#ue4-general

1 messages · Page 1108 of 1

bright sigil
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cant tell if sarcasm..... -.-

limber mesa
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im tired so i may act stupid

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apologies

bright sigil
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alright, well join the club

limber mesa
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havent done it before

bright sigil
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i dont do cpp but thats what it sounds like

limber mesa
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ok thanks ima try to figure it out

grim ore
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well the first question is what is this project?

cold phoenix
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Does anyone know where I can find the option to disable the gameplay debug menu in builds?

bright sigil
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i tihnk defaul is ;

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or '

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not sure why its on by default though

cold phoenix
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I understand that there is a console command to bring this up, but how can I remove the hotkey?

copper canyon
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Can I run Unreal Engine 5 on my laptop?

sour tide
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Sure, but your build times might be very long if you're trying to make anything that looks really nice

bright sigil
cold phoenix
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The playtester was playing on a Windows build

bright sigil
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lmao, oh wow,

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Project Settings > Gameplay Debugger

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it doesnt show up when i build.... did you build as shipping or development?

cold phoenix
gaunt abyss
cold phoenix
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I never even knew the menu existed before, but now I do, I can use it in testing for myself.

gaunt abyss
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Yeah it's pretty useful sometimes

hot beacon
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anyone know how to fix transparent things appearing over another

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like this

bright sigil
bright sigil
bright sigil
hot beacon
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ahh ok

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thank you that worked

bright sigil
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great

cold phoenix
sour tide
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I feel like it should be totally possible to turn a blueprint into actual, compilable code (programmatically). So, why are blueprints on their own not-so-fast scripting layer?

bright sigil
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blueprint is code, it has to be converted to cpp and that conversion is not always optimal

sour tide
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That's how I heard it referred to, I think in a video by Zak? Yesterday?

bright sigil
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im sure from a purely numbers viewpoint there would be a difference

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as a contrarian, not all of use are trying to make the most performant, optimized, superbly clean design - some people are more concerned over framerate, and its important to focus on performance for that reason. This widens up to what kind of hardware it could run on, and ideally its as wide as possible, so thorough optimization is obviously beneficial

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optimization is important, dont get me wrong, and knowing cpp is a great skill to have - but you dont need them to make a game that is fun (and runs well)

sour tide
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This practical discussion led by Senior Dev Rel Tech Artist Zak Parrish presents an overview of common issues that arise during a studio’s first six months on a UE4 project, focusing on solutions. Topics include general best practices, optimization guidelines, and how to avoid common pitfalls of game development.

Learn more at http://www.unreal...

▶ Play video
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sorry wrong time

bright sigil
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yeah, his lecture is sound, i agree with it

sour tide
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I'm certainly not poo-pooing the existence of blueprints. I haven't gotten around to relearning C++ yet in all this. Assuming that I keep going with this, 90% of my game's functionality will probably be driven by blueprints because they're good for rapid development. I'm just wondering why it is categorically slower than native C++

bright sigil
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in a generic sense, higher level code will always be slower than low level

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a key thing he says about bp is in being aware of performance, which most wont be when using bp

sour tide
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I mean, yeah, there'll be a gap between carefully-designed machine code and something high level, but Python code can call numpy/pandas libraries and be essentially as fast as compiled C. Because it's just a wrapper for actual C code.

bright sigil
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that's where i believe bp are totally fine to use, but utilization is the same strict rigor as being a programmer in cpp

rancid lagoon
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does anyone know some good tutorials on how to make a map that a player can customize? So like there are templates, and they can choose one, then place a spawner for a specific thing? i.e. the player places down a spawner and chooses for a troll to spawn. When played and they reach that area, the troll spawns. Also i want it be able to be online, so people can play with thier friends

bright sigil
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well, also remember that all of bp is visual, so there is a large amount of extra code to process, which by automation does not optimize as well as if it were made by a programmer in cpp

bright sigil
opal cedar
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Invalid Simulate Options: Body (ThirdPersonCharacter_C_0.CharacterMesh0 SK_Mannequin) is set to simulate physics but Collision Enabled is incompatible

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Where exactly is this "Collision enable" setting in the mannequin details?

bright sigil
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it is not a good idea to have physics enable on the collider of your character

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causes more problems than allows

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Collision Enabled is in the collision settings for this mesh

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certain settings can conflict with its capusle collider

opal cedar
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Will physics enabled change anything particular during the gameplay? Like will it make the gameplay more "realistic"?

bright sigil
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i dont know what you mean by that

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again, the player has a "physics" about it, hence why you can jump then fall, but it is not using the physics checkbox

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setting an entire skeleton mesh to physics, afaik just makes it ragdoll

opal cedar
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I see

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Thanks for the explanation!

fading wolf
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I have a button that increases your speed but it doesnt update unless I press W again in other words it doesnt update the speed when the character is currently moving.
I already have a sprint button, which does increase the speed 'live' I'm not sure why my other increase doesnt affect the character while they are moving

vocal flume
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I have this setup to disable input. Im doing this from a BP and it does not work. In @grim ore 's video it works.. I even tried disconnecting the player controller input so it'll block all player controllers but it doesn't work..

sour tide
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Can you confirm that that block is actually firing, with say a print statement?

sour tide
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Running into new terminology. What is a sublevel, and what is it for? Streaming is somehow involved?

sour tide
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....ok, yes, that is certainly a page that is communicating information without actually explaining any of the concepts of what they are and what they do

bright sigil
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well...

sour tide
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OK, I see a page that does explain that sublevels let multiple people work on different parts on the same level at the same time. That helps a lot

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Is that the... main use?

bright sigil
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level streaming also

drowsy snow
plush yew
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how long it takes to pack a project to exe?

sour tide
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depends on the project and the available computing?

trim mesa
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hi

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i created a health widget

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and wrote the code to add it in viewport

plush yew
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Small black room, with box type meshes and planes with images on them and spotlights. 32gb, ryzen 5060 and rtx 3060. It's a walking simulator type, with no gameplay just visual experience.

trim mesa
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but when i play the game, its not there

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(the health bar)

trim mesa
drowsy snow
trim mesa
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means

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?

drowsy snow
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Gotta go ELI5 mode I guess

drowsy snow
trim mesa
trim mesa
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then, i created it

trim mesa
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what should i exactly tell you

drowsy snow
trim mesa
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then in progress bar, i coded it

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like losing the health if enemy hits for eg

drowsy snow
trim mesa
trim mesa
crimson oar
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anybody have an advanced battle royale asset? only one i can find is around £70 and im not willinh to pay that for one asset

drowsy snow
# trim mesa

Not going to concern about the functionality yet, but is that at the bottom?

trim mesa
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(under the health bar)

drowsy snow
trim mesa
drowsy snow
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Anchors, the flowery thing that appears when you select one particular widget.

trim mesa
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i didnt set that

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i forgot to set that

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now its coming

drowsy snow
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Yep, that's one issue ironed out 👍

trim mesa
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@drowsy snow one more issue

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this is the guy, which tutorial i am following

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and when he plays the game, so theres this green health bar thing appearing on his screen

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and this is mine

sour tide
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....what's the ordering of your elements?

trim mesa
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without that green thingy, but i added it

trim mesa
sour tide
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Like. Visual elements have a draw order of layers, right?

drowsy snow
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Try temporarily hiding the frame image widget

trim mesa
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this is the order

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of the widget

drowsy snow
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Okay, that means the progress bar isn't working.

trim mesa
drowsy snow
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Or maybe it is, but not as intended

trim mesa
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how do i check

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what the, it was anchor error

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resolved

drowsy snow
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Good grief, forgot to mention about it

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I think you better end up wrapping both in another canvas panel, but I digress.

thorny pewter
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so in the end blueprints run like normal programming things right ? i mean if i will have 100k nodes in one blueprint but will use only 5 per game or per level or smth like that performance will not be affected greatly right ? if some one knows

sour tide
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if you have 100,000 nodes in one blueprint you should be arrested

drowsy snow
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🤦‍♂️

thorny pewter
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@drowsy snow i was going to write 1m but then thought that would be too much soo went for 100k 😄

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i mean too much for writing here not for blueprint 🙂

drowsy snow
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That's too high of an exaggeration even in typed programming

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It's like saying having 1 million functions in one cpp file for no reason at all

thorny pewter
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@drowsy snowbut will it affect performance noticeable or not ? if you do it in cpp or smth like that im pretty sure you will not notice anything

drowsy snow
thorny pewter
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@drowsy snowi just want to know if there are some reasonable reachable limits because i dont want to spend 57 years on building something and then realise that i have to redo 56 years of work 🙂 only for this reason

drowsy snow
sour tide
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I mean, basically, I can't think of a reason why you'd want to have so many nodes in one blueprint

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You should be abstracting things away, splitting things up

thorny pewter
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@drowsy snowthats my point i dont want to find out that after i reach it i want to know it before

sour tide
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Just for needs of being able to manage the information

thorny pewter
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@sour tide i understand but when i was starting to learn programming i thought i would never reach thousands of lines of code but when i actuall built something few thousands was pretty fast to reach and it was not affecting any performance but i was lucky because i would have to do so many things differently back then and i want to know in the end if unreal engine blueprints will work same way or i should do smth differently right now if there will be some performance costs bacause i may not get lucky this time 🙂

sour tide
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100k, or even 60 million lines of code is normal application. 100k nodes in one blueprint is well outside what it was likely designed for

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I would expect it to be quite untested.
But.
With the magic of macros you could test it today

thorny pewter
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@sour tideoh what are macros im pretty new in UE like really new

drowsy snow
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Even if you're having only 5 of them actually used, unmanaged, it's going to look like a filthy room full of trash, and you sleep inside it.

sour tide
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You highlight some nodes and right click and say "convert to macro"

thorny pewter
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@sour tide thank you i found documentations will try to figure them out thank you

sour tide
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And it makes it into a little manageable chunk for the blueprint. If you wanted that chunk accessible to other blueprints, you'd make it a function instead

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So if you made nested macros you could hit 100k nodes easy

thorny pewter
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@sour tide oh at first thoughts that sounds amazing 🙂 will try to figure them out now Thank you Very Much

sour tide
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However, I must reiterate: I still can't think of any game structure where you'd want so, so much functionality in just the one BP. It's the God Object situation from OOP. Those turn up in most OOP languages because it's hard to manage information flow between objects, so you keep it all in one object to avoid dealing with the problem

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But UE gives you three ways of managing how BPs link up and it feels natural and neat

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So you should be able to avoid the situation no matter what

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(I actually hate OOP approaches to most programming problems, but it's usually the right one for video games)

lusty vigil
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does a culling volume not work on instanced static meshes?

wary wave
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you don't cull instanced meshes

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it's more expensive than just rendering them

clever axle
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Hey guys.. I have a bit of a complicated situation: I have a level that consists of sublevels. I want to use this itself as a sublevel. Is that possible? Because when I add it as a sublevel, it only shows parts of the level (the persistent part I think)

drowsy snow
clever axle
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I see. Then what's the easiest way for me to merge all of the sublevels into the persistent?

sterile fjord
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what can i do if ue is detecting my sprite as a texture?

drowsy snow
sterile fjord
drowsy snow
light thunder
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when colloborating on a project (using source control) - what's the correct workflow for managing plugins? is it simply a matter of checking to make sure the plugins are downloaded from the marketplace? is there another way to 'sync' this up?

clever axle
drowsy snow
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Put them all again but without the nesting

drowsy snow
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That's pretty much the common way, yea.

thorny pewter
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@sour tide thank you very much i was just interested for not real reason and now i have figured out many things thank you and thx to every one

feral sierra
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Hi, wondering if it's a good idea to look for backface culling for third person controlled character
also I don't find anything on the net about it, is there a very simple solution to it?

real heath
runic fern
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Hello Guys If i took a Staticmesh from marketplace and i modify it however i need does it affect copyrights or license or something ?

fierce tulip
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only if you wanna resell it, you can do whatever you want with it for your game/movie

runic fern
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No not resell it but i will use it in my game

fierce tulip
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then its fine

runic fern
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thanks

sour tide
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How can I change the direction of the sun e.g. if I wanted a smoothly changing, or randomly chosen, time of day? Do I change the directional light into a blueprint to begin?

drowsy snow
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And because I used sky atmosphere, it's just a couple of directional lights.

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That world seconds added up on tick and wraps around from 1 week back to 0 seconds

sour tide
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I'm definitely missing pieces. You need a blueprint for the directional light itself, right? Otherwise, I'm not sure how you can affect it

drowsy snow
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Yeah, I did put them all together in BP.

coarse wind
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Hey, anyone knows guides/videos about Unreal shading ? I'm coming from 3dsmax+vray, and I know the basics but wold love to know more. 👋🏽

sour tide
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The reference to the directional light is "editor only" which is worrying, but I can also only seem to get nodes to Get the directional light information, not set it

sour tide
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(going to bed. I'm clearly going to need to find a worked example for this one)

charred blade
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Ive been lighting my models with just hdri, should I be using light actors or am I doing something incorrectly, Im guessing programs like marmoset use just hdri etc

plush yew
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I have 2.6ghz processor, 8gb 3200mhz ram, 4gb nvidia 3050ti(laptop) gpu, is it enough for unreal engine 4?

bleak zodiac
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i still go thourh those tutorial

plush yew
coarse wind
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I think the minimum for a good performance is 32GB but I'm not sure

plush yew
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Yes thats why i am asking

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I tried core it was a litle bit laggy

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But unity works well

charred blade
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Is there a way to do reverse clipping in umg, ie have a backround only appear when objects are in front of it

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Or how can I mask a umg element with another element

icy bolt
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Hello everyone, can anyone plz tell me, how to teleport player in vr using ui?

neon bough
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is there a GUI to get all objects in memory and their size?

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theres obj list command, but that seems to combine all objects of one type

pearl minnow
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with steamAdvancedSessions is it possible to change the max allowed number of connections, or to toggle the public setting after the Create Advanced Session node has been called?

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im trying to set up the scenario where the lobby is created, people can join and then decide exactly which settings to go with before starting the match

plush yew
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Is there a way to adjust pawn sensing, in this case to add an extra frustrum for sight (I want a large frustrum to check for enemies and begin chasing, and a smaller frustrum to tell my pawn to start attacking)? I know I could just add a collision cone myself but I'm trying to be efficient and already have many collision components.

obsidian nimbus
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well it only needs collision when A is allready true

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if you want to optimize AI you need to set tickrate to only what is needed on em and use the IsRecentlyRendered node a lot

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you can often stop a lot of logic once its not on screen

dull girder
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why my unreal source build progress bar stuck as same from the begining. the logs age getting more, but the bar is still same

tawdry sedge
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Hey there, i hope someone can help me. I created outlines with post process in unreal. Its working well in the first picture but when i import the example scene from unreal and do all the settings the colours get dark. I cant fix this i used e different post process volume i deleted every component in the scene but nothing fixed the problem. I also created a new blank scene and its working there as well. Maybe someone have clue? Thanks in advance!

pearl minnow
prime willow
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triple A companies and everyone i know around me and youtubers are all using unreal engine 5

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their even showing games for unreal engine 5

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blahhhhhhh should i still be waiting for full release to use it if my game is going to release 2 years later from now most likely asdfghjgf

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@drowsy snow ;-; should i stay in 4.26 or move over now ish?

prime willow
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is 5 that terrible for pre production / prototyping?

drowsy snow
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I still don't have faith on it being okay for low spec gaming.

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And my game had to be low spec friendly

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If you want to jump to 5.0 when it finally come out stable, then by all means.

prime willow
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yeah my game wont be lowspecs unless i remove so much stuff or do super optimizations blahhh

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so i should still keep waiting? until full release

drowsy snow
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Why not, if you feel like your project can benefit from it later on.

prime willow
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@drowsy snow well i want to do a few things that seem possible at lower specs on unreal 5 compared to if i do it on unreal 4 :/

neon bough
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like?

prime willow
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ray tracing

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level destruction

fierce tulip
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lol

drowsy snow
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Ray tracing is consolidated into Lumen in UE5

prime willow
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alot of grass and bio stuff alongside mehses buildings and bustling npc cities

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i cant remember the rest i havent slept in 2 days and thansome .-.

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i know level destruction is a no go allegedly even now last i checked blahh

drowsy snow
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Level Destructions can be precached with alembic or PhysX (though the latter can took a while to setup the networking)

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Gears 5 is a UE4 game and had decent destruction stuff

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Foliages barely get new tech in 5.0 (so far) considering Nanite can't do WPO

prime willow
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sorry im back

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wait what if i wanted cities and buildings that were fleshed out and interactive with opening doors and windows etc

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and npcs littering the streets

drowsy snow
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UE4 could do that, just that you have to have your own solution for the crowd management (I don't think there's any substantial docs on UE4's built in Crowd manager)

prime willow
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i wnted to craft maps like the references i have in my folders

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but i heard volumetric stuff is more taxing on 4 than 5

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same for tons of npcs and meshes on screen in close promixitiy

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i also heard morph target limits arent as heavy in unreal 5

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i cant remember the other reasons but there was quite a few xD

drowsy snow
prime willow
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oh o-o

drowsy snow
prime willow
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oh i was told otherwise ;-;

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what the heck

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can unreal 5 do than

drowsy snow
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I'm sure it would be the same story with UE4 in next gen hardware

sterile fjord
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how do i move the character camera? i try moving it but the view is locked from one perspective?

little breach
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is there a component which can be set to skeletal mesh or a static mesh?

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I have items which uses either one or the other and I dont want to create 2 components for the same purpose

drowsy snow
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I forgot exactly what the bool's called

sterile fjord
drowsy snow
sterile fjord
glass idol
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ayo, im pretty damn new to unreal and animation but i found this ai and animation blueprint and i wanna import it to my project so i can simply use it. doesnt the bariables not get transfered or how can i do it?

dense knoll
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Assertion failed: CurrentWorld [File:D:\PHSQBuild\UE\Engine\Source\Runtime\Engine\Public\EngineUtils.h] [Line: 192]

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Error happens anytime i do anything

dense knoll
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Ok, weird thing causing this, having the actor selected with its camera causes this to happen

grave pollen
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anyone have any idea as to why char wont rotate, orient rotation to movement is on and animbp should be ok. I want char to rotate towards the simple move to location

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when I use WASD keys it rotates fine without any jittering, but when I use RMB w/ simple move to node it does the above. So weird...

proper fable
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Hii

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someone have an idea how can I connect two audios at a same event

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In this case this is with a flashlight

plush yew
plush plinth
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can i use nanite with metahuman?

grave pollen
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I don't view this as a scenario where showing code is relevant. It's a simple move to node... has nothing to do with BP code. It could be the animBP, it could be the character movement, it could be the player char itself, it could be the node itself which automaticlaly puts me into walking anims instead of jog anims which is obviously based on speed. There's too many variables here to "show code". I post it here in case someone else has used the simple move to node and has already ran into this issue.

plush plinth
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?

grave pollen
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nanite can be used w/ static meshes only iirc, it's not meant for characters in the typical sense, although there's a work around where u can essentially attach a ton of static meshes to a skeletal mesh kind of like they did in the UE5 Demo

proper fable
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no one?

grave pollen
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they did it on the big robot thing, take a look at it or look at tutorials im sure there's a few (nanite on ue5 characters)

plush plinth
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i wanted to test nanite with grooms

plush plinth
proper fable
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oh ok

thick herald
glass idol
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why cant you import materials?? as soon as you open them they become blank

proper fable
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What’s this channel for?

buoyant graniteBOT
#
**#unreal-engine**
Type

Text

ID

225448446956404738

Category

General

Topic

General discussion about Unreal Engine that doesn't fit in other channels.

Created

September 14, 2016, 2:51 AM UTC

Last Activity

December 12, 2021, 5:06 PM UTC

proper fable
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Thanks!

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@plush yew

delicate tiger
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Any advice on adding a distance fog that's centered in one location outside of a sphere/volume?

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So the player within can only see so far in an area around them, and if they venture out it gets dark, sort of thing

tacit onyx
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Wondering if anyone here as used GetMoviePlayer()->PlayMovie() to play game thread blocking cinematics without level loading? Currently I'm getting nothing but a black screen with multiple movie files of differing types. Media files are fine.

limber mesa
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question my montage is failing to save multiple times, what should i do?

grim ore
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make sure its not open in more than one project

limber mesa
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@grim ore it is not, come to find out everything cant save

grim ore
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😦

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normally thats due to the project being open twice

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but perhaps your drive filled up or disconnected

limber mesa
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let me check

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this pc under file explorer isnt responding

grim ore
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uh oh

limber mesa
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what?

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My pc turned white

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It’s back and it’s responding now

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I have 129gb free

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@grim ore why did it stop responding, virus?

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Ok everything saves

grim ore
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could just be windows doing a scan, or your drive starting to fail

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the non saving was windows probably blocking everything

limber mesa
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hmm i have an ssd

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so not that much storage

grim ore
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check the event log, windows event viewer, it should show an event

limber mesa
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in event viewer where is the log?

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windows logs?

grim ore
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on the left, there are a few. system is probably what you want

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just look for red stuff

limber mesa
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i only see this

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found it

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ok so im concluding it was ue4

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something failed

grim ore
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its possible, thats just a place to try and find obvious stuff. windows does weird stuff when it has drive issues or access issues

limber mesa
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so you think it was my ssd?

grim ore
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it could be that, it could be windows scanning files and finding some weird stuff and locking drive access till it was done, it could be UE4 locking it up for some reason (less likely)

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it could be your machine trying to access network resources and this pc locking up drive access

tiny valley
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Can i use the infiltrator assets for a marketplace project

grim ore
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best guess from the guidelines? https://www.unrealengine.com/en-US/marketplace-guidelines ```2.1.e Sample content from Epic Games must not be an integral part of your product, but used for display or example purposes only.

2.1.f Substantial portions of source code, Blueprints, and/or Material Blueprints from Epic Games must be used for example purposes only.```

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so yes if using them as part of an example, but not for resale

limber mesa
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ok thanks Mat

light thunder
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How would HLOD's be handled across teammates using something like perforce?

frank fern
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Hey guys

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I wanna start learning UE5

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I know web development, 3d designing and some other stuffs

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Wanna explore the feild of game development

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I learnt unity a bit, but then thought of going with unreal

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Can you guys tell me from where should I start?

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Please ping in case you reply

bright sigil
# frank fern Can you guys tell me from where should I start?

learn the interface, learn basics (working with assets, lights, play test), then dive into preferable areas (BP or cpp, mesh import pipeline, physics, audio and vfx), keep any idea small and simple, learn how to build out your project earlier than you think (and often), avoid mp (unless thats a familiar concept to you already)

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be aware that UE5 is not stable

frank fern
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Sure man thanks

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And from where can I learn these stuffs?

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@bright sigil

bright sigil
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internet, preferably from epic games live training videos

frank fern
grim ore
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check the pinned messages in here, top right pin icon

frank fern
red prairie
#

Anyone here using Houdini with UE4.27 or UE5?
Mine crashes if I add Houdini Asset as Component in Actor Blueprint.
UE 4.26 does not crash.
Can someone test this as well just to confirm?
I am now doing further testing.
Using 19.0.465 daily.

plush yew
#

hey best way to get a game ready hair?

#

from zbrush?

#

from max?

grim ore
light thunder
#

Is there a way to make the editor compile the shaders for every asset in the project? I want to load up a new project that has many assets and just have them all compile overnight - (it's an asset browsing project)

bright sigil
plush yew
#

Not sure the appropriate channel to ask this. Any UI designers that I can bounce some questions off of regarding some UI elements?

bright sigil
plush yew
#

Well it's not really either system more of an idea/best practice

bright sigil
#

continue

plush yew
#

I am working on a first person horror game, and it has quite a bit of controls. The very first level is an intro level that walks you through the different controls. I was thinking of making collision boxes that render 3d text above the item you can interact with explaining how it works, but not sure if that's easier or if just having some ui text is better for user experience

#

It eill only ever be in this one level so nothing complex but not sure how best to proceed

bright sigil
#

you can place text in world space if thats the question

#

you'd have to see try both to determine which feels better though, not all cases work for all cases

plush yew
#

Yeah I was just looking to see which was more user friendly

bright sigil
#

ive seen both, both can work well and not so much

#

you said horror, so as an example, if they have a flashlight and its otherwise dark, probably best to have the text in camera space so they dont miss it

#

once again, testing both will determine the effectiveness, there is a lot to consider as each game has its own designs

plush yew
#

It's tricky because it's not being used anywhere else in the game. The game has on screen ui elements but I don't want them to confuse them with the one time help stuff.

#

I may just do a Help container and make it look different than the rest of the UI

bright sigil
#

part of training the player, from the sound of it, would be about the UI as well, so go with UI and not world text

#

helpful info is always going to appear in the top right.... and such

raw beacon
#

I have a question relating to physics assets, im not sure if this is the right channel to ask, or if there is a better one? My problem is getting all my bones to show. It shows my total of 6 bones in my skeletal mesh, but physics asset is only showing 4.

bright sigil
raw beacon
#

yes, they have all been weight painted and tested to show they do in fact each move a different part of the mesh

bright sigil
#

what do you mean by "show"

raw beacon
#

that they are movable bones within a pose mode

#

ah! I think I just found my answer! if I create a physics asset manually by right clicking the mesh and creating it, I am getting more options as opposed to importing the mesh and letting it generate the physics that way. I am now seeing there is a minimum bone size option, and I just lowered that way down and now my bones are showing! whoo! 🙂

bright sigil
#

ahh ok

raw beacon
#

my other question I had was not being able to shrink the area of effect in the physics asset, I can only scale down so much, but some parts of my model would be nice to shrink down whats being affected anymore. Do you have any idea about that?

raw beacon
#

the physics body

bright sigil
#

gunna need a picture

raw beacon
#

these orbs that you can choose to be capsule/box//etc.. which constrols what area is affectintg the physics

bright sigil
#

select it and use scale tool

raw beacon
#

It only lets me scale so far, then no more scaling allowed 😦

bright sigil
#

remove the superfluous then, if its that minor, phat probably does want to work with tiny colliders

#

these colliders are physics solvers, if you want more accuracy you'd be using per-poly calc for phsyics and i dont know how reliable that all is

raw beacon
#

I have not seen/heard of superfluous, is that an option within phat?

bright sigil
#

just a use of word

#

meaning, get rid of colliders that are going to be so small

raw beacon
#

oh ok 😛

bright sigil
#

simplify* the colliders in other words

steep bobcat
#

Hello guys. I am having some trouble understanding the c++ workflow in UE. I am a Unity senior dev, just starting to get into UE.
My question is this: Do I need to have the source code version of UE, I mean compiled UE, when I want to develop stuff in UE's C++?
Or is it okay to work with the binary version, like I would in Unity, and use C++ classes without needing to use the compiled version of UE?

bright sigil
#

its best you get the source code for cpp work

#

being a programmer, you'll find plenty of answers and info in the #cpp channel

steep bobcat
#

asked there, nobody answered

bright sigil
#

The lazy slackers

shadow ravine
#

Does anyone know how I can export my cinematic camera to a gif?

grim ore
#

export it out as normal, it makes separate image files the combine them into your gif

scarlet birch
#

Anyone know why using high res screenshot in PIE is rendering nav volumes (4.26.2)? or a work around? As a last resort I could disable the volumes or maybe make the volumes big enough so they won't show in screenshots but I'd like to avoid that.

drowsy snow
delicate tiger
#

Any ideas on this?

pastel aurora
#

How can i rename the file and remove the spaces, without affecting my projects and the whole engine version? I want to get rid of the spaces

bright sigil
drowsy snow
delicate tiger
# bright sigil i dont really understand it

As if there were a point light, but without the light... and a volume of some sort, instead. So a sphere of no fog in the centre, and as that sphere 'decays', it turns to pitch black.

drowsy snow
delicate tiger
#

I don't want it to follow the player though, I want the 'clear' area only in a fixed position

#

You know how you can create localised fog? I want the opposite of that. Come to think of it, maybe it's the same practice but kinda in reverse? 😄

drowsy snow
#

Yes.

bright sigil
#

Yeah ppv and ppm

pure void
#

The text in the editor is a bit blurry for me in ue4.27 but its fine in ue4:20... weird

#

Any ideas on how to fix this?

drowsy snow
pure void
#

Doesnt seem to be a problem with the font since its the same one on both

#

Could it have something to do with the DPI setting? I disabled it to get rid of a flickering menu bug

pure void
#

Yes

drowsy snow
#

Of course...

pure void
#

But I updated the drivers yesterday

drowsy snow
#

That's the problem

#

People have reporting issues with newer NVIDIA drivers, and somehow rolling back to older versions solve the problem.

pure void
#

Hmm I went back to the driverrecommended in the pinned messages

#

Lets see if it works anyways

potent bridge
#

So, general question. How could I reliably attach my player to an actor? I can get it to attach but it seems to be miles away from the socket I want it to be at. (Riding an entity for example)

narrow igloo
potent bridge
narrow igloo
#

??? where is RidePoint then

#

snap to target should put you right on the location of the socket

potent bridge
#

1 second

narrow igloo
#

maybe try AttachActorToComponent instead.

#

just in case moving around the root is the issue

potent bridge
#

seems to stick for a little, ill send a recording

#

still not quite working

narrow igloo
#

hmm. looks kinda like screwy collision. disable all collision on your thirdpersoncharacter so there is no clipping

potent bridge
#

then i'll fall right though the level

narrow igloo
#

*once you attach i mean

scarlet birch
#

disable movement input, disable movement, disable collision, attach

potent bridge
#

right, what component do I disable collision for?

scarlet birch
#

The only thing that should have it would be the capsule.

narrow igloo
#

capsule probably

#

yeah

potent bridge
#

whats the node called? never used it before

narrow igloo
potent bridge
#

perfect, just some general tweaks now

#

thanks! thats opened up a lot more things for me

narrow igloo
#

you might wanna do what mike said and diable input as well, so you cannot walk off your dragon

potent bridge
#

good point.

#

I do plan on that.

#

Also, if I rotate my socket, does that rotate the character when attached? Making sure I understand this correctly

narrow igloo
#

yes, it should

#

the entire transform should be inherited

#

location rotation and scale

potent bridge
#

Yeah, just tested. Awesome! Thanks so much

narrow igloo
#

and when you dismount, remember to re-enable everything you disable, or you are right in that you'll fall through the floor :)

potent bridge
#

noted 🙂

#

Speaaking of dismounting, do I need to set my players transform when I dismount or is that handled automatically?

scarlet birch
#

If it was me I'd probably just hide the player character, put a duplicate mesh on the dragon, and change the camera. Reverse for dismount, animate the dismount, destroy the mesh, set the character to its transform, unhide, change the camera back.

potent bridge
#

camera hell.

#

new issue, the capsule component isn't following my animation even though the animation has rootmotion enabled

plush yew
bright sigil
limber mesa
#

i have a simple is valid

#

this is in a weapon anim bp

#

trying to set and make the main character ref valid but the cast fails

#

what should i put in as the object

kindred depot
#

why are you adding the character to the cast failed?

#

the cast should never fail in a animbp

limber mesa
#

because for the first time it will

#

this is a weapon bp

#

what im trying to do it make a clip reloading animation

kindred depot
#

then do it with Slots.

#

not a BP

limber mesa
#

the character var will first be invalid

#

so i set it

#

i cant

kindred depot
#

this is all wrong. Use slots.

limber mesa
#

im using both

kindred depot
#

you're making your code to confusing bud

limber mesa
#

let me explain because its not confusing

#

i am making a shooting game

#

the gun that im shooting with has a clip as apart of its mesh

#

i want to move that clip based on the hand scene component

kindred depot
#

where does this method come from if you dont mind me asking?

limber mesa
#

shooter games

#

see the mag

#

its apart of the mesh

#

plan is to attach it to the hand scene component

#

so the clip moves

kindred depot
#

TBH, you should just be using a montage in your characters blueprint. from here you should be creating a slot called reloading slot. then the character can use the slot reloading slot instead of doing this complicated animbp.

limber mesa
#

but my main character ref isnt working

kindred depot
#

yeah

#

ofc lol

limber mesa
#

you dont understand the point im assuming

#

i have a reloading animation

kindred depot
#

explain the point in all of this then 🙂

#

im compiling a engine i got time lol

limber mesa
#

i need the mesh mag to move

#

can you just help me with the ref

kindred depot
#

You don't have an actual reloading animation for the mag to come out the clip?

limber mesa
#

i have one

#

one sec

#

but not for the mag

#

so im trying to improvise

kindred depot
#

just create a function called casted character.

limber mesa
#

but normally this casting works

#

idk why

#

@kindred depot so it works now

kindred depot
#

what did you do?

limber mesa
kindred depot
#

thats just a very interesting way to do character/weapon bp lol

#

Ahh

limber mesa
#

one sec ill show you the result

#

see the mag move

kindred depot
#

Yeah but the point being, this is the same way with slots. your character removes the clip the same exact way with out doing all the extra coding.

limber mesa
#

slots in montages correct?

kindred depot
#

from character bp/ to anim bp

#

yupp

limber mesa
#

i have a montage

#

its called reload

#

but ill look into it thx

kindred depot
#

Open montage, go to default slot, create slot called reload

limber mesa
#

I did

kindred depot
#

in character anim bp

#

if the character is reloading use "slot" reload.

limber mesa
#

Your forgetting what I said

kindred depot
#

i need the mesh mag to move

#

reimport as skel mesh

limber mesa
kindred depot
#

bam

limber mesa
#

Animation

#

Code makes mag move

kindred depot
#

yeah that sucks.

#

i get it

#

if you just open it in blender and seperate the mag

#

😛 this could be an easier solution.

hidden knoll
#

What's the difference between GameStateBase and GameState?

heady quartz
#

When do you guys recommend using HLOD?

worn flame
#

somebody know in Horror Engine how to move with the right thumbstick in gamepad the paper note and shake the photo? not only with the mouse thank you so much.

harsh depot
#

Hi

ebon stirrup
# kindred depot yeah that sucks.

Rus: Скачать оружия вы можете на официальном сайте https://www.unrealengine.com/marketplace/en-US/fps-weapon-bundle бесплатно.
Eng: You can download weapons on the official website https://www.unrealengine.com/marketplace/en-US/fps-weapon-bundle for free.

WebMoney:
Z288993677959
R583155777585
E367345285298

▶ Play video
kindred depot
kindred depot
#

lol

plush yew
#

I got a question for the big brains here, matrix awakens, why is the skybox nanite what the actual heck

#

I cannot think of a single reason lol

#

Hey guys, I'm thinking of making a multiplayer fps game, should I use unreal engine 4 or 5

heavy zinc
#

are you new to unreal?

plush yew
#

Yes

left citrus
#

I've noticed that the Groom plugin doesn't say experimental any more, does this mean it's considered production ready? If so - is there any roadmap for it, there are still a swathe of bugs with it not playing well with DoF (see example edge of hairline with weird artifacts).

trim mesa
#

hi

left citrus
#

hello

#

😅

trim mesa
#

so i imported two assets, one is health pickup and secondis fuel pickup, but when i imported them, it divided both the assets into two pieces

left citrus
#

Expand the mesh section, you can "combine meshes"

#

it's a check box

#

on the import window

trim mesa
left citrus
#

@trim mesa

trim mesa
#

Thanks

left citrus
#

np

trim mesa
#

it worked

neon bough
#

or make them one object in your 3D app

left citrus
#

anybody got any insight into the Groom Question? I really don't want to have to work out what my UDN password is 😅

plush yew
#

im usin line trace for hitscan guns in my game and for some reason they are ignoring my player character

#

any ideas?

#

nvm i got it

polar verge
#

Having a super weird issue. Just started to happen out of nowhere. "Spawn Actor from Object" no longer exists. It's part of the "Asset Action Utility". This just happened out of nowhere. I haven't changed anything.

coarse wind
#

@drowsy snow Thanks again for the link, awesome videos. Highly recommend for everyone new to watch :

#

For the full tutorial playlist:
https://www.youtube.com/playlist?list=PLZlv_N0_O1gbQjgY0nDwZNYe_N8IcYWS-
(00:05) - Introduction and Materials in UE3
(04:14) - Materials in UE4
(08:56) - How Color Works Inside a Material

This high-level overview takes you through the concepts of Materials and our physically-based approach to surfaces in UE4.

A ...

▶ Play video
sinful jolt
#

I just Updated my unreal, but it didn't update my multi user server and will no longer allow me to join saying: Invalid version for 'Patch Engine Version' (expected '1', got '2')

How do I update the server?

drowsy snow
sinful jolt
#

I guess

#

Yea

#

It does

drowsy snow
#

Then update it per usual. Make sure all editor instances are closed beforehand

half nebula
#

ugh... trying to learn blueprint has been massively frustrating. the amount of effort required just to do super basic stuff feels staggering

patent cobalt
#

@half nebulaBlueprints are a really programming language, yet visual. Which part do you find most difficult to grasp?

half nebula
patent cobalt
#

@half nebulaok so it is not much about the programming language but more about how to do certain things. That can only be learned from experience or by following a comprehensive course. Flipping from tutorial to tutorial is not going to help much. Did you follow any of the courses on learn.unrealengine.com?

#

You can also ask under #blueprint or here, usually you will get an answer rather quickly.

#

In general a Line Trace belongs to the family of functions called Scene Queries, supported by the physics engine.

regal mulch
#

Is there anything I missed during the last few years on how to improve this awful search?

#

Pressing Enter adds the freaking End Ability State node...

patent cobalt
#

@regal mulchCannot think of anything else than adding EndAbility to your favourite nodes and picking it from there

half nebula
#

are there any good tutorials you can recommend that are better for someone who already has a solid grasp on programming concepts?

patent cobalt
#

@half nebulaif you are already familiar with programming concepts but just want to grasp better how Unreal Engine works, you should pick something close to your objective, so your motivation stays high enough. Are you trying to make a specific type of game?

half nebula
#

right now i'm trying to recreate an upgraded first person controller i made in unity a few years ago

patent cobalt
#

@half nebulaok so you should probably focus on FPS related tutorials or courses. That may be close enough to what you are looking for.

#

The First Person template which ships with the engine could be a good starting point to study and familiarize with.

half nebula
#

i'll look into it, thanks!

patent cobalt
#

Seems to be close to your needs

marble furnace
#

Anyone that would like to join me in a first person space exploration game in UE4? Payment: Revenue split

wary wave
#

use the job boards

marble furnace
#

How do i send a message there?

tender pecan
lament oar
#

Guys ,i am having an issue with GPU Lightmass
its not clear after baking (Grains Everywhere on screen)

wary wave
#

I don't see how an overlapping UVs video helps an issue with GPU lightmass causing grainy output

patent cobalt
#

@wary wavemy bad, I just realized he was asking about GPU lightmass which is UE5 specifc

wary wave
#

it's UE4

patent cobalt
#

but still experimental afaik

#

I should stop multi-tasking over multiple channels 😉

#

Point taken

misty latch
#

Hello all. Is is better to start off with UE4 or UE5 as a beginner with UE in general, coming from unity? Its strictly for learning initially no game to be released yet. From some UE5 video tutorials I have to admit that I do like the UI better. Thank you.

wary wave
#

given that UE5 is currently very early and very unreliable, I wouldn't use it for learning purposes

misty latch
#

Aha excellent

#

I want to seriously pace myself anyway because my day job does not allow me lots of time unfortunately

patent cobalt
#

@misty latchthere is a specific course on learn.unrealengine.com you may like "Making the Switch from Unity to Unreal Engine"

misty latch
#

@patent cobalt thank you I will check it out.

#

Was making games with Unity 10 years ago for a company which eventually dropped the whole thing therefore I had to go towards Front-End

#

My current company saw that I have a game dev bg and said "hey we got some eu project dealing with AR and you are the only one that knows anything" 😄

#

I did a research to look where I left off all these years and decided to use unreal

patent cobalt
#

@misty latchsounds like a new career path for you. In case of issues with AR you can ask in the #virtual-reality channel.

misty latch
#

To be honest I think I lost the train...

#

But will give it a try 🙂

indigo harbor
#

Does anyone know how to fix it ?

Every time I start play mode in firstPersonGameMode, the character would start at a weird angle, and I can't do anything like move or shoot, it looks character is stuck at ground....

misty latch
#

For now blueprints are probably my best bet

patent cobalt
#

@misty latchIt's never too late. Make sure you check the Learn Tab in the Epic Launcher and the project templates which ship with the engine.

misty latch
#

@patent cobalt thank you for all the help 🙂

patent cobalt
#

@indigo harborHow is your character handled in the level? Spawned by the Game Mode or directly placed in it?

patent cobalt
#

@indigo harborwith the capsule touching the ground? Are you possessing it by setting Auto Posses Player 0?

indigo harbor
#

I think it not touch ground, and a BAD size text with it don't know why

indigo harbor
patent cobalt
#

@indigo harborbest way to position it properly is to raise it well above the ground then press the End key on your keyboard

#

That will slide it down until it touches the ground

#

Then select the player actor and on the right, under details, make sure Auto Possess is set to Player 0

burnt tinsel
#

hi

#

can someone help me

patent cobalt
#

@burnt tinseldon't need to ask for permission, just explain your problem

indigo harbor
patent cobalt
#

@indigo harborthat's not your player, that is just the Player Start

#

One thing to understand. When you Play the Player Start is replaced on the fly by your Pawn (player).

burnt tinsel
#

my team recently migrated to source version of UE4.27.2, but our individual engine builds have different engineassociation GUIDs, so we have to rebuild everytime a change is made.

#

how do we fix this

indigo harbor
patent cobalt
#

@indigo harboryou need to check your game mode. That tells the system which class to use for your Pawn and replace the Player Start with it.

#

It is likely that your Game Mode is not set properly, so the default pawn is being used.

#

Can you find your GameMode?

patent cobalt
#

@indigo harborwhen you click Play and check the level content on the top right can you see your FirstPersonCharacter in the level?

drowsy snow
patent cobalt
#

^^^^ This

drowsy snow
#

Familiar with "rocket builds"?

burnt tinsel
#

nope

drowsy snow
drowsy snow
#

Also for some reason, downloading iOS dependencies is mandatory to build UE4's AutomationTool program

burnt tinsel
#

is there a tutorial for this?

patent cobalt
#

@indigo harbordelete the Player Start from the level and re-add it

#

Then try again

drowsy snow
burnt tinsel
#

it works with 4.27?

drowsy snow
#

Even 5.0

burnt tinsel
#

what do i do once its compiled

indigo harbor
low mica
#

Does anyone know how to fix this problem.
When glass reflects in glass it turns black...

patent cobalt
#

@indigo harboryou may have some custom code in your GameMode changing the way the pawn is spawned. Check inside of it.

drowsy snow
# burnt tinsel what do i do once its compiled

Before compiling, you should have the option to zip the build in the tool.

Once it's done, associate your project with the custom binary build and share the zipped build to your team.

burnt tinsel
#

ok thanks ill try

burnt tinsel
#

how do i know what options to use

#

include server? include client?

#

im using it for dedicated server

drowsy snow
#

I don't know about dedicated server stuff, I'm not building MP games.

drifting elbow
#

good afternoon, where/how would you save input settings? in a save file?

drifting elbow
#

sounds legit... does it work with enhanced input?

patent cobalt
#

@low micaI would ask in #graphics, you are more likely to find this level of expertise there

drowsy snow
low mica
#

Thx Marco

drifting elbow
#

it's pretty easy to put it into a save game slot, having it in some game user settings would be cleaner...

charred blade
#

I have a scene 1000 billboards, I ve noticed switching the scene to unlit mode increases fps from 200+ to 600+. Why are billboards affectected by light and what alternative do I have for a unlit billboard

#

Also would viewmode unlit work in a packaged game?

pseudo pecan
#

Hello everyone! Since my project updated from 4.26 to 4.27 there are virtual texture flickering appears. The static mesh plane works as a stamp and updates every tick. Who knows what could cause the problem?

warped parrot
#

does anyone know how i can make an object hover? ive made it rotate, but i wanna add i little z movement, have it move up and down slightly

patent cobalt
#

@warped parrotthrough animation you can use a simple timeline to set its Z offset from the resting position

warped parrot
patent cobalt
#

@warped parrotyou can easily make your own "hover" component. I have a tut showing how to do it for a physics simulating actor, but in your case it is much simpler.

#

If you don't want to use a timeline you can use a sin or cos function to affect the relative location of your visual component. Plenty of possibilities.

lament oar
#

Hi Guys Does anyone knows how to bake Gpu lightmass Using Swarm Agent , I saw a tutorial where the guy was using Swarm Agent for Gpu Lightmass

worthy elbow
#

Hello guys can anyone help me?

I'm designing a landscape paint, the problem is when I use (Road layer) on (Grass layer) they they just blend, Any idea how to make (Road layer) dominant to (Grass layer) so they wont overlap?

rapid sleet
#

how can i fix this

worthy elbow
#

I think its the collision, check the mesh and the capsule's collision

#

Try having only one component that block other object

rapid sleet
worthy elbow
#

Most of the time(in my cases) this happens when the collision of mesh(or other component) is the same with the capsule(or other component) causing multiple collision event

warped parrot
#

how would i move a variable from one blueprint to another? ive set it to public and i know its something to do with cast but i dont understand it

worthy elbow
warped parrot
#

this is what i have for my key

#

and its not done. but thats sorta what i wanna do for my chest

worthy elbow
#

Try having a branch (Key collected) on action "Press E" set the true to execute then false to no action

drowsy snow
worthy elbow
#

If I paint the grass layer with road layer they're just blending together creating a greenish road

#

I want the road layer not to blend with the grass layer to create a pure road texture

steel crypt
#

hello all i just wanna know a solution of problem

my problem
i wanna Check When My Character Overlap With Object If Object Matrial And Character Material Are Same THen leave If Diff than Call Death Function

worthy elbow
worthy elbow
steel crypt
#

yeah thats i know thanks bro

#

i dont get material in graph

#

so i dont check it

primal tendon
#

does iPhone XR support Live Face/True Depth?

plush yew
#

is there a plugin that will detect unused materials? I have about 140gb of materials in my project of which im only using 40gb or so

#

removing these manually is a pain

fierce tulip
#
Unreal Engine

Adds a filter to the content browser so that is shows unused assets. Useful for project asset cleanup!

GitHub

UE4 plugin for managing all unused assets and empty folders in project. - GitHub - ashe23/ProjectCleaner: UE4 plugin for managing all unused assets and empty folders in project.

blazing cedar
#

hey! anyone here making a p2e on blockchain?

pearl minnow
#

Hi there, in my game so far i've been making fairly uniform keyboards, with only 1-2 different meshes per board, so i could easily import the meshes and add them to arrays, then generate the keyboards in a loop (right keyboard in the image). I'm getting into making more organic keyboards now though (left keyboard in the image), where each key cap is a unique mesh. I will be making potentially hundreds of these (eg. lots of unique minigolf courses) , so could you recommend a way of importing all the meshes fairly automatedly / with repeating some process 40 times per keyboard? thanks 😄

drowsy snow
#

Also the little bump on F and J key.

pearl minnow
#

my question was regarding a keyboard that IS made of unique meshes. In short how would you import a folder full of unique meshes, potentially hundreds of times without manually touching each mesh or arrayifying it mesh by mesh yourself?

buoyant graniteBOT
#

:no_entry_sign: Jean-Pierre#4616 was banned.

tender pecan
pearl minnow
#

good point i need to think harder / just try it 😄

#

i can certainly drag them in like this, but if im switching between 100 different unique groups of meshes

#

I could maybe set them up as sub levels for streaming, make some logic to grab all the new meshes after sub level is streamed and reassign any variables i need to to the new meshes hmmm 🤔 ok thanks i think i got it 😄

drifting elbow
#

hello all, I'm currently reading about releasing Unreal games to steam. Most documentation is about integrating steam services in Unreal to use their achievements and other online things. However - for now - we only need the ability to upload games to steam (for testing). I watched a video about uploading (and also read about that in the steamworks docs). Do I need to do all this dll copying or can I just upload a standard Unreal game to steam using their upload software?

If I should better ask questions about this topic in another channel, where should I ask?

drowsy snow
drifting elbow
#

I mean, there's plenty of games on steam without any kind of steam integration at all

pearl minnow
#

what's your question?

drowsy snow
#

I'm going to guess it's HTML5 export

tender pecan
drowsy snow
#

Which is no longer possible for native HTML5 export as of 4.26

#

That's out of topic for this server.

pearl minnow
#

i usually charge €500 a day, pm me if still interested 😁

#
  • yeh go ask in a web dev server 😄
fierce tulip
#

job offers are only allowed in the dedicated channels. points at #instructions

pearl minnow
drowsy snow
#

If all you need is a site, go use YouTube sponsors like Squarespace or Wix, or Wordpress. Should get your site up in no time

#

Otherwise, it's not Unreal Engine related and out of topic for this server.

pearl minnow
#

ohh blutility sounds awesome

drifting elbow
#

blutility is great, but sometimes/often a pure construction script and/or "Call in Editor" functions are enough

potent bridge
#

So I have a problem. the capsule component of my enemy wont follow the root motion of my animation. Even though I have rootmotion enabled and made sure the root bone is set.

#

wait

mint raptor
#

How difficult of a project was The Matrix Awakens for Epic staff? Did they put a huge team on it? Excluding dev time for the tech involved.

drowsy snow
#

But they also wrote the engine

potent bridge
#

so, thats weird, the root bone wont move.

drowsy snow
#

So for individuals, maybe you can get some mileage with Unreal 5 and Houdini work

potent bridge
#

anyone know what might be up with that?

drowsy snow
potent bridge
#

fair game

obsidian mist
#

anyone know when unreal editor will run on m1 natively?

stray drift
obsidian mist
#

so now only game build should support it as of 4.27 ?

stray drift
#

Natively? That would be the case yeah. They explicitly mentioned that editor and runtime support were arriving at different times.

UE5 has Lumen and Nanite not working on M1, so we're a ways off, as per EA at least

obsidian mist
stray drift
#

Targets though, IE what platform you are building for

sterile fjord
#

does anyone know how to fix this issue? (camera not changing view when moving forward or backwards)

drowsy snow
worthy elbow
potent bridge
#

Is it possible to change which bone counts as the root anyway? this is starting to annoy me

#

it just wont move

shadow ravine
#

Anyone know where this glare might be coming from on the Sci Fi Robot I'm using. It appears on all types of cameras including the default viewport. No idea where it's coming from. Anyone got any ideas?

potent bridge
drowsy snow
drowsy snow
shadow ravine
grim ore
#

That looks like lens flare if you dont want that weird ray effect

potent bridge
drowsy snow
#

The stock lens flare do look boring 😛

shadow ravine
obsidian mist
drowsy snow
grim ore
#

use a post process volume then and disable your lens flare / bloom

drowsy snow
potent bridge
drowsy snow
potent bridge
#

move position, not in hierarchy, but sure.

shadow ravine
potent bridge
#

welp, time to figure out how rootbones work in Maya I guess

drowsy snow
potent bridge
#

yeah

#

good lord I don't understand Mayas animation workspace at all

drowsy snow
#

sits in the corner with Blender

potent bridge
#

same case with blender

#

like, theres multiple animations in this fbx file, need to edit specific ones

kindred depot
#

is there any way to move the capsule above the red line?

#

or does this not matter.

rapid sleet
#

what does this mean

obsidian mist
normal burrow
#

Getting the editor to compile for arm, It probably would take a long time to try to attempt on your own

obsidian mist
#

so even that there is preleminary support for arm64, currently there is no editor natively an i cannot compile game for native architecture yes?

shadow ravine
#

I'm looking into building a AR real world game and planned to use a resource such as Google Maps API. Obviously this an issue as it's mainly targeted to Unity 🤢 I've spent so much time with unreal I really don't want to swap. Does anyone know of anything that could help me with this, I know of a couple other applications but they just don't hold up to Google's APIs

obsidian mist
#

so i can do that only by myself by tinkering with source code of unreal engine

normal burrow
#

AFAIK the demand for arm based editor isn’t there

grim ore
#

@rapid sleetit is saying what it says, that variable you want to set (Overlapped Actor) does not exist in that blueprint. If you added it to that bluepring but never saved/compiled the blueprint, that is the issue.

obsidian mist
#

i do not know unity has native editor but it for sure allows already to make silicon binaries

normal burrow
#

You can package games for arm but there is a superset of dependencies for the editor

#

Your best bet would be a x86 emulator tbh

obsidian mist
normal burrow
obsidian mist
#

ok

plush yew
#

my work in progress blueprint

#

btw this was passing as proof of concept for unreal xbox middleware, but i gave up on xbox

pearl minnow
#

i have a bunch of meshes that are not evenly spaced - some are bigger than others. I preserve their world offsets from blender to position them in unreal, as like i said their positioning isn't predictable. I unfortunately can't get / work out what that offset is once in unreal ( for placing labels on the meshes etc ). Their relative and absolute locations read as 0,0,0

#

any ideas?

thick herald
#

Bring them in separately. Add sockets to them [use empties and rename them SOCKET_whatevernamehere] use the sockets to place things. Other than that, no idea.

pearl minnow
#

i gotta do it en masse somehow, im gonna have literally thousands of unique meshes with unique placements 😄

#

i could script-write to file their offsets before applying the transform in blender then read again from file? 🤔

oak shale
#

Hi I was wondering how to create grid based building systems like in TerraTech, Avorion, Epyrion, Space Engineers, Crossout etc. (NOT Minecraft) where you can build your stations/cars/spaceships etc. Grid based and it holds together and can move around seperate from other grids. My questions are: How do I achive making this grids? Is there any special expression I should search for tutorials?

bright sigil
foggy isle
#

this might be one of the worst newbie questions asked here, trying to learn it obviously, but anyway here goes.
Any idea what happened to my scene here? it was fine until I saved it the last time. Tried opening it now and everything is too bright.

thick herald
#

The sockets thing won't help with the offset issue, which is either down to the way you are exporting from Blender, or your import settings. Fairly sure you should be able to bulk import multiple actors, - that is of course presuming that all the keys are separate and not joined/parented?

glad lotus
#

Can anyone help me figure out why the parameter with reference has a "Data" output but not input, while the without reference has it as an input?

grim ore
#

@foggy isledid you adjust anything? what does a File -> New Level -> the basic level with just the floor look like?

#

@pearl minnowso are all of those unique meshes in the scene, or one blueprint with multiple meshes?

foggy isle
grim ore
#

so that looks fine, Im guessing you might not have any good lighting in that other map and your auto exposure is kicking in

#

uncheck this in the other map, see what happens

pearl minnow
foggy isle
# grim ore uncheck this in the other map, see what happens

screen brightned up more and the auto contrast thingy toned it down a bit again. Btw, that new scene which I created, just poked around a bit and found out brightness goes crazy high when I add "SunSky". Same is is preset in my messed up screen

pearl minnow
#

so maybe i should reset their offsets before export and just take note of that original offset, then re-apply the location offset in unreal

grim ore
#

it does sound like your maintaining their pivots from your DCC program when you import it (they all show 0,0,0 when selected?)

#

@foggy islemaybe you changed something somewhere in a default engine item. Your default level should look like this, if it doesnt then one of your defaults changed.

neon bough
#

what format are lightmaps stored as? 8Bit sRGB?

shadow ravine
#

I'm having an issue getting my camera to focus on the character and blur the background, at the minute it's kind of either blurring everything or focusing everything.

#

Anyone got any suggestions?

grim ore
#

@foggy islebut yes if you have "poor" lighting, then your eye adaptation/auto exposure will kick in and try to brighten up the scene and make items appear brighter. You can fix this by using more accurate lighting or disabling that in your project settings

pearl minnow
grim ore
#

@shadow ravinecheck the draw debug focus plane

oak shale
#

I'll come back another time

foggy isle
grim ore
#

what is the sun sky?

thick herald
#

SunSky actor methinks, from the plugin

grim ore
#

oh yeah from the calculation thingy, that has a bug lol

foggy isle
#

when I take it out, everything goes pitch black

grim ore
#

yeah its not on by default, click on your instance in the world then click on the Direction Light in the Component List, then change the Intensity to something normal like 10 or less

#

the default one that comes with the plugin is broken

golden notch
#

Sorry to be a pain and butt in, but i'm having some issues packaging my very first project and was wondering which channel would be the correct one to put the output log and ask for help?

grim ore
#

depends on the error? but #packaging might be a good start, if not in here

golden notch
potent bridge
#

So, how would I edit my animation so that the animation has rootmotion? (Either within UE4 or a modelling program)

foggy isle
potent bridge
#

I've been at this all day but I'm clueless on how to fix it

potent bridge
#

hate to say this. but I do have that ticked

#

still doesn't move

#

big capsule is meant to follow the dragon here

vital cosmos
#

anyone else have this weird bug where hovering over the engine scalability option in ue4 literally crashes the entire editor in 4.27

bright sigil
# thick herald The sockets thing won't help with the offset issue, which is either down to the ...

@pearl minnow i guess i misunderstand, but it if there is a socket placed exactly where you want it to be from blender, that gives the exact location to use in unreal. If each object is exported individually there's kinda two results: 1. all of them share the same location being at 0,0,0, so they can all get placed with the correct offset (though their locations are all 0,0,0) or 2. each of them is offset in the engine but their pivots are at the mesh's center (essentially what the sockets would handle).

And from what i am familiar with about this game, each object needs to be its own mesh, so that leads me to thinking sockets made in blender for unreal to convert (as unreal is a little more tedious to make that many sockets). iirc there are some problems with sockets coming into unreal (one i think of is unreal possibly making a duplicate set of sockets every time the mesh gets reimported - could be wrong tough).

To an alternate idea, maybe it's better to record the vector locations of each object noted in blender and reference that in unreal (maybe you can output a log of all vectors or something).

EDIT: a QoL that Unity has is hierarchy with importing - literally solves the problem, but unreal handles that aspect differently

thorny pewter
#

any one knows if it is possible to have control on to spawn or not to spawn blueprint actor on level ? or i should destroy it right away if i dont want to spawn it ?

thick herald
#

Currently while using empties as sockets, when in Unreal, you only get the positional data and not rotational. That may or may not affect you [it's a PITA imo but hey ho] As for the meshes ending up with a shared pivot point, this is down to your export or import [95% sure of that 😄 ]

grim ore
#

One thing to consider as well @pearl minnow is to look at the "Import into Level" option from the file menu

plush yew
#

erm, why is my directional light not casting any shadows whatsoever?

#

its set to movable

#

????

drowsy snow
#

Do you have shadow scalability settings set to low, by chance?
Low shadows effectively disable dynamic shadow maps

plush yew
#

everything is set to high

#

resolution scale 75

#

!?!?

bright sigil
#

and cast shadows is on right? 😏

plush yew
#

nothing happens

bright sigil
#

delete it and buy new one, maybe it burned out

plush yew
#

replaced light and still no shadows

#

dafq lelelel whats happening

#

im trying to use dynamic lighting

#

nice, my project now crashed

#

gg

#

wp

bright sigil
#

unreal figured out it wasnt working

plush yew
#

nvm

#

i deleted all my config settings... now errything works.

#

default.

cerulean zenith
#

hey guys i'm in need of some help with an issue. I am making an fps and whenever i move the camera the gun gets really shaky. Here is an example of it happening : https://youtu.be/Uz6BNcBhQbw?t=6 . Any idea what that could be ? Thanks !

Solys is a free-to-play competitve FPS with planets and base-building. Build your base around your Monument and destroy the other teams to win.

Available on Steam : https://store.steampowered.com/app/1537920/Solys/
Follow us on Twitter : https://twitter.com/SolysGame
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▶ Play video
kindred depot
#

i mean if you can get that far into dev, im pretty sure you can figure this out. not trying to sound sassy. lol

cerulean zenith
#

now that's a useful response 💩

kindred depot
#

if you set up IK hands that could be an issue

#

kind of looks like you are teleporting

cerulean zenith
#

yeah it's the case

#

yupp really annoying problem

grim ore
#

I've got to admit, I didnt see any glaring issues lol. maybe a time code for an actual issue

bright sigil
kindred depot
#

thats what i was thinking. something with networking maybe?

#

does it do this in editor?

cerulean zenith
#

at around 6 seconds you see me aiming and when i move the mouse it shakes quite a bit

grim ore
#

well I guess it does but... is it not supposed to do that?

cerulean zenith
bright sigil
#

id assume its how it is being attached

kindred depot
#

If it works in editor, then its 100% netowrking issue or replication issue.

cerulean zenith
#

i mean the problem works haha

kindred depot
#

oh

junior sedge
#

I am getting this error for quite some time

cerulean zenith
#

that's how i attach

broken socket
#

hey so i have an issue, i have an inventory system and i want to change the animations of players based of what their holding. i already have a way of detecting what type of weapon is in their hand, and i know how to change the anim bp. But my issue is i dont know what type of variable to use. so basicly im detecting what the player is holding in their hand and i want to set a variable for example, if its a 1handed item, then set Somthing to true. but i dont know what Somthing i should use, like idk if i should use booleans for each weapon type or like an array.

cerulean zenith
#

i have 2 seperate guns as i'm not making a true first person

grim ore
#

@junior sedgeand you get this error compiling source, compiling a project, when?

kindred depot
# cerulean zenith

If your whole code is written in c++ you should take a look at the shooter templete for a reference

junior sedge
#

compiling source

bright sigil
grim ore
#

@junior sedgecompiling the source of your project it looks like. Is the engine running?

junior sedge
bright sigil
#

neither do i lol

grim ore
#

and that is why you have the error, it says that

#

its using live coding. so close the editor and compile, or use the live coding recompile in editor

junior sedge
#

It compiled

grim ore
#

@broken socketif its a simple "if this from a list, do that" look at using an enum for your item type

junior sedge
#

damn it was simple as that

#

thx m8

shadow ravine
grim ore
#

in your viewport you should be able to see the plane, you can adjust it from there to get the look you want

#

that is just an easy way to see where the actual focus is at. alternately maybe try setting the auto focus to the target?

shadow ravine
still atlas
#

i'm working on a game that's essentially 2d/side scrolling, but i'm just doing it in normal 3d.. i've got units i'm moving with "Simple Move To Location", clamping the Y(horizontal) value, but they aren't accurately going where i click on the screen because it's still fetching coordinates in 3d space. does anyone have any suggestions for a best practice on how to handle this? i've spent the morning messing around with the mouse on screen coordinates, conversion to world space etc. and i'm not having any luck

grim ore
#

@shadow ravineits in the settings, the focus method. Then you can adjust the offset if needed. Your apertature on the bottom has alot to do with how much the back item is out of focus as well

#

the square cube is the focus tracking target on the mesh in the front, then a lower aperature blurs the background mroe

#

if you did the manual with the focus plane on you see this, and it lets you see where the focus distance is at visually (the purple plane)

#

you could always drop a camera into the world and set it up there, then duplicate those values to your actor

shadow ravine
gleaming lotus
#

'BoxTraceByChannel' at the location that you want to exit to

#

Speaking of box traces, I'm having an issue here I cant seem to solve. I'm trying to do a box trace of a mesh, which is working fine, but I'd like the trace to have an orientation similar to the mesh. Any ideas how it can be done? Here's what I've got so far, just need to plug something into the orientation

#

The mesh itself is a diagonal piece, which is why I'm having issues, and why I cannot use GetWorldRotation

plush yew
#

Excuse me guys, I have been away from unreal development for years now, is there still no flight controller that simulates bird flight?

#

I was working on this before I left.

patent cobalt
#

To fly around you can use the flying pawn movement component.

plush yew
#

I'm finding it really hard to translate what I mean, but I have a video.

patent cobalt
#

The flying pawn movement component can simulate that. Now to make loops etc. you will need to tweak a bit the standard implementation.

plush yew
#

I wanted to make this like

#

as close to bird physics as i could

#

but i stopped working on it before i could factor in wind and stuff

normal burrow
patent cobalt
gleaming lotus
normal burrow
#

Bounds are axis aligned

gleaming lotus