are zero again

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(all these blueprints and functions have got such similar names I can't distinguish them any more)

rigid yarrow
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this ur set up ?

sour tide
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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.

somber patio
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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?

runic fern
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@plush yew Found the issue ..
it is Photon API Plugin Crashing the Playfab Plugin ..
Why or how idk xD

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Yes also the hardware going down but not not still have few Life 😛

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i will debug the error

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thanks mate

merry gazelle
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I did read the authors comments, just I would feel better with some second opinions

primal tendon
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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?

rocky epoch
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you can find it on the marketplace

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sorry, brainfart

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:D

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they probably won't

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probably

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but if yes, then you will have fun

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but in the big picture it is more like supporting the asset makers and to be fair

primal tendon
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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.

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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

worthy estuary
glacial needle
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Anyone know how I can fix "Get actor up vector" my character doesn't move up, so I'm assuming its a setting somewhere...

modest trench
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an up vector is a normalized direction vector towards the top of something

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you want to actually set their world transform with a function call

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or even launch the character upwards

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(or just call jump())

plush yew
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anyone know why channels on this discord group for me are dissepearing after I've looked at the channel, so Blueprint for example

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and AI ??

spare kernel
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hit the down arrow

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by category

plush yew
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thanks

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strange why it hid them it self

spare kernel
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its a way to hide inactive channels

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so your list isn't so big

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or channels you have read

cursive sky
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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

odd harness
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how performance-expensive is actually placing Nav Mesh volume over a terrain? (16x16)

fluid lance
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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.

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@odd harnessBe more specific, this is like asking how big an apple is? (compared to nothing whatsoever)

odd harness
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Is it a proper way to do it that way?

fluid lance
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You can't even imagine how much I agree with that statement! I hate flat, I hope it goes away soon!

modest trench
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bring back buttons with depth...

whole solar
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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

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How do i turn off this? it always comes to me when i open my level

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never mind

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i fixed it

fickle coyote
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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.

obtuse gate
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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?

modest trench
modest trench
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they are gone unless you find some hard drive data recovery method

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if you just deleted a partition data recovery could maybe get it

obtuse gate
fickle coyote
cursive sky
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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

trail pendant
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I find it interesting that working with blueprints is very similar in many ways to working with a modular synthesizer

modest trench
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make sure to set the player controller's input to game only is my first assumption

spark leaf
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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..

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any kind of "lock" mode on the map I might have inadvertently turned on?

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^^^^^ 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...

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😫

ruby cairn
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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

charred blade
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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?

stable path
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show the settings on Layered Blend Per Bone node?

urban basin
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transparent objects are glitching and disappearing

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is that a common problem

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?

devout swift
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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.

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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?

dry moon
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It says it's $1,500 per seat/year

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Is that per person in the company, or company itself

fierce tulip
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per person

dry moon
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Just making sure

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someone told me its per company and that didn't sound right

thick herald
grizzled oyster
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Post 7, does anyone know this software?

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lmao tbh i dont use vs that much, cant really find the menu their talking bout

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yes well it was empty before but now that i generate files again it shows up lmao, thnx

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it was empty before so i thought it must be something else

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obamaspere brainfailure lmao, ty

potent pendant
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How do I delete those black planes on top of the van and in front of the van from this object?

drowsy snow
potent pendant
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Yeah they were but I don't care for them

drowsy snow
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Eh, could took you one or two minutes to remove them in Blender.

potent pendant
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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.

distant acorn
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ok so i made some rocky walls in blender and put them in UE5. why does the material not look good on the walls?

drowsy snow
distant acorn
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no i found the texture on a website

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i tried to recalculate the normals

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apply all transfroms

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i think they maybe streched or something

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but idk how to fix that

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found it

trail pendant
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so wait, do i use a float variable or transform variable in order to return an actor to its original location after an event?

drowsy snow
trail pendant
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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

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where original Z value is 165.00. ie, im trying to make an object jump in response to a drum event, for example

hollow moat
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How do I make my spline mesh texture tile instead of stretching?

azure shore
drowsy snow
neon bough
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or fix the UV Map

drowsy snow
stone stump
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hey guys i couldnt find tessalation in unreal 5 why is that in the material

drowsy snow
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(duh)

stone stump
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ty

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i was creating a material and i couldnt find it so ill ignore it then

drowsy snow
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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.

stone stump
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one more question when i apply nanite to some meshes of mine they gets messed up when i play why is that?

drowsy snow
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I'm not using UE5 btw, just so you know.

stone stump
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you seem to know i opened UE5 today

drowsy snow
stone stump
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thx mate

rose tiger
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can i Ask you of you know how i can take a realistic level with an hyperhigh resolution
(i want ti male mount Everest)?

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If u know where to find or create this/them

marsh glacier
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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.

drowsy snow
bright sigil
stone stump
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hey guys is there a way in ue5 where you can add ice on meshes?

drowsy snow
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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.

stone stump
drowsy snow
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Again, depends on the final shape and intended behaviour. It's too broad of a topic tbh

dim mulch
#

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...

▶ Play video
muted arrow
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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.

plush yew
#

any way to make actors be accounted in navmesh?

prisma plank
#

My flowers quad. What s wrong? Quixel megascans

plush yew
#

Can someone explain to me how light works with the web plugin that comes with unreal

dense wren
#

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

sharp crest
stone stump
#

hey guys does anyone here know or know a tutorial about how to create a stylized snow/ice master material @me

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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

sinful plinth
#

who knows how to use unreal engine and has free time?

sour tide
#

friggin, don't ask to ask your question, just ask your question

#

this is asynchronous communication

bright sigil
bright sigil
sinful plinth
sinful plinth
#

oh snap

sinful plinth
bright sigil
tender mountain
#

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?

plush yew
#

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...

hidden dew
#

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?

fringe rivet
#

Hey uh

#

How do I weld?

#

I want the elevator box (not the thing pulling it) to be connected, but..

tender mountain
fringe rivet
#

Oh, I'll try that, thanks

#

Do I have to inevitably rebuild it?

tender mountain
hidden dew
#

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

tender mountain
#

What's the root?

hidden dew
#

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

tender mountain
hidden dew
#

ah yeah

#

Well I'm fine (and actually prefer) to turn off its collision

tender mountain
hidden dew
#

So the problem can go away

#

But I wish I knew why

#

will do

tender mountain
#

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

clever harbor
#

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???

tender mountain
#

Pretty much everything is the same otherwise

sour tide
#

what are those, anyway?

fringe rivet
tender mountain
# sour tide what are those, anyway?

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..

fringe rivet
#

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

sour tide
#

Ah. So, not exactly game-changers for the most part

plush yew
drowsy snow
tender mountain
fringe rivet
#

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?

tender mountain
#

Anyone know how I can haven my colour module and my size module update at the same time in my Niagara particle?

tender mountain
fringe rivet
#

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

drowsy snow
fringe rivet
#

Oh, how do I convert it?

drowsy snow
fringe rivet
#

Oh

#

I have zero knowledge on how to do that

sour tide
#

Just scratching the surface of animation and blendspaces. Is there a limit to how many animations I can have in one blendspace?

drowsy snow
maiden swift
#

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?

clever harbor
sour tide
#

Actually, youtube is pretty much what I expected

trail pendant
#

Great. Computer locks up when im watching unreal tuts from unrealengine.

plush yew
#

Youtube community built itself around click bait

#

i mean, some part of it

#

so UNREAL 6 PREVIEW MOVEMENT TUTORIAL is to be expected

sour tide
#

As a community, yes, but you can get good stuff on youtube if you can find high-quality channels first

drowsy snow
broken spire
#

anyone know why my helpers and rigs aren't exporting as skeletal mesh system for unreal engine?

plush yew
broken spire
#

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? 🥶

broken spire
#

okay what does it read then?

drowsy snow
#

As fas as UE concerns, it's just another bone.

broken spire
#

doesn't make sense but ok

drowsy snow
#

In UE, all of the real IK logic and stuff happens in anim BP.

#

(and control rig)

broken spire
#

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?

drowsy snow
broken spire
#

Yeah that's what I mean, I don't need IK at all so this feels like its just here to waste time

plush yew
#

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

prime lintel
#

is there a way to do math operations between different variables in ue5?

#

it seems like they removed the feature

drowsy snow
prime lintel
#

didnt even notice, thanks

plush yew
#

how do i change texture 2d to image on widget?

drowsy snow
# plush yew

Use the set brush functions from the image widget.

plush yew
drowsy snow
#

Yes.

plush yew
sour tide
#

OK.... this tutorial says that I need to add a "sound mix" but I don't see that in this list

plush yew
bright sigil
fading wolf
#

Anyone else's computer make noise when they hover over a comment? its extremely quiet but definitely there

sour tide
#

Ah... Sound Class Mix, with the tooltip Sound Mix

daring gust
#

changing ambient occlusion values in post process material has no visual effect, is that expected?

plush yew
#

what is usefly for 3d models? blender, maya or cinema 4d

drowsy snow
#

Though Maya is mainly for animating.

plush yew
drowsy snow
plush yew
#

i dont know cinema 4d i cant loggin in

#

and i dont have maya

plush yew
#

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

drowsy snow
plush yew
#

thanks!

pure galleon
#

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

plush yew
#

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

drowsy snow
#

A shoutout to this server won't hurt.

plush yew
#

How Much People Are There Actually His Mother Language is English?

hidden dew
sharp crest
#

please

#

I need someone to do my animations

#

I cna't find anyone

#

dddddddddddddddddddddddddddddddddd

sour tide
#

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.

warm salmon
brittle tundra
#

Hey there where would be the best place to ask question about pixel streaming ?

brittle tundra
#

Thanks 🙏

drowsy snow
#

Though that being said, it's a ghost town...

brittle tundra
#

I posted something there if you have any idea 🙂

pearl minnow
#

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

main mica
#

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

fierce tulip
#

there is a tool on the mp that does that

#

dont know the name though

main mica
#

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

fierce tulip
#

np :)

pearl minnow
#

hi peeps

hollow palm
#

where do I get Bink?

#

RAD Game Tools

#

literally looked everywhere on the GH and Launcher

pearl minnow
#

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

hollow palm
#

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

primal tendon
#

World Creator vs World Machine vs Gaea which is best for Unreal?

thick herald
#

Which ever one you like really.

#

"best" is subjective.

rotund scroll
#

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

plush yew
#

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

bleak zodiac
#

You can use material or try water plug in in engine, hope that help

plush yew
#

how do

#

î make it

#

night?

#

there stars and no sun, but it still is so bright

plush yew
#

@plush yew

#

?

exotic thicket
#

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

buoyant graniteBOT
#

:triangular_flag_on_post: cookiezi (vanai)#3865 received strike 2. As a result, they were muted for 1 hour.

fierce tulip
#

you already posted this in #ue5-general and its still the latest question. please be patient.

rotund scroll
#

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

plush yew
#

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

neon bough
#

why don't you make landscape in that area invisible?

plush yew
#

yeah that would work, but how do I set Landscape Visibility Mask node for material

runic fern
#

Hey Guys goodday ...
How can i make the render target material works on android ?

neon bough
#

it's something you setup once and forget about it...

plush yew
#

bruh

exotic thicket
#

lol if you say so alex

pulsar matrix
#

I can't find any tutorial for my version of unreal and I not know much and the built in one doesn't work

spare kernel
#

@pulsar matrix?

pulsar matrix
#

@spare kernel what

spare kernel
#

I don't understand what you are saying ?

pulsar matrix
#

@spare kernel where are you confused

spare kernel
pulsar matrix
#

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

grim beacon
#

Amination

pulsar matrix
#

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

proven lake
#

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

pulsar matrix
#

@spare kernel

proven lake
#

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

spare kernel
#

@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.

pulsar matrix
#

And I've been to the help page

#

@spare kernel

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.

pulsar matrix
#

@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

spare kernel
#

There are 100s of tutorial for UE4. I linked 2 links above.

pulsar matrix
#

@spare kernel won't that make the add-ons out of date?

#

Also I gotta see what one I have

spare kernel
#

not sure what you mean by that? what add-ons?

pulsar matrix
#

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

#

@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

proven lake
#

This helped Lorash, thanks for the help 😁

pulsar matrix
#

😩 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

fading lake
#

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?

frozen pond
#

Any idea how to get similar graphic effect as south park game? pic for ref

drowsy snow
#

Graphic wise, there's not much going on in South Park SOT

frozen pond
#

yeah but theres a 3d effect in this

drowsy snow
#

Even if there is, the parallax is pretty basic.

somber patio
#

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

drowsy snow
somber patio
#

However, doesn't work unfortunately @plush yew

frozen pond
#

cool thanks for info

somber patio
#

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

still otter
#

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?

somber patio
#

I tried this too..

#

I tried this, but what happens is that listen server character spawns for client too 😦

#

oh okay thanks!

rancid jay
#

what is SetNum() in BP version? I can't find in API list

drowsy snow
#

You cannot just reference the video file somewhere in your HD and got packaged.

rancid jay
#

the thing is i want to SetNum some empties. There's a manual way in editor, but not as code function

plush yew
#

Is it worth it to learn C++ opposed to Blueprints?

drowsy snow
rancid jay
#

it is possible to add empty items in a loop? Never knew

plush yew
#

Ok how long will it take me to learn C++?

drowsy snow
#

Yes, BP and C++ can go hand in hand.

rancid jay
#

it depends, it took me few years and still bad at C++ and very basic, that's me though

drowsy snow
#

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)

plush yew
#

Can anyone tell me what is the correct C++ workload for visual studio?

#

I need to pick the right one

#

ok

drowsy snow
#

Unreal needs Windows 10 SDK and .NET Framework.

plush yew
#

Thanks guys. Sorry for all the questions. I am trying to convert to UE5 from Unity so my apologies

drowsy snow
#

Oh shit

drowsy snow
#

You don't need Nanite or Lumen (or the fancy new features really) just to get started.

plush yew
#

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

bright sigil
#

My favorite part of any project is starting over!

drowsy snow
plush yew
#

What version of UE4 has the least issues and is good to work in?

drowsy snow
plush yew
#

Alright sorry for bothering you guys

drowsy snow
#

Except Comic Sans, right? 😏

kindred depot
#

does anyone how to add a dot on the line for the animation curve editor?

bright sigil
#

Oh yeah, i saw that convo earlier today. That was nonsene

kindred depot
drowsy snow
plush yew
#

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

bright sigil
#

I use bp and never touched cpp

drowsy snow
plush yew
#

But how?

bright sigil
#

Mouse and keyboard

plush yew
#

Bruh

#

I mean how do you code in both blueprints AND C++ code

kindred depot
bright sigil
#

I said i only bp

bright sigil
drowsy snow
rotund scroll
#

sometimes no blueprint interaction is even needed

kindred depot
dawn grove
#

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?

drowsy snow
dawn grove
#

why ue4 first?

rotund scroll
#

because it's better

rancid jay
#

ue5 is buggy

dawn grove
#

i got that project open, and made every object i just need to be able to code for them

drowsy snow
rotund scroll
#

my dreams of becoming a l33t h4ckrz crushed

dawn grove
#

i just need to be able to write code that's it

#

but i don't see that option except for actors

drowsy snow
dawn grove
#

i don't wanna work with blueprints tho

#

i just wanna write c++ code

#

why is that a no no

drowsy snow
kindred depot
dawn grove
#

same

drowsy snow
#

Took me 4 fucking years to just get my hands dirty with C++

rotund scroll
#

you mean... reflection

#

rip

drowsy snow
rotund scroll
#

that sounds infinitely worse than reflection

#

imagine moving an asset

drowsy snow
#

And procedurally, I mean by code

kindred depot
#

ohhhh

rotund scroll
#

I'm not arguing against

#

I've had my hacky fun with reflection systems

kindred depot
#

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.

rotund scroll
#

I'm a big fan of robust structure now

drowsy snow
#

Of course it's going to be in gameplay situations, not accounting for cutscenes

kindred depot
bright sigil
kindred depot
#

lol

drowsy snow
kindred depot
#

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

random island
#

Hi, I’m looking for a google like search against datatables?

rotund scroll
drowsy snow
#

MetaHumans still not allowing for more stylised characters, that's one thing.

#

So no realistic anime faces from MH.

rotund scroll
kindred depot
#

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.)

stone stump
#

hey guys in vertex paintings how to reduce the instance color size

#

?

random island
#

Somebody suggested using hastables, but I’m not sure where to start.

rotund scroll
random island
#

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.

worn granite
#

Seems more suited to an actual database or something

rotund scroll
#

yeah

random island
#

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.

worn granite
#

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++?

random island
#

I’m looking for the 5 most relevant.

rotund scroll
#

you could search data row table names for matching strings with some regex

#

and just cap it at 5 entries

random island
#

Like a fuzzy lookup, or contains that ignores case.

still otter
drowsy snow
#

Then put all your video files in there.

hidden dew
#

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

nova sonnet
#

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

random island
#

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.

rotund scroll
#

think of UE5 as UE4.40

drowsy snow
#

Safe to say most "learning resources" main on UE5 at this moment are quack ones.

hidden bloom
#

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

lucid grove
#

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?

valid perch
#

How can I view license information of any fbx file.

nova sonnet
drowsy snow
tiny valley
#

can ue4 be used to create audio effects like flangers etc

drowsy snow
tiny valley
#

can you link some tuts or something im also on 4.26

plush yew
#

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

drowsy snow
#

i think HDR cubemaps are in .hdr file format, not .exr.

plush yew
#

i dont want to use a cubemap lol

#

I want to add a exr backdrop to my scene like in the documentation

glad loom
#

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 )?

prime willow
#

but youl fist fight with every inch of the model and system at every turn

kindred depot
#

Yes! lol

prime willow
#

dont be dumb like me pick any other system

#

;-;

kindred depot
#

it took for ever to learn that

prime willow
#

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

drowsy snow
#

Heard iClone Character Creator is a good alternative.

prime willow
#

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

sudden zinc
#

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?

fierce tulip
#

either a mouse or gpu driver issue, prolly the latter

sudden zinc
drowsy snow
#

You already crossposted this to #animation without getting redirected.

#

I frequent on both channel, so not sure where I'm going to answer.

kindred depot
fossil basalt
#

is there a way to group tabs like this instead of it opening fresh windows?

fossil basalt
#

thank you! 🙂

rocky epoch
# drowsy snow

oh, I love you, I totally forget that where to find it!

fossil basalt
#

lol, you where looking too, eh?

stone stump
#

hey guys is there a way to adjust vertex color size?

rocky epoch
#

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

fossil basalt
#

heh

rocky epoch
#

so thanks for your question :D

fossil basalt
#

😄

rocky epoch
#

and funnily enough I will reinstall my PC in a week or so, so now I really hope I won't forget it :P

dense knoll
#

How do you get whether an actor is to the left or right of you?

soft fiber
#

Still have some renamed textures showing up on material paint layer? Anyway to remove... ue5

gilded marsh
#

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

soft fiber
#

Figured it out... its because the names are slightly different in texture vs normal and so on...

finite wren
kindred depot
lethal light
#

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

drowsy snow
lethal light
#

Thanks 😄

#

where do I see unrealbuildtool? (I'm pretty new to launcher)

drowsy snow
lethal light
#

yes

#

i guess

drowsy snow
lethal light
#

Launcher epic games

drowsy snow
grim ore
#

@lethal lightwhat are you trying to do with unreal build tool?

lethal light
#

@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?

grim ore
#

@lethal lightyou would edit your BuildConfiguration.xml file and those settings would be used

lethal light
#

where do i find this file?

grim ore
#

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

lethal light
#

ok i will try

#

the file is blank, to change just add the commands you have on the site?

grim ore
lethal light
#

which command should i use? there are several that I don't know for what use

grim ore
#

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%

lethal light
#

this must be it, I'll test it here, thank you

random island
#

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 ?

drowsy snow
random island
distant totem
zinc shore
#

how do i make this texture not blurry

drowsy snow
zinc shore
#

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

void sierra
#

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?

atomic plover
#

Is there a equivalent from Unitys Scriptable Objects for Unreal ?

atomic plover
drowsy snow
#

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.

bright sigil
#

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

drowsy snow
#

So "scriptable object" is just save data, not in UObject sense?

bright sigil
#

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

atomic plover
stable path
#

they're called

bright sigil
#

well help us out, you want to use this for some reason, what reason?

atomic plover
#

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

bright sigil
#

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

atomic plover
#

I thought I could those things as a .cpp class, and make it a UProperty which would be drag & drop changable

bright sigil
#

ah ok, yes, you can cpp

atomic plover
#

C++ & UE gives me PTSD so far

bright sigil
#

sorry, i mainly use bp so im thinking right to there

atomic plover
#

No worries

#

It should be fairly easy to translate BP to C++ Native Code

bright sigil
#

sure, im still just trying to make sure i understand your question

atomic plover
#

Gotcha

#

Those presets in Unity as example, would be an actual file ya know

bright sigil
#

UE is sort of COP/OOP vs Unity being mostly OOP

atomic plover
#

Yup

bright sigil
#

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

atomic plover
#

DataAsset
"Base Class for a simple asset containing data"

bright sigil
#

and a data table is.... a data table, excel spreadsheet if you will

atomic plover
#

Sounds fair

bright sigil
#

honestly havent worked with data assets, but that does sound right

atomic plover
bright sigil
#

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

atomic plover
#

Damn

primal tendon
#

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...

bright sigil
#

yep well, almost any kind of game, yes

regal mulch
#

@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

atomic plover
#

Vibe_Pigeon 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

regal mulch
#

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

atomic plover
#

Exactly 😂

regal mulch
#

And stay the f away from Multiplayer at the start

atomic plover
#

Yeah - No

#

Not gonna bother with Networking

regal mulch
#

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)

atomic plover
#

Already got that far haha

#

Bit of Widgets, and now Controllers & Character

regal mulch
#

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

atomic plover
#

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

regal mulch
#

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

atomic plover
regal mulch
#

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

atomic plover
#

✍️ hmmh hmmh

#

I lowkey wrote it down to break it apart and to understand it

#

😄

regal mulch
#

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

atomic plover
#

I rather watch source code over tutorials

drowsy snow
#

Also don't afraid to experiment with things around Unreal.

atomic plover
#

Only way to find out how it works, eh ? 😄

regal mulch
#

Yeah and I really think trying to find similarities with Unity is a pitfall

atomic plover
#

Yeah, agreed

drowsy snow
#

At least that's how I figured things out.

#

And I was a Unity user back then.

atomic plover
#

😂

#

I don't judge

drowsy snow
#

Granted, it was Unity 5, and I didn't go far with it.

regal mulch
#

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?"

atomic plover
regal mulch
#

They are gone, they won't come back!

atomic plover
#

Gone, reduced to atoms

regal mulch
#

(unless you install plugins)

atomic plover
#

Unreal so far looks beautiful, but ain't the gotcha factor for me ya know

regal mulch
#

Welp, UE5 is around the corner which looks even nicer :D

atomic plover
#

Unity tries to hard, but feels intuitive

regal mulch
#

And no, you don't need to learn UE5 now instead of UE4. Stick with UE4 until UE5 released

atomic plover
#

I was rather afraid to use UE

drowsy snow
#

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.

atomic plover
#

I can't with UE4 😅

#

The UI revamp of UE5 is the reason I got back

regal mulch
#

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

drowsy snow
#

Hot take: I hate UE5's UI. It feels more claustrophobic to me.

atomic plover
#

Acknowledged Sage_Love

regal mulch
#

iirc you can go back to UE4's

atomic plover
regal mulch
#

Well, okay, n that case, if you do run into issues with UE5, please use #ue5-general ,

drowsy snow
#

Lot's of wasted, unused spaces IMO, felt cramped even in 1080p
UE4 felt more spacious, especially with small icons enabled.

atomic plover
#

🤝

regal mulch
#

Not textures wise, but at least layout?

drowsy snow
#

I don't know, guess it's just one thing that I eventually had to force myself getting used to it.

regal mulch
#

It could be worse. It could be GIMP level of UX

atomic plover
#

German kicking in 😏

regal mulch
#

gotta love it when my brain inserts German

atomic plover
#

Feel ya

regal mulch
#

And then even wrong

atomic plover
#

Worst UI is 3ds Max, change my mind

regal mulch
#

"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.

atomic plover
#

🧠 Parkour

drowsy snow
atomic plover
#

How dare you