#ue4-general

1 messages · Page 1103 of 1

thick herald
#

I've used World Machine and World Creator, I didn't get on well with WM and much prefer WC. WC is near instant visuals so you know what you're getting. Never used Gaea so can't say on that, but there loads of both paid and free landscape generators out there.

shrewd rapids
#

How can I add rotation to this node tree? I've got it set up so the Skeletal Mesh ragdoll will react to audio but I'd like to set a constant value of rotation to the mix aswell

kindred depot
#

this is a LOT simpler.

shrewd rapids
#

Essentially I

#

I'd like to get a similar result but with more control

kindred depot
#

LOL

#

i thought you where talking sound settings xD

shrewd rapids
#

Yeah, should've added the vid first

kindred depot
#

That looks like a animation problem

#

character is stuck in a pose with physics enabled

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casuing the legs and arms to do what they are doing

shrewd rapids
#

Basically what I

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I'd like to achieve is that the character would still be in a ragdoll mode but would move around randomly triggered by sound

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Like it's being puppeteered by it

kindred depot
#

are you using the the ragdoll in the project settings?

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call a ref to it

shrewd rapids
#

Yup

kindred depot
#

IF so and so IS in rag doll Do action and is triggered by sound, YOU COULD do this as a physical material then when it collides with anything it will play sound.

ebon palm
#

is it better for not high quality games to switch to 4.23 im now making my game on 4.27 and want to publish it to the web

opal lark
#

hello all

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I need some help please

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This is my set up for AI But he walks in a diffrent direction to movement

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Not the direction he facees

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faces sorry

worn flame
#

bro but what more i must conect ? i did many conections and nothing the splash sound is in ground every the character jump, and i want the sound only in the water.

kindred depot
drowsy snow
#

It's not as robust as you might expect - I tried working around web dev requirement with building Unreal to HTML5 in the past to no avail, the application fails almost all the time.

lean fable
#

hey i need a bit of help, what do you think its better for texturing? texturing with blender and import it in unreal or texture directly in unreal? i did it with blender and it looks a bit strange but idk if its something bad or idk

drowsy snow
kindred depot
#

ugh.... I hate when people sell assets like this.. do i need to add this to blender now to get rid of this stupid bone structure?

kindred depot
#

for free in the marketplace.

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if you got it use it.

drowsy snow
kindred depot
lean fable
#

it costs 50$ lol

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but it seems to be a good tool

drowsy snow
lean fable
opal lark
#

Does anyone know the answer to my question please ?

kindred depot
ebon palm
#

do somebody nows a short cut to import a 4.27 project into 4.23

drowsy snow
kindred depot
drowsy snow
kindred depot
drowsy snow
ebon palm
lunar cape
#

how can I import a blender mesh in eu4 blueprint ?

kindred depot
#

try to do this yourself.

drowsy snow
ebon palm
#

i made a gmae in 4.27 and want to upload it to web and forget that i dont can packaging to html5 in 4.27

ebon palm
drowsy snow
kindred depot
#

give it a go

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if it does not work then you are shit out of luck

drowsy snow
#

Unreal Engine export to native HTML5 is so unreliable, not even the community continued the effort after 4.25

drowsy snow
kindred depot
#

thats weird.

kindred depot
#

Ohhh damn your right again

lunar cape
#

How can I import obj file into my blueprint ?

drowsy snow
#

It's like calling platform extensions to build for consoles a plugin / engine module, which is not.

drowsy snow
lunar cape
#

I made a switch and I want to put it into the blueprint, How can I do that ?

drowsy snow
#

Import the mesh first, then assign a static mesh component in your BP to use the mesh.

opal lark
#

Thanks

lunar cape
#

Alr

kindred depot
#

when did @buoyant granite get here lol

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sorry for hurting you 1 million times

lunar cape
#

How can I turn on click events ?

ebon palm
kindred depot
drowsy snow
# ebon palm it dont work

As I said above, Unreal Engine isn't exactly great for native browser application, as it doesn't have the greatest WebGL stuff and relies on Emscripten (also considering back in UE3 days they used Flash, but even in early 2010s Flash started to get attacked by webdevs)

Unity can do WebGL better than Unreal, and Construct itself is a HTML5 game engine.

opal lark
#

Hello again went through he tutorial didn,t help me out, any other ideas please.

kindred depot
opal lark
#

@kindred depot Figuired it mate, I had to disable yaw, and tick orientation of movement

kindred depot
red prairie
#

Can someone confirm if comments in Niagara get deleted after reopening niagara asset? Emitter for example.

random island
#

Does anyone know if it’s possible to use the WorldOutliner as a UMG in your own application?

opal lark
#

After an animation is played is there away to rever back to original for instance my ai walks over a spot smells, then i lose orignal animation,

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I would like him to walk again

cyan bronze
#

Why the objects i place or spawn dont have gravity? I have the "Enable gravity" ticked and my player is affected by gravity

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They just float in the air

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It has physicsAsset

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Also i tried with other stuff like guns

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Same thing

wary wave
#

physics enabled component probably isn't the root component

idle mantle
#

a friend want to learn ue is that better to start with ue5?

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im still with ue4 personally

lunar cape
#

How can I diable collision of a part ?

drowsy snow
#

UE5's fancy new features are not necessary for getting started, as there's barely any difference on the basics from UE4. (unless you're a film people I guess)

rancid lagoon
#

I have an old computer that i want to use to render some of my videos. Do i need to have anything specail for this?

ebon palm
#

i made a weapon switch to a pistol but how can i switch the skeletal to

drowsy snow
rancid lagoon
drowsy snow
weak hemlock
#

I really need some help here, did something change in 4.26? I can not paint any foliage whatsoever, neither on landscapes or meshes. Any ideas anyone? I'm not getting the brush visualizer

drowsy snow
#

Look up Movie Render Queue, I think it's possible to outsource render power through networking.

rancid lagoon
drowsy snow
dense knoll
#

anything is crashing the editor

pearl minnow
#

is it possible to get scancode of key in blueprint?

lunar cape
#

Why cant I see the viewport on my pawn ?

drowsy snow
lunar cape
#

Alright thanks

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And how do I get to this view instead of this one

drowsy snow
lunar cape
#

I want the inverse

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I clicked it

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I want to go back

drowsy snow
#

Close and reopen it. Chances are it might go back to that view. Otherwise continue work as usual.

wary dove
#

Hello guys.im getting this crash after building lights on level.what should i do.

cyan bronze
#

Its the root component

wary dove
wary wave
#

if it's an option you can try, but tbh the most realistic options are to get more memory, or reduce the memory requirements of your map / lighting

cyan bronze
wary dove
wary wave
#

that'll probably be it

wary wave
#

there are probably some decent articles or videos out there on the topic of reducing lightmaps sizes in your levels, so probably worth a google

cyan bronze
#

I dont

wary wave
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if you want the object to be physically simulated, you do

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the alternative is using some kind of movement component

cyan bronze
wary wave
#

Characters have a movement component

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which is responsible for all their physics behaviour in conjunction with their capsule

cyan bronze
#

Ok but sill it doesnt work

wary wave
#

in which case I'm less sure

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it's hard to debug these things remotely, but it's almost certainly some kind of setting or something simple somewhere

cyan bronze
#

Yea i will keep looking

steady siren
#

Anyone running 4.27 on a mac?

ebon palm
#

how do i import a project to a older version of unreal engine

drowsy snow
drowsy snow
zinc anvil
#

anyone know any good resources that explains what things make a game run better

#

Im not really sure how to phrase that well

bright sigil
#

optimization and profiling

drowsy snow
zinc anvil
#

Im watching a UE presentation for that rn

drowsy snow
#

At least you don't have to go to Asset Store just for a super basic optimisation tools 🤭

ebon palm
drowsy snow
#

Hopefully I won't repeat it for the fourth time unironically.

ebon palm
fathom birch
#

Is there a way to set default values for a UPROPERTY in a USTRUCT, such that the default values will appear in details panel? I'm trying to do this for a struct that will exist in a TArray, if that matters.

(Accidently asked in #ue5-general before)

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hmm, I tried both of those, and both gave values of 0.0 in the details panel when I created new array elements

drowsy snow
fathom birch
#

I currently have

USTRUCT()
struct FTimedCamera
{
    GENERATED_BODY()

    UPROPERTY()
    AActor* Camera;

    UPROPERTY()
    float StayTime;

    UPROPERTY()
    float BlendTime;

    FTimedCamera() {
        StayTime = 2.0f;
        BlendTime = 0.75f;
    }
};
#

I've also tried it with and without UPROPERTY(EditAnywhere), with the same results

drowsy snow
hidden knoll
#

Does anyone know why my game starts off with four split screens when there's only one player?

drowsy snow
fathom birch
drowsy snow
fathom birch
drowsy snow
#

Well, #cpp is all yours.

next sierra
#

How do I fix this? This is my first time setting up UE with CPP

neon bough
#

use a path without special characters

next sierra
#

oh ok

severe hound
#

Does anyone know best way to transform a bone on a separate skeleton from player mouse input on the skeleton?

little breach
#

what?

little breach
severe hound
severe hound
drowsy snow
frozen pond
#

is chaos destruction included in 4.27 by default ?

drowsy snow
#

Actually let me rephrase that.

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Well yes, but actually no. As you'd still need to have a separate build that actually enable the Chaos capability in the engine build configuration.

frozen pond
#

k, so apex then

drowsy snow
#

APEX destruction isn't that bad for UE4, and Chaos won't seem to be final by the time UE4 is done anyway (as in no major version developed anymore)

safe osprey
#

What would a W texture map be, its like black green and red colors?

drowsy snow
safe osprey
#

what are volume textures?

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I'm doing this in blender because its easier for me to texture idk if that changes anything though?

drowsy snow
#

Probably not, if you're going to bake any procedural texture you made.

safe osprey
#

No its a models texture I got of the internet

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There are like N which make sense but others like W and NS

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and most look like normal maps so 😕

drowsy snow
#

Ah. Some of them establish their own naming convention, so it can get confusing, but I can assume it's a channel packed texture. So it's not what I thought it is, UVW mapping.

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What I cannot assume is exactly what it is, but usually the channel packed properties are metallic and specularity.

safe osprey
#

How could i tell by the image?

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like what properties to look out for to tell the difference

drowsy snow
#

Some 3D modellers do this channel packing thing to save on texture sampler limit imposed by graphics API used by game engines.

safe osprey
#

Thanks

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I though it was originally but it made normal map errors

drowsy snow
safe osprey
#

ye

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bit

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but there is another texture with what looks like a normal map

drowsy snow
#

Can you show it here?

safe osprey
#

sure ill try

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im guessing the normal map

drowsy snow
# safe osprey

Aha, this is indeed a channel packed texture, not a normal map. Just as what I thought.

safe osprey
#

Is it any use?

drowsy snow
#

It could be any use for at most three properties.

safe osprey
#

ok

drowsy snow
#

But it seem to be a cloth texture...

safe osprey
#

ye it is

drowsy snow
#

Is the clothing have metallic bits?

safe osprey
#

no

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robe

drowsy snow
#

Metallic is defenestrated then.
That would left us with specular/roughness, or any other scalar (values being between 0 to 1) properties

safe osprey
#

Ye looks better now ngl

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thanks

frozen pond
#

I want to make spike trap, but not sure how to make physic effect like in the dark messiah

sour tide
#

....when collide with spike, create spring arm between spike and the bodypart?

frozen pond
#

spring arm? isn't that for camera ?

winged lava
#

Can anyone help me please?
I am trying to accept sdk for android export but it wont work
I agree and noting happens

sour tide
#

Might be the wrong tool, literally anything that will connect one to the other without like, completely welding them

winged lava
#

When I click agree sdk license nothing happens

frozen pond
#

it should weld skeletal mesh with static mesh on point, but dunno what component would work like that

winged lava
#

can anyone throw me a bone

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I am lost cant find anyone talking abput it

winged lava
#

yeah

charred blade
#

If I spawn an actor set to replicate, and that actor then spawn another actor not set to replicate, what happens

bright sigil
rapid fiber
#

Anyone know what is wrong with my export? i exported the female model fbx fine but the male model is doing this:

bright sigil
rapid fiber
#

doesnt matter what settings i check or uncheck it stays like that

rapid fiber
#

ik lmao

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i was hoping it was just a render bug in blender but it was the same in UE so idk what to do to fix it lol

frozen pond
bright sigil
#

uhhh, i think unreal has hinge actors?

distant totem
rapid fiber
distant totem
rapid fiber
#

Ok one second

rapid fiber
tiny valley
#

Does ue4 server contain geometry

distant totem
distant totem
rapid fiber
#

No, I left it 2013 and it worked for my female model fbx version. I have morph targets and I need to use the Autodesk converter 2013 before I can import it to blender with morph targets

distant totem
#

all I did was set the FBX export to 2020, the top setting when exporting from unreal

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maybe it was a rare error? 2013 looks to be working for me as well

rapid fiber
#

It's a custom model

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Not mannequin

distant totem
#

Oh I'm sorry I thought you meant the male mannequin, I misread there

rapid fiber
#

But like I said the female version worked fine which is strange

distant totem
#

Ah sorry I'm not as keen on models and rigs

rapid fiber
#

It's ok, appreciate the help

sour tide
#

Ugggghhhh I hate nested projects. Want to do X, have to do Y, discover I have to do Z. I was getting into the groove of Wadstein's introductory videos but I have to relearn blender now

modest swan
#

Anyone have any good tutotials on making a GOOD br game

dire sleet
#

Hello everyone, I am facing problems using Path Tracing in UE4.27.
After I render some frames sequencer, closing the Editor gives this crash:

LoginId:02b5b0414e51dad09cab08bf6df59736
EpicAccountId:20f7eba8ba6c405d995c564a0f2e5875

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION 0x0000020d9f821460

D3D12Core
UE4Editor_D3D12RHI
UE4Editor_D3D12RHI
UE4Editor_D3D12RHI
UE4Editor_D3D12RHI
UE4Editor_RHI
UE4Editor
UE4Editor
UE4Editor
UE4Editor
UE4Editor
UE4Editor
kernel32
ntdll

Device:
Processor AMD Ryzen Threadripper PRO 3975WX 32-Cores 3.50 GHz
Installed RAM 64.0 GB (63.8 GB usable)
System type 64-bit operating system, x64-based processor
Windows 10 Pro
Nvidia Geforce RTX 2080 SUPER

I have tried the following:

  1. Changed the NVIDIA driver version, tested with Standard (462.59, 471.68, 472.12, 472.39, 472.47), with or without Geforce Experience, also tried with DCH driver version (don't know what DCH means) v.497.09 without Geforce Experience.
  2. Added Timeout Detection & Recovery (TDR) in Registry Editor to 60
  3. I have downloaded mpo_disable.reg from NVIDIA Website

None of the steps above helped.
I was working with Path Tracing and it was fine using my previous Intel computer.

Please help!

sour tide
#

Scrub question time. Working through Wadstein tutorials. So I create a brush to make a floor, convert that into a static mesh. Playtest... fall through the floor

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It certainly appears to have collision on but I fall straight through it. What am I missing?

#

Like... I'm looking at this

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It also appears to have the same collision settings as the walls, which are in the starter assets - those blocked me before and haven't been changed

bright sigil
#

in the static mesh editor, can you turn on the collision, is there something there? Pop up the little arrow at the bottom of Collision, it should be BlockAll

sour tide
#

In here?

#

hol up

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I feel like it should have at least one box

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since it is a big floor panel

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(also it was on BlockAll already)

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That was it. Somewhere in the conversion from brush to mesh it didn't create a collision

open night
#

Correct me if I'm wrong but there is a social vr platform out there that uses UE, no?

bright sigil
# sour tide

well this says there are no collision primitives, so there's an indication of needing one. I was referring to here though:

bright sigil
bleak zodiac
#

do you means you want to make a collision in editor or do you want a custom collision? if understand that

sour tide
#

Yeah, trying to make it show the collision manually made no changes, so I believe it had no collision. Adding a simple box to that one fixed it. But I have other objects (stairs and and a ceiling with a skylight) that I can't just add a box to so I need to redo those

#

hopefully will find the step that broke

bright sigil
#

There is also the auto convex collision generation under the collision menu, it is better suited for organic shapes though

#

you can also edit colliders in that primitive section you found (spheres, boxes, capsules, convex, etc.) you can change size and location there or select the collider and manipulate it in the mesh editor

sour tide
#

Redoing things... yeah when I turn a brush into a static mesh it just doesn't create any collision apparently

bright sigil
#

bummer

sour tide
#

Seems unexpectedly menial. I feel like if I want to convert a brush to a static mesh for whatever reason then an immediate decision on what kind of collision I want on it should be part of the process rather than having to open it and set it in the editor immediately after

bright sigil
#

well you can convert them all to meshes, and the use Edit Via Bulk Matrix to give them all collision, but i think thats just Complex collision, not sure if you can generate a box for each that way

sour tide
#

I suspect the intended workflow is to convert, export, immediately edit, and reimport?

#

but if this is all temporary anyway it doesn't really matter if you're using automatic complex collisions for some of your map at a time?

sharp tiger
bright sigil
sour tide
#

I don't know enough about the limitations of brushes to be able to answer that question, only that static meshes are preferable

bright sigil
#

hmm, was everything fine with bsp brushes? what spurred you into changing them to static meshes?

round violet
#

ho is better for games dev C++ OR C# ?

drowsy snow
#

C# is largely irrelevant in UE4 (particularly with game scripting) aside from build related stuff.

round violet
#

thank you

#

菊地真 merci

drowsy snow
#

Even then in UE4, you want to use BOTH BP and C++, combining the best of both worlds.

sour tide
#

on that note I'm trying to figure out when I broke the lighting

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These don't... illuminate. At all

drowsy snow
#

Static lighting?

sour tide
#

yeah

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Just a directional light

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the ceiling and the wall next to it appear to have identical lighting settings in their details panel

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(ok, I think that I actually am just trying to run ahead of the video and he's demonstrating the same issue)

turbid jewel
#

helllloooo! Anyone good with the UE water systems??🌊 I'm trying to bring a water body custom into my world but it just shows up as a black plane, and for some reason it is tied to my cursor/movements??😕 When you see it going back and forth thats me pressing D and A to move around the world, but it moves the plane instead and follows wherever I go

echo star
#

Hey all, I'm working with the procedural foliage spawner for the first time and trying to increase my performance. My foliage actors are all set up with static meshes currently and I'm trying to switch them to instanced static meshes. I've never worked with instanced SM before, and I'm not able to see the mesh in the viewport when I assign it or in world when placed. What's the process with setting up instanced meshes? Any helps greatly appreciated

echo star
echo star
plush yew
#

How to get night sky from this? Keeping all that foggy vibe and just adding night time. I have atmospheric fog, exponentialheightfog, directionallight, skylight and sky sphere. Adding dark sky box is the only way? Or can I tweak some settings to achieve it?

#

nvm, got it with post process somehow

charred blade
#

Print String with execute on server event only prints on clients, after a remote only switch. If I spawn actors clientside only on beginplay, they cannot call server events? If I remove the switch server prints also.

sour tide
#

ugh learning lighting and materials is tedium

#

I'm here for the programming and mechanics darn it

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(but yes, I know how important lighting in particular is for the game feel, along with sound especially)

plush yew
#

yeah, that's how designers feel about programming too 😄

#

☯️

rain badger
#

Quick question; Do panels use less resources than cubes?

stable path
runic fern
#

Hello Guys ...
https://www.youtube.com/watch?v=RS3hqT8rGyo
How can i make the Winch swinging like this i've tried physics constraint but i cant control length in realtime

A tower crane blueprint with cable made with physic constraints to be released as asset for developers on the Epic (TM) Marketplace

Crane can be adjusted in height and can lift and drop items. Items can be simply created using a blueprint and any static mesh.

Demo for win 64 bits soon

▶ Play video
fossil basalt
#

which is the setting for opening items in the main window please?

proven lake
#

ok guys I just started with unreal (after wasting my 7 years on Unity), I was trying to make a simple 2D character movement using UCapsuleComponent and no CharacterController, I succeeded somewhat but my character (or camera) jitters when it hits a wall and I keep giving it input in that direction, I was trying to serach online but everyone is just using characterController and I dont want to use it, can anyone please tell (or point me to a good source of info) how can I make my 2D character move without CharacterController

robust lichen
#

just wondering, is it possible to use the viewport preview and the active game viewport at the same time?

#

for me, the preview just stops running, and editing things in it doesn't update the active game

silk lantern
proven lake
#

but do you know any proper way to move 2D characters, ofcourse without CharacterController ?

silk lantern
#

well without character controller you can use key events

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for example when "D" key is pressed enable a boolean which allows character to move right in tick

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you will need to multiply tick's delta time by a speed variable which you will manually set

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and add the result to character's position in the correct direction( X or Y or Z) in each tick

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and when "D" is released you set the boolean to false so character stops moving

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i would send screenshot but

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...............yeahhhhhh

#

im kinda busy staring at my screen right now 😄

fossil basalt
#

does anybody know where the setting is for ensuring new assets open up in the main window please?

proven lake
proven lake
plush yew
#

do you know guys what could be a reason for the lighting issues on the picture?

#

i did override lightmap res for 64 in all of them, as default it looked similair

proven lake
#

I am still having one issue here, as you can see in the above video my character seems like he is trying to go inside the collider of the wall when I give it input while he is blocked by wall collider @silk lantern

plush yew
#

Ive no idea what im doing

#

as soon as I started playing with Unreal I get the feeling collisions and physics are not its strong suite

fierce tulip
#

have to say @plush yew thats rather borderline nsfw.
The only really good collision system ive seen for those kind of games is the custom collision that AdeptusSteve made for his game that I cannot mention publicly due to nsfw.

fossil basalt
#

is this enough to allow my character to walk up these stairs?

#

I have turned on that collission and my char is still walking through it

plush yew
#

closed due to covid or something

#

jk idk lol

#

thanks for the info ill look into it

fierce tulip
#

gotta say, im fairly impressed already with that result.

plush yew
#

thanks

#

Unity makes collisions easy

fierce tulip
#

oh, this result in unity?

drowsy snow
#

inb4 retracting the compliment because of ||Unity||

fierce tulip
#

nahh

drowsy snow
fossil basalt
#

didn't work for me

#

still walking through it

drowsy snow
#

Now ideally you would want to have simple collision for actual navigation, and then complex collision for foot IK (if you have one)

fossil basalt
#

maybe it's because I created them from geometry tab?

#

I have followed tuts

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not getting expected behavior at all unfortunately

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I can get it to work for a simple block

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but not those stairs

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which where meant to be a nice place holder until those assets are designed

pearl minnow
#

hi y'all, im trying to add advancedSteamSessions. I added the folder to plugins and tried to rebuild the game in VS. I get this:

#

if i try to run the unreal project directly i get "try to build from source manually" error

regal mulch
#

Is the Version of the Plugin matching the Engine Version you are using?

fossil basalt
#

is there a way to trim this collission box down?

pearl minnow
regal mulch
#

Yeah

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Which can totally mean that the Plugin has stuff from 4.27 that your 4.26 version doesn't have

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And thus the compile fails

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At the top left of the git repo

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There is a drop down that currently says MASTER

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You should be able to find 4.26 in there

pearl minnow
#

🤯

#

why didnt i thinka that

#

thanks

#

( wonder if i should just update to 4.27 🤔 )

winged lava
#

I am sorry if this is not the place to post but here goes. I am having a basic problem with packaging for android. I try to agree to sdk license and nothing happens and when I try to export my game it tells me to accept sdk lincense which I have done. Anyone care to restore my sanity plz?

regal mulch
winged lava
#

helpful

drowsy snow
winged lava
#

no one ever answers in that place

drowsy snow
winged lava
#

I asked last night

#

no one got bk 2 me 😦

drowsy snow
forest holly
#

@fossil basalt might want to make a custom collision in blender or maybe use complex as simple since it's such a basic shape

fossil basalt
#

ok, will do

winged lava
#

how about u go there and have a look clever cloggs

fossil basalt
#

BTW, how do I move the ancor point?

#

@forest holly

pearl minnow
#

@drowsy snow thanks for the warning. wow now i look at it, they presenting 27 like a whole new thing 😄 it feels like 5

winged lava
#

Does anyone know I feel like such a n00b its really a basic question

drowsy snow
#

I initially thought backporting Oodle from 4.27 to 4.26 would be as easy as pie, but then the error avalanche deeper into the engine code

fierce tulip
#

@winged lava if people know --and have the time-- they'll surely answer, if not, in the meantime try asking the question on answerhub/forums/reddit/etc

pearl minnow
#

ill definitely consider destroying my project later today

winged lava
#

@fierce tulip Do u know the answer friend? 🙂

fierce tulip
#

if I did I would answer <_<

winged lava
#

ok m8

drowsy snow
pearl minnow
#

like 20% or what? 😄

#

im making a casual game so small is good 😄

regal mulch
fossil basalt
#

grrrrrrrrrrrrrrr

drowsy snow
fossil basalt
#

I can no longer see the pivot point in my mesh editor ... how can I get it back?

pearl minnow
#

dang thats great

#

did you try G @fossil basalt ?

#

im a noob dunno if that helps

fossil basalt
#

gdon't see a change after pressing G

drowsy snow
#

Maybe even more if I went with more aggressive Oodle compression, but I don't have the time to test it for now.

fossil basalt
#

what am I supposed to see?

regal mulch
#

even if you press the big pivot button at the top?

fossil basalt
#

oh, maybe I am asking for the wrong thing

#

I can see the RGB lines but not the wee white ball

#

I really need to move it

#

right, I have learned how to change the pivot point for an asset in the world

#

but when I try to add another of the same, it's not remembering them

#

how can I change it for all of them rather than just 1?

drowsy snow
#

Oh snap, didn't notice this at all, whooooops
In case anyone wants to use Bink 2 videos in their Unreal Engine 4.27 (or UE5) project, the tool is located in Engine\Binaries\ThirdParty\Bink. Don't download the one from the RAD Tools website, as it'll give you the trial version of the tool.

pearl minnow
#

😐

#

i was trying to package game, but was getting an error about some files, that were deleted a long time ago. So I deleted saved, intermediate, binaries folders and rebuilt the project. Now my whole level is gone and reset to the default 😐

#

wat

#

seriously wat the actual wat

#

the level didnt disappear per se just completely reverted

glad loom
#

I created a new macro library, where I added a "for loop with delay", however if I try to use it in a blueprint, this is what I get:

pearl minnow
#

just reverted in git, lost some progress but its ok i guess 😄

kindred depot
#

Quick Question about replication. IF i use 2 players as use them both as client and the character does what i programed him to do, does that mean that I wont have to worry about the replication of that in the future? I created a unique way to transform the player from idle to moving and what pose to use.

plush yew
#

how do you make games for casino? the simplest blueprint programming side for slot machine

#

also how many visuals you need to get that addictive feeling combined with 2-3 sound effects

#

i have bunch of addictive sounds so might give it a try

#

lol

drowsy snow
plush yew
#

yeah

#

but how about blueprint side

#

if i have 3 images

#

and they spin and change

drowsy snow
#

I'd say change the material to be blurry spin, and stop all of a sudden on a different image, even if the pattern don't make sense.

plush yew
#

mixed with background sound, spin sound, win sound and blank sound

drowsy snow
#

One of the key to casino success is to make the gambles to be as rigged as possible on the house's side, not the player's.

plush yew
#

yeah

drowsy snow
#

Even if it means faking the rotation, they won't notice. Not even Mario Party's slot machines makes much sense to its cube shapes.

mint forum
#

Guys, I have a question.. can I translate courses into Russian from the Unreal Online Learning Courses website and upload them to the YouTube channel, leaving a link to the original course?

drowsy snow
plush yew
#

alright, might drop a slot machine in horror game for start

#

😄

#

can you do it so that it changes post process effects/visuals?

#

and displays text and plays sound

drowsy snow
charred blade
#

Should I be saving whole actors inside the game state or just a way to reference them? I can save variables painlessly inside game state but saving actors are null using same methods

plush yew
#

can you disable that shaking light effect on rect light?

#

im trying to use it to light up environment as it's not really supposed to but it looks nice

tepid vector
#

Ok, so I made this using Unreal Engine 5, I want to know how to change the person from that to an actual person, how do I do that?

#

I FIGURED IT OUT

#

YAY

fossil basalt
#

thats a GREAT feeling! lol

feral sierra
#

there is a way to be able to play with a PS4 controller on a UE build without tools like DS4 Windows?

kindred depot
feral sierra
kindred depot
#

create your modifiers from here in your event graph

civic cobalt
#

how do i interpolate with overshooting?

dawn gull
#

Am I able to convert a World Location to an equivalent relative location for a component inside of an actor?

modest swan
#

Anyone have any good tutotials on making a GOOD br game

thick herald
#

Define GOOD 😄

plush yew
#

how is it possible to make massive open world games in ue4? is it done by splitting the whole level into smaller squared-like levels that load? or done with LOD?

modest swan
#

Something that works lmao

thick herald
fossil basalt
#

I know one thing ... there is a LOT of shite out there

modest swan
thick herald
#

That's not much help. What I find fun may not be same as yours.

thick herald
#

In short, it's unlikely there is a tutorial that will give you everything you want, so you'll have to mix n match, come up with your own methinks @modest swan

dawn gull
thick herald
modest swan
#

Also. How can I learn to use ue5. Ive never made a actual game before and idk how to startt.

wraith cosmos
#

hello everyone, i have a question, when should i use those for get player reference ? and what is the difference between those nodes ?

thick herald
#

Erm.. thanks? 😄

kindred depot
#

lol

#

you said there is nothing to give you everything you want everything here is what helped me in the longrun

thick herald
#

Did that help you make a good br game, as the op was asking? 😄

kindred depot
#

oh you want a good br game?

thick herald
#

No

kindred depot
#

he wants*

thick herald
#

He wants a tutorial on how to make a good br game

#

The other person was asking for open world tools. You got confused methinks 😄

kindred depot
#

the ONLY good tutorial was by BIG CAT, and he shut down and closed everything out. must of been hired.

#

google search you might find some videos 😉

thick herald
#

Yup, google has most of the answers to most of the questions asked here 😄

kindred depot
#

Unreal Engine 4 Game Develop: Battle Royale with Blueprint

pearl minnow
#

hi, i have sorta long-winded question - I have a game where there are no typical player characters, only a shared virtual keyboard that players manipulate with their real keyboards ( half the keyboard each ). Currently the ball in my game ( the game is like volleyball ) detects a HIT event with a goal, then calls "updateScore" on the gamemode interface. I realise now that gamestate has "players array" which also have playerstate. I'd like to connect the dots here, and update the players scores widget at the top of the screen. Which parts of this would you move around?

kindred depot
#

lol that seems not so simple.

pearl minnow
#

game looks like this for clarity

#

should I instead, from the ball detecting a "goal hit event" call a different function? something in the gamestate instead of the gamemode ? or just directly target one of the players and update their score state somehow? I'm so confused 😄

#

is there a best practice pattern i can follow for a collision triggering a score change, replicated to players and updating UI? or at least best practice for part of that?

#

I read that i should only do score calculation in gamemode, but now im following a guide for a scoreboard which is just doing all the logic in server-functions in the player controller. So i dunno what to think

shrewd gust
#

when I import from blender, the mesh and rig appear correct but if I attach a static mesh to a bone on this skeletal mesh, the the attached mesh is not scaled properly (too big 100x). I think this is causing an issue with my vehicle because the physics wheel I set up (using the vehicle wheel component) won't attach to the bone, it defaults to the origin of the vehicle

proven lake
#

hi guys, I am in a bit of help here, I am trying to do AddForce in tick function but it is not working, when I did it in a function that was getting called from AxisBinding then it worked all fine but not in tick function

late quartz
#

does the variable i define in the actor's blueprint work for all the objects i put on the map, or does each object have a different variable?

fossil basalt
#

if I do a delay in an event ... it only delays what coming in it's own event, right?

#

everything else runs as normal?

proven lake
late quartz
#

thx

proven lake
#

ok, let me try

#

no, it didn't worked 🥲

buoyant graniteBOT
#

:triangular_flag_on_post: BlazeEscape#5603 received strike 1. As a result, they were muted for 10 minutes.

proven lake
thick herald
proven lake
#

ok

dim narwhal
#

Heyyy!
So I consider myself a pretty intermediate UE4 C++ developer. I know my way around Unreal Engine pretty well, but there's one thing that I just can't figure out.

How do you make a story based game? For example, lets say I have a story for a game. A protagonist, antagonist, and maybe around 10 missions. How do I progress from mission 1 all the way till mission 10. Kinda like GTA how you finish one mission and that mission is gone, and you move on to the next mission. How can we achieve this progression in the engine. My idea was to have a custom object called mission manager, where you load the logic for your mission, and after each mission the previos logic gets deleted. buttt obviously there is lot more than just one blueprint for a game. For example, a person runs to a building, kills people, maybe loots something, next mission is to drive to a different building etc etc. I'm trying to explain as best as I can.

Any idea on how we can achieve this? Thank you 🙂

spare kernel
#

well this would require a few things, you would need some way to define the mission, a manager to start the mission, some way to monitor the mission steps, and to tell the mission manager when the mission has finished/failed.

#

and a way of defining what missions to do (like a mission chain)

dim narwhal
#

Okay so my idea was, to essentially have a super long sequence node, but obviously won't be that good for the performance of the game.
So for the mission manager, it basically monitors to check if set objective is met at a given constraint for example time.
But, the main question here is, how do I move from one mission to another. like, for example in my game there's a safe house and is going to be the main place where all missions are started. How can i tell the engine So mission 1 has ended, move on to mission 2 Which will bring me to the question, what do I with the logic for the previous mission. Remove it to sorta make garbage collection easy and it doesn't cache too much data? And how do I move to mission 2 smoothly

placid plover
#

Is it possible to blend/play multiple montage at once? If not how can i achieve playing a getting hit animation, at the same time as casting an ability? (they both use the same bones, so slotting is not an option)

thorny kayak
#

I was trying to see if there's still official HTML5 release support. I think there was at some point, but I can't find anything HTML5 that was made with Unreal Engine.

spare kernel
#

its kinda long gone now

#

there are a few things on google search about HTML5 from third parties for UE. But officially, nothing

#

@placid plover a lot of games disable hit reacts when your doing some action

#

but you don't want to do hit reacts with a montage, you want to do some bone blending with an additive animation inside the animbp

placid plover
scarlet birch
placid plover
scarlet birch
#

No. They can be blended into the animbp like any other animation.

placid plover
#

the montage need to use a different slot than the main bp in that case right?

scarlet birch
placid plover
#

gotcha, thanks!

crimson depot
#

Any good 2.5D fighting game tutorials out there? I'm trying to make a street fighter / mortal kombat style game in UE. I found one from shawnthebro but that is about it.

oak plover
#

Hello i am not sure if i am in the right place but i need some help with engine . i started learning it recently and come up with an issue that i cant solve on my own . So i have two objects player and this plate i have created what i want to do is to make it transparent when player character overlaps . i have already applied transparency all i need is to change object properties when they are overlapping . and i cant figure out how to call that plate object i created

knotty heron
#

Is it possible to play two widget animations at the same time?

#

on the same component

robust pier
#

Hi all !
My UE4 crashes when I build light (blocked at 4%) someone can help me please ?

knotty heron
thick herald
#

Try to avoid using the level BP, it encourages bad coding imo 😄

knotty heron
#

I mean dont wanna make a whole BP for a specific trigger

thick herald
#

Use volumes, that's what they are for 🙂

fossil basalt
#

what causes "Play in Editor" errors?

#

my game seams to be working perfectly fine

robust pier
#

This is the error Log :

#

Assertion failed: InShadingModel < MSM_NUM [File:D:\Build++UE4\Sync\Engine\Source\Runtime\Engine\Classes\Engine/EngineTypes.h] [Line: 499]

finite crag
#

I just created a paper character but i cant figure out what im doing wrong to not take control of him when i press play

wispy knoll
#

quick question, why are both the Game and GPU times almost equal to the frame time? not sure how stat unit works exactly

ornate forge
#

What's the best way to implement speech recognition?

ornate forge
rancid lagoon
rancid lagoon
ornate forge
#

Thanks, I'll try it

#

I wonder if there's a plugin to use Windows.Media.SpeechRecognition

drowsy valley
#

Heyo - I'm having calculating the offset for a vector.
Could you help me?

These shouldn't be angled but instead go down in 90°

#
FVector endpos = startpos +  (BoxCollider->GetUpVector().Normalize() * -maxCompression);
#

I thought I'd be able to simply to this

#

get the upvector

#

normalize it

night warren
#

Hey

#

I've got a quick question

#

Is it normal that it takes a while for a project to launch?

#

Mine is fairly big. And it's been around 10 minutes.

night warren
drowsy valley
#

👌 yeah sorry, can't help you either

stray finch
#

i need ideas

#

for a game to make

#

thinking horror

bright sigil
#

done. ship it

#

a thinking horror

plush yew
#

what is a possible solution for a navmesh that does not fit the map?

bright sigil
drowsy valley
plush yew
#

i am building a low poly map and no matter how i set, some parts always get under the mesh.

bright sigil
drowsy valley
#

normalizing only changes the length of the vector, no?

bright sigil
plush yew
#

i noticed that lowering the mesh a bit, shows a okay navmesh generation, however it get rebuild into the new location

#

i tried to follow a suggestion on answer hub to stop that but it does not work

neon bough
#

why do you not just go for startpos - 200 on z or something?

bright sigil
drowsy valley
plush yew
neon bough
#

yea it doesn't

rocky radish
drowsy valley
#

hold on, I think the normalize might actually fuck something up

#

yeah

neon bough
#

also, upvector should already be a normalized vector

drowsy valley
drowsy valley
#

now I only need to figure out how to balance the addforce correctly

drowsy valley
#
            BoxCollider->AddForceAtLocation(
                -endpos * (UPhysicsSettings::Get()->DefaultGravityZ / (-0.25f)) * (maxCompression - compressionRate[i]) * 0.0001,
                startpos);

because this doesn't quite work out

#

0.25 because I have 4xAddforce

plush yew
# bright sigil noisy?

yeah, with the height too high it seems to not follow the mesh but various spikes (like mini mountains) in place where it should be mostly plane

drowsy valley
#

but unreal seems to be a little funny with its physics

#

By the way - has anyone here used the Python API for coding?

I'm used to programming python and there seems to be an official but experimental Python APi

#

I'd by miles prefer python over C++ but I'd need to know how well it works first

grim ore
#

@night warrenyes, you sholdnt be using launch is why. launch is not for testing or packaging for normal people or uses.

winter gate
#

When are December's free assets coming out?

plush yew
#

how was this effect at that moment achieved?

#

17:35

#

looks like chromatic aberration change back and forth

#

but how do you do shaking effect

#

and in general - how do you make visual effect blueprints that change graphical settings and are triggered by box trigger? any basic tutorials would be nice

oak plover
#

How do i do this if character overlaps roof destroy roof ? i cant pass bool variable to that function is there are another function i can use ?

plush yew
#

thx

grim ore
#

@oak ploveryou dont use code in the level blueprint, this is an issue when doing that. You can make a blueprint that is just the trigger and it can handle it, or your roof can be a blueprint and handle itself.

oak plover
#

i tried to do in roofs but there was no blue print there is that means i need to create one for roof and do all in there ?

grim ore
#

yes

oak plover
#

okay thank you . also i am moving from C++ so those blue prints are basically class for each object ?

grim ore
#

basically

#

if you really want to do it in the level blueprint you can, there re events on static mesh actors you can access, but I dont think its going to do what you want

robust pier
#

Anybody can help me please ? ^^

#

My UE4 crashes and this is the error : Assertion failed: InShadingModel < MSM_NUM [File:D:\Build++UE4\Sync\Engine\Source\Runtime\Engine\Classes\Engine/EngineTypes.h] [Line: 499]

fringe pivot
#

From a widget blueprint, how do I get a reference of the character (AI) that created it?

grim ore
#

pass it in when you create the widget

fringe pivot
#

sure but I'm trying to figure how to access that variable

grim ore
#

do you have a variable in the widget?

fringe pivot
#

Yes

#
    statsWidgetComp->SetWidgetClass(statsWidgetCompClass);
    statsWidget = statsWidgetComp->GetUserWidgetObject();
    statsWidget->variable_name // not available (it's exposed on spawn)
grim ore
#

do you understand the basics of blueprint communication? if so its the same way as getting and talking to anything. If not, you can set the variable to expose on spawn and it will show up when you create it

#

ah not using blueprints...

#

chances are you need to cast in there somewhere to your specific class for your widget so you can access the variable

#

expose on spawn makes the variable part of the create widget process

fringe pivot
#

I used to know this, but I been idle for a year 😫

#

Yes, as stated, it's exposed on spawn

grim ore
#

yes but your not using blueprints to create it are you?

fringe pivot
#

No, I create the widget in the class constructor

grim ore
#

yep expose on spawn says "as a pin"

fringe pivot
#

Well I reference it there

grim ore
fringe pivot
#

Ahh I see

grim ore
#

so your just going to need to talk to the widget like any normal class

#

so you create your widget object, then you need to get the variable from it. Im guessing your widget is just a widget and not a <class> widget which is what you need it as to get the variable from it

fringe pivot
#

it's an UUserWidget

grim ore
#

oh and this is a widget component isnt it, not just a widget?

#

so in blueprints so you can see the issue

fringe pivot
#

There is also an UWidgetComponent, I could actually skip this as I don't need to render it over the character.
I copy/pasted it from a health bar from another project

grim ore
#

see how when you get your user widget object its just a user widget, not your exact class that has the variable

#

your statsWidget is just a reference to the User Widget Object class. I assume the class that holds your variable_name is a different class

#

in BP it would be this to get to the variable

fringe pivot
#

alright ty, I'm going to rewrite this from scratch

eternal lava
#

Today is my first day with UE

#

And in fact, any engine

fringe pivot
eternal lava
# fringe pivot how is it going?

Well so far, thanks.
I'm following this:
https://www.youtube.com/watch?v=gQmiqmxJMtA

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...

▶ Play video
#

I've just learned the basic interface and I'm going to proceed shortly

fringe pivot
#

nice, UE is amazing

robust pier
#

My UE4 crashes even with one plane..

grim ore
#

just keep in mind learning the engine with UE5 might not be the best way to learn it, UE5 is not finished and you may run into hard issues

eternal lava
fringe pivot
#

I think most youtubers add the UE5 tag just a click bait anyways.

#

But yeah, you should stick to the stable release

eternal lava
desert verge
#

why lumen?

eternal lava
#

I can't get into too many details just yet

#

but it's an exciting time to be a game developer

plush yew
#

ue5 looks nice and makes everything look smooth by default while with ue4 you need to tweak settings to achieve it all

fringe pivot
#

lumen does exist in UE4 IIRC

grim ore
#

even if you need lumen for your end resut, you dont need lumen to learn the engine.

#

"I need a 1500hp turbo engine in my car to learn how to drive"

drowsy snow
fringe pivot
#

too bad

fringe pivot
drowsy snow
fringe pivot
#

Communication between code and blueprints always turns a bit messy for me after being idle for a while.

#

But it's just common sense

robust pier
#

Okay guys it was just the "ImposterCaptureSwitch" node so if anybody has this UE4 crashes it might be come from this plugin (Imposter)! Thanks all ^^

fierce tulip
#

@boreal wren it would be mighty awesome of you if you read the #rules, because that way you would know that job offers only go in the dedicated job-board channels.

simple jewel
#

TBH the biggest use I got out of Lumen so far is nice previs with GI before I'd unwrap and bake everything.
And that is pretty cool.
Otherwise it's so freaking expensive that I don't think it's really worth it yet, unless you're specifically catering towards super high end machines

eternal lava
#

It's going to save my so much time in my workflow

drowsy snow
#

Personally I don't have faith on Lumen.
SSGI + LPV + Sky Atmo GI has been serving me well in UE4 (I might look into some custom GI implementation later, but it's not on my list rn) while keeping a fairly decent performance in lower end hardware.

hidden knoll
#

Does anyone know how to set a speed float in the anim bp as a negative or positive value from the player's velocity?

#

vector length only returns positive

eternal lava
#

I hope they optimize for m1 chip

simple jewel
eternal lava
#

I like that you asked them why they needed it. Too many people just blindly explain how to do something without asking if it's even the correct approach

hidden knoll
#

I'll try the dot operation

simple jewel
#

Does your blendspace also include left and right?

hidden knoll
#

yes

#

I have the speed variable set the vertical axis and a direction variable for the horizontal

simple jewel
#

Yeah there are a couple of different ways to set this up, a dot wouldn't be right in this case because a 0 result could be both right and left

hidden knoll
#

oh

simple jewel
#

Let me find an example from my own codebase real quick

hidden knoll
#

ok thanks

#

here's what it is right now

plush yew
#

anyone know the best way i can setup like a workshop map system for my game? i tried the simple ugc plugin but it keeps failing.

simple jewel
# hidden knoll here's what it is right now

Oh well then you already have it set-up in a workable way, your blendspace is probably setup the wrong way here
Your direction would be in angles, so your blendspace axis would go from 0 to 360

hidden knoll
#

ooooh

hidden knoll
simple jewel
#

Yes.

Alternatively, divide the vector length by max speed before asigning it to speed and then you can have the blendspace Y be 0-1

drowsy snow
hoary rock
#

Hey, I have a problem with UE4 installation.

It's been stuck at this "installing" thing for the past 30 minutes. Normally it would say the amount of gigabytes remaining. Any way to fix it?

plush yew
#

i mean like maps people create for my game

hidden knoll
#

Okay cool, thanks @simple jewel !

#

I got it working

drowsy snow
drowsy snow
simple jewel
plush yew
#

because it wont stop failing

drowsy snow
#

I personally don't even use the UGC plugin.

#

It's so confusing how end user would use it.

plush yew
#

i want to do it that way so people can upload the stuff to steam workshop and download it from there too.

drowsy snow
#

But for true editor, you'd have to ship a dumbed down version of UE4 Editor, and that's something that can't be distributed as part of the game

hoary rock
plush yew
hoary rock
#

Update @drowsy snow

drowsy snow
simple jewel
plush yew
drowsy snow
hoary rock
drowsy snow
hoary rock
hoary rock
fading wolf
#

Is there a difference between Split Structure and Break ?

#

ah okay thanks

blissful trail
#

is there a way to make this star material invisible when the sky is not black ??

tidal shale
#

Does anyone know how to fix this issue I am having here? I tried clearing the cache on the swarm agent and I also brought the lightmap density to .2 but it still doesn't work. Anything will help!

next badger
#

Any Substance Painter experts?

hoary rock
#

Unreal engine not installing?

charred blade
#

I have a texture library that reads "respect to one commercial Work, with up to a maximum of, as applicable, 2,000 sales of the Work or 20,000 monthly views of the Work." Can I use this product as a palette for a markeplace item

wary wave
#

Nope.

#

that license is almost certainly not compatible with the Marketplace license

charred blade
#

Why not the limits can be lifted as needed

charred blade
bright sigil
#

and where did your texture libs come from?

charred blade
#

Im saying decals are meant to be put on things

bright sigil
#

so you made them?

charred blade
#

I was gonna decorate my products with them

bright sigil
#

read 4(c), maybe

stark tinsel
#

anyone have experience creating anim sequences from control rig animations?

bright sigil
charred blade
#

what about ui textures for a gui project from the same site

#

Would be cool to animate some of the textures

hybrid kite
#

Hi, how do you apply a texture to the entire object made from the Geometry tab? I try to drag the material to it, but it only applies to the face that I let go on

bleak zodiac
#

you are using Basic or Geometry? Geometry will have show material on on the face you put on it, Basic will have material on entire object, hope it helps

bright sigil
fading moth
#

Hi, I've installed UE5 and VS2022. But it says that I need VS2019 (I'm trying to create a C++ template project). Since I have VS2022, do I still need VS2019? And if yes, why? Thanks

sonic quest
#

I'm the author. No, I cannot find whether you use it for personal or commerical.
I am indi-dev like you. If you in a position to pay, I assume you'd do it 😄

manic aurora
#

Does anyone know if it's possible for the editor utility widget to directly edit a blueprint? e.g. a widget that changes the skeletal mesh of a blueprint to have hair or no hair. Trying to figure out if I'm just slamming my head against something that's not possible

tiny valley
#

I read somwehere we can resd and write entire video files jpegs and such to Dna what does this mean for artificial species development

primal tendon
# sonic quest I'm the author. No, I cannot find whether you use it for personal or commerical....

I'm not gonna use it for now so I'm not buying it.... I am using https://www.youtube.com/watch?v=3hmRN8bXMM0
currently...

In this video I will go into detail all the features of the Unreal Sensei AutoLandscape Material and how to properly use and customize the material.

Download the material here:
https://www.unrealsensei.com/autolandscape

Link to The Unreal Masterclass:
https://www.unrealmasterclass.com

Signup for the Unreal Sensei Newsletter:
https://www.unrea...

▶ Play video
drowsy snow
grizzled oasis
#

why my rider option not showing in setting > source *** > (visual studio or clion ) but !RIDER

#

the plugin is rider integrate is enable.

#

and rider install

sonic quest
coarse wind
#

unreal_4 Hello everyone. I'm new here and in UE in general , learning through the Epic games site now ( the Archviz course ). When I export Interior scene from 3dsMax, I get the :"Line____ UV channel #1 contains degenerated triangles, this can cause issues in Unreal. It is recommended to properly unfold and flatten exported UV data". I looked up online, and the solution I found is to use "ProOptimizer" on all the objects in the scene, collapse them and export again, it didn't help ☹️ . What should I do? sorry for the long question ! unreal_4

patent cobalt
#

@coarse windI don't know how to fix it in Max but I can tell you what the problem means. You may have double vertices or double edges somewhere in your model, causing the triangles in the UV map to degenerate either to lines or to points. Usually there is a function to merge the double (or triple) vertexes as a way to cleanup the model.

coarse wind
#

they should be good

plush yew
#

any way to fix a box that's resized with scale dragging instead of brush settings? so that I don't need to rebuild to apply textures without them being stretched out

drowsy snow
drowsy snow
plush yew
#

It's a brush

#

so no way?

drowsy snow
#

But world projection isn't really good for practical game use, performance wise, so might as well fix the UV mapping.

plush yew
#

alright, I'ma speedrun it and redo

#

see how much I improved since I made it 😄

drowsy snow
coarse wind
drowsy snow
#

Datasmith is Unreal's importer that's geared more towards enterprise uses

coarse wind
drowsy snow
coarse wind
drowsy snow
potent jungle
#

not sure where to post so let it be here

#

hello, fellows!
is there a workaround to the following problem: I painted trees with the foliage brush on the landscape, tweaked a couple of the trees for a good shot, and it took only a slightest change on the landscape for the tweaked trees to jump back to their original location ._.

very annoying, I've just realized I wasted 1h of my life

#

looks like the trees snap back to the landscape along z axis

#

if I pull down the tree lower the landscape and try to sculpt the hill, the tree will sink under the landscape
if it raise it high above the landscape and try to sculpt the hill, the tree will firstly snap back to the landscape and only then raise up as I sculpt

worthy plaza
#

Usually epic after how long they reply if i send a license request?

drowsy snow
ashen mantle
#

Does anyone know if it's possible to align axes between Maya and Unreal, and how? I've tried all sorts of exports and imports.. but this issue makes no sense to me atm. Examples:

#

Unreal adds some rotations.. to match Maya's Y up. I exported both as Z up and Y up in Fbx export

#

if I kill those rotations, my skeleton aligns correctly, but.... is 90 degrees rotated

sour tide
#

Doing Wadstein's MVP tutorial series. Hitting a strange disconnect between what I expect (and what his example shows) and my own stuff. The blueprint is simple: it's a button, there's a box collider on the top, when something (the player) touches it, it triggers the button descending and changing colour.

ashen mantle
#

things get more complicated as I can't force a 90 degrees rotation in Maya.. if I do that, the skeleton is still for some reason exported at 000, same issues

sour tide
#

I decided I wanted it to change colour when it reached the bottom (rather than change colour as soon as it is touched). So far, so good. But when I make the timer "play from start" it doesn't do anything at all

ashen mantle
#

u did not connect to play from start..

sour tide
#

...yes. I know. This is the example of the layout that works

#

But if I attach to Play from Start instead, it just doesn't work

#

which is weird because that's the one Mathew uses

drowsy snow
# ashen mantle

Unfortunately I used Blender, and never used Maya at all.
Didn't know Maya had such axis issue 🤔

ashen mantle
#

shouldbe the same in Blender I guess? is Blender also Y up?

#

or Z up?..

sour tide
#

blender exporting lets you specify what axes you want everything to be

ashen mantle
#

oh it's Z up, so there would be no such issues

#

Maya is Y up, and that leads to this export problem I think.. but I was wondering if there's a way to go around it

#

I don't really understand what the Fbx Exporter does, it just rotates?

#

meaning... it changes the rotation values of my skeleton?

sour tide
#

OK, I'm not sure, but if I make the collider destroy itself immediately it also gives the correct behaviour. Like it was stuck playing frame 0 of an animation over and over (but, like, wrong word, not an animation, it was actually moving downwards). But then, why didn't it finish the descent when I stepped off? I tested for that

#

This video was made 5 years ago, maybe some things changed between then and now

worthy plaza
#

Hi, in this discord server there is a channel for Quixel? tried to receive help in their discord but no one replied yet

wary wave
#

you can try asking in a relevant content creation channel, but your mileage may vary

hidden dew
#

still a little pleased that a couple of hours of refactoring last night... just worked

patent cobalt
#

@viral raptoryour TriggerBox needs to be part of a BP. When each players enters it you will get a separate begin overlap and you can count how many players are within it.

#

As usual there are many different ways of achieving the same result, this is one of them.

woeful plank
#

Hallo i have problem with video, when i pack the game on my computer video play just fine but on another computer video dont play and give me white screen.

patent cobalt
#

@viral raptorok one step back. What do you want to happen when the two players are standing inside the TriggerBox?

#

Activate what?

#

Ok not sure what a sequence is for you, but let's make an example with a TriggerBox opening a door. The have the TriggerBox count how many players are within it, you want to turn it into an own Blueprint actor.

#

So this is how I would go about it. Make a new BP which is the door plus a collision box somewhere in front of it. The collision box can sense the overlap with the two players. Each time there is an overlap, you check which player is in it and add +1 to the counter. When the counter == 2 it means you have 2 players in it so you trigger the opening of the door.

#

You can achieve the same within the Level Blueprint but 1. it will be more complex because you need to communicate with multiple blueprints and 2. it is not good practice to do so in the Level BP and 3. if you do it in an own BP you can reuse it in multiple places in your level and it will still work

limber badge
#

how do i make the landscape low poly?

#

i want to achieve something like this

patent cobalt
limber badge
#

i know that, im just asking if thats possible with the unreal landscapes

patent cobalt
#

@limber badgeindeed it should be possible with a custom written material. Quick googling:
https://www.youtube.com/watch?v=3Zcz3_9chcY

Making Lowpoly landscapes in UE4 isn't as straight forward as it should be. In this quick tip, I will show you how to turn any landscape into beautiful low-poly scenery.

What's next? Comment down below.

Map download: https://drive.google.com/open?id=133Oc-4tEiMPtRBMLGFrkicWuulgPS0G0
Starting Material: https://drive.google.com/open?id=1sbuLNwF...

▶ Play video
limber badge
woeful plank
#

Hallo i have problem with video, when i pack the game on my computer video play just fine but on another computer video dont play and give me white screen.

#

can anyone help PLEASE ?

patent cobalt
#

@woeful planktry on a third computer, then you will understand a bit better where the problem could be.

prisma dagger
#

Hi ..How can I replace component in bp with static mesh ?

patent cobalt
#

@prisma daggerwhich type of component? At runtime or in the editor?

prisma dagger
#

in the editor @patent cobalt

patent cobalt
#

@prisma daggerand which type of component would you like to replace with a static mesh?

#

Does it show (inherited) in its name?

prisma dagger
#

Scene component

patent cobalt
#

make sure you click on the parent component before doing it

#

so it re-parents to it

prisma dagger
#

you are right but what if I have a lot of component and it has a position data

patent cobalt
#

you can copy the relative position from the details panel

#

right click / copy then you can paste to the new component

prisma dagger
#

yes that is good but again what if I have a lot of components and I want to do it fast like replacing static mesh with another

patent cobalt
#

what you are asking for then is editor automation

woeful plank
#

@patent cobalt i tryed it on third pc but still same

prisma dagger
#

I mean something like replace reference

spark rune
#

Hi guys,

#

I would like to adjust Roughness map after done inside Substance Painter
Do you guys can advise me some node that will give me more advance adjust inside UE5

#

Thanks for your advise

patent cobalt
#

@woeful plankthen the problem may be on how you package your project. The videos need to be in a specific folder.

unique yacht
#

Hey guys sorry to jump in without context, but does anyone know where is unreal tournament editor located? Is it built-in in UE4?

patent cobalt
#

@spark runeyou may want to ask this in #graphics

unique yacht
#

On epic games store it's located under unreal tournament, though I only added it to my library and I don't know what's next

dapper oak
prisma dagger
#

@patent cobalt it seems like a lot to study there alex

unique yacht
#

@dapper oak is it okay if I pm you?

dapper oak
patent cobalt
#

@prisma daggerwe are talking about extending a functionality of the editor, that doesn't come for free

unique yacht
patent cobalt
#

@prisma dagger maybe look through the many plugins on the marketplace, there could be some that fit your needs

worn silo
#

Hello all, is there a channel where I can ask questions about Twinmotion as well?

ember token
#

If I want to open-source my UE4 game project, and it contains free marketplace content from EpicGames, what should I remove?

woeful plank
#

@patent cobalt where i can specify it is preject settings - packeting ?

raven estuary
#

Where do you guys go to get good trees?

#

Preferably pretty customizable

#

Is this marketplace? I just looked and didnt see it

untold notch
fierce tulip
#

it doesnt

raven estuary
#

Yeah i was gonna say thats like the one things megascans doesnt have i want it to have

wary wave
#

pretty hard to scan an entire tree, tbh

untold notch
#

Oh I thought Quixel had em

patent cobalt
raven estuary
#

Dare i say year

untold notch
#

Make some pine trees in blender 🤷🏼‍♂️

raven estuary
#

Thats true i just started with unreal and im only using UE5 for better or worse and its great

raven estuary
#

Really? Ive had good use granted im very new so i dont know enough to break it

untold notch
#

Does it still crash when using Metahumans?

raven estuary
#

Should i get the ue4 or cinema version if im doing only cinematics

#

Nevermind it says not compatable

#

Thats fair i think if youre doing purely games i wouldnt go for it but i just like making good looking images/videos and its not mission critical

dapper oak
#

so i just disabled a plugin that i started making in a project because i didnt need this specific one anymore yet now when i restarted the project it says my projects game module cant be loaded. How can I fix this without getting into the editor?

drowsy snow
raven estuary
#

Is it worth working in Ue4 till 5 is fully released or?

drowsy snow
#

Until Nanite and Lumen can decently run on average student computers, I won't blow on UE5.

limber badge
#

is there anyway to remove the darkining effect when you look at the sun? i dont know what the effect is called so i cant google it

limber badge
limber badge
#

oh thanks a lot

raven estuary
coarse wind
#

hey guys, I have a strange problem when importing a scene from 3dsmax into Unreal - But only in a first person template ( by Epic ). you can see in the picture that when the objects from 3dsmax are hidden (Left) everything is working, but when they are not hidden (right) everything is dark. I did not exported Vray lights of anything like that. anyone knows something about it ? 🤔

wary wave
#

just unhide them?

drowsy snow
#

Or just reload the level

coarse wind
# wary wave just unhide them?

When I'm unhiding them everything is dark, but I changed the exposure in the PostProcessVolume and it works, so nevermind 😅 sorry

wary wave
#

haha, classic

drowsy snow
#

The default auto exposure range is insanely wide tbf

coarse wind
lime temple
#

Hey guys, sorry to disturb but I was wondering if I could use the Unreal controller as an AR video source so I can just use it as a reference to get the floor to be the floor on UE4

pearl minnow
#

why might the client instance of the keyboard be missing the shadow?

#

something something keyboard generated in constructor?

tame marsh
#

Is there a performance friendlier alternative to DrawDebugBox?

kindred depot
#

Okay very noobish question, but for some reason I can not solve this one. My capsule is going thru the floor, So when i create a crouch input the character then either try's to fly into the sky, ro go underneath the map. How do i adjust the location of the capsule? Or is there no way to do this? the only option i see is capsule half height.

#

this is adding a floor as a reference.

coarse wind
#

Just wanted to say thanks to all the guys helping here in the Discord channel, you are awesome 👏🏽

prisma brook
#

does anyone know why this has a translucent look?

#

i followed a tutorial for inserting images into UE but it explained that the decal blend mode needed to be translucent

#

Basically just want the images to appear as clear as possible

tepid vector
#

How do I make unreal engine use my Dedicated GPU and not my Internal GPU

drowsy snow
drowsy snow
drowsy snow
#

It's kind of per manufacturer basis.

tepid vector
prisma brook
#

Is there a way to create the plane to the exact size of the image?

prisma brook
drowsy snow
plush yew
#

In this tutorial, learn how Omniverse Drive allows you to update textures on the fly from popular texture creation applications, and how to configure Substance Painter by Adobe and Adobe Photoshop for this workflow. Omniverse Drive lets you see instantaneous updates to textures in your live and actively rendered scene.

NVIDIA Omniverse™ is an o...

▶ Play video
#

855 views lol

#

why does it seem everyone is asleep on omniverse

#

omniverse is so great

drowsy snow
#

Omniverse is still confusing at best, especially those outside of the Green circle.

obsidian nimbus
#

i dont have an RTX so omniverse is dead to me

plush yew
#

how is it confusing the intention behind it is making your apps easier to use together

#

you dont need RTX to use i

#

you only need RTX to use the rendering features

obsidian nimbus
#

i installed their face thing or something and it needs RTX

plush yew
#

you can even use cycles X and iray in omniverse create

#

I personally use Iray havnt touched the RTX stuff

obsidian nimbus
#

i doubt my AMD card wil be supported much

drowsy snow
#

I'm more concerned about how Red and Blu hold up to the Omniverse software.

Hardware diversity and equality, I say.

plush yew
#

i get that it being new makes it hard to adapt to but the documentation is really good, and once you get it working it makes everything so much easier

#

the main use of omniverse in game development is the ability to live link characters and enviorments from 3ds max maya and photoshop/substance painter to unreal engine

#

i mostly use it just for bringing in stuff from blender to unreal engine

obsidian nimbus
#

i just use blender for that 😛

drowsy snow
#

AMD's GPU Open programme is leaning towards that diversity, so everyone can breathe in relief when AMD announce new stuff to their GPU Open programme.

plush yew
#

and the ability to model everything in blender rig and animate in maya and days later say I wanna make a small change to a single texture i just open up photoshop and hit send and it updates it immediatly

#

its really great

obsidian nimbus
#

i use reimport in unreal for that

#

or reimport with new file

drowsy snow
#

If it works for everyone else, it's way better in my book.
Hardware inclusivity has been my higher priority. That's one of the reason I still have no plan to put raytracing into my game.

plush yew
#

you can reimport things yeah but having it all live is so much easier

drowsy snow
#

Okay, that's a term I coined up.

Hardware inclusivity

#

Because everyone deserve a consistent experience across the board.

obsidian nimbus
#

dont think adding an exrta step is goin it make things smoother for me

#

also drive space is a bit of a thing

drowsy snow
#

PhysX is like one of the rare cases where NVIDIA stuff actually works for everyone

obsidian nimbus
#

PhysX has a bit of a history 😛

drowsy snow
#

Yeah, but I think it's until UE4 open up to public that NVIDIA kinda had to go "fine, b-baka" kind of tsundere and make PhysX 3.4 worked for everyone.

That is until PhysX 5 locked (again) to Omniverse, for whatever reason

real moth
#

I'm currently making a First-Person Tower Defense game in UE4, it's going pretty well so far but I'm trying to think of how to indicate the enemies' health to the player. Health bars is an option, but I'm thinking there may be a more creative way to do it, any ideas?

#

Maybe I could only show the health bar of the enemy that the player is looking at?

#

so it doesnt clutter the screen?

drowsy snow
real moth