#ue4-general

1 messages · Page 1109 of 1

normal burrow
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Is that not okay?

gleaming lotus
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Nope, I need the trace on the right to be fitted to the shape like the one on the left

normal burrow
#

Then you wouldn’t use actor bounds

gleaming lotus
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What would be your suggestion for an alternative?

normal burrow
#

See if the static mesh on the static mesh component has a bounds variable on it

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That will get you an unrotated box

gleaming lotus
#

This is what we've got in that department

normal burrow
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Okay and world z is still the desired sweeping direction?

gleaming lotus
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It doesn't have to sweep in z direction nope

thick rover
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Hello, who knows if it is possible to make such a system in ue4. The character has a camera, and when he pressed a key, this camera took a picture of the object it was aiming at? And who knows, maybe there are some lessons on this topic. I searched and did not find it. I'm sorry I don't know English very well.

normal burrow
# gleaming lotus This is what we've got in that department

Well you’ll have to decide how it sweeps but you’ll want to get the component transform off the component, transform location against the Get Bounds origin pin and that will be the end that you’ll put into the box trace. Break the transform structure apart then additionally and plug the rotation into rotation and multiply scale against extent then plug it into half size

patent cobalt
tepid vector
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How do I increase the tire friction? When I turn at high speeds, the entire car does 360s and drifts out of control

patent cobalt
tepid vector
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Chaos

patent cobalt
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You need to increase the lateral friction multiplier inside the wheel BP

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And if it rolls too much lower the center of mass

tepid vector
patent cobalt
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The wheel BP are separate

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Check in the setup of the vehicle movement component

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They are referenced there

tepid vector
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i dont understand...

patent cobalt
plush yew
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I need you guys to channel some autistic energy for me

patent cobalt
# tepid vector send

UPDATE 15 Sep 2021: !!! IMPORTANT !!! If your car is stuck in the air and doesn't drive, make sure you are using the special 4.26-chaos/4.27-chaos/UE5 EA versions, all available from the Epic Launcher and NOT the "regular" 4.26/4.27 versions which still uses PhysX and not Chaos Physics. Chaos Vehicles need Chaos Physics and will NOT work with th...

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tepid vector
#

cause ive watched ur vid

patent cobalt
plush yew
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I like the idea of my scenery in game to be rural japan, japan is the most peaceful country but crowded and busy and that ruins it aesthetic wise for me, I need something in the background of my map but I dont want it to ruin the flatty vibe it has going already

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What can I put out there to make it feel like more is going on but not make it less flat or minimally flat

patent cobalt
patent cobalt
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@tepid vector

kindred depot
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Is there anyone way to change the skel and mesh of a control rig, and how to do so if you can

plush yew
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well I think birds fly very differently to planes though

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the problem is i cant really get any references for what im making

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except birds in real life

tepid vector
patent cobalt
tepid vector
patent cobalt
patent cobalt
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Called Lateral Friction Force Multiplier

tepid vector
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this is UE5

plush yew
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this is sort of what im going for

#

Classic Game Room presents a CGR Undertow review of Legend of the Guardians: The Owls of Ga'Hoole from Krome Studios and Warner Bros. Interactive for the Nintendo Wii. Fans of Nintendo's talking-animal franchise and games like X-Wing and Rogue Squadron should be comfortable behind the...talons...of Legend of the Guardians. You play with the Wii ...

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but I know this isnt done with physics

patent cobalt
kindred depot
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download the ark dev kit and see how they did it lol

tepid vector
plush yew
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I was gonna start with the hang glider example

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because it is a nice base

normal burrow
patent cobalt
plush yew
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pretty much all of the flying examples feel like ur just floating on a X Y Z plane

tepid vector
patent cobalt
tepid vector
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do I need to increase it?

patent cobalt
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Yes

tepid vector
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and for both front and back?

patent cobalt
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Only rear first

tepid vector
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kk

normal burrow
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Lol

patent cobalt
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Because your vehicle seems to be oversteering

tepid vector
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lemme change

patent cobalt
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6 it’s a lot

tepid vector
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cause even 4 is a lot

patent cobalt
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Try 2.5

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Or 3

tepid vector
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what will happend if I put 2.5 for front as well?

patent cobalt
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Traces act on the channels or objects you tell them to detect

tepid vector
patent cobalt
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Then check if your actors are blocking the visibility channel

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@rare sparrow

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ByChannel should also work, I am sure there is reason if it doesn’t seem to work

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Do you have debug on?

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Weird

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Can you show some code?

split jasper
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BTW is there a better way to organize input bindings? This shit is getting unsustainable and I'm not even half done

dawn grove
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how do I uncap fps?

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it's at 120 right now

split jasper
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haha it's like two full screen lengths already and getting worse

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Project settings

dawn grove
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i was looking for it in there but couldn't find it

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do you know where it is?

patent cobalt
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t.maxfps = 0

split jasper
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Is there any way to add subcategories to them? I'd love to separate menu bindings from in game bindings, for example

dawn grove
split jasper
#

COMPLETELY unrelated question: Do people not use UMG?
Everything else I do in unreal, it feels so well-supported, both in terms of the engine functionality and the community around it. But whenever I have a UMG issue, it's like... crickets. And when I do find the solution, it really feels like I'm reinventing basic functionality to make it work

thick herald
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People use UMG.

grim ore
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some people use other solutions like coherent, just depends on your goals and experience

split jasper
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What's Coherent?

grim ore
split jasper
#

They're just running a fuckin HTML5 page for the UI within UE? That's actually brilliant

bright sigil
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I was expecting it

split jasper
#

I mean, shit, I'd way rather be working in like React than UMG anyways. Thanks for the tip, I'll have to look into this more

grim ore
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theres are other options than coherent, thats just he one I see fairly often in credits

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Noesis is another one

bright sigil
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None is also an option and instead keep all interface within the 3d world

bright sigil
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Look at Astroneer

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Its one method

late quartz
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is it possible to remove the 'hovered' and 'pressed' events from button in the interface?

grim ore
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the look or just the actual clicking? and interface as in the editor or UMG widgets?

bright sigil
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Yeah you can override the events to do nothing

dawn grove
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is it possible to optimize ue5 to run at ~360 fps?

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im talking about a small room, almost empty

bright sigil
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Sounds more reliant on the hw that runs it

late quartz
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is that im already changing the color of the button through the blueprint and i didnt want the events of the button itself to interfere with that

bright sigil
#

Its a bit more convient to use the built in brush definitions for hovered and such, and you could have your bp talk to that

patent cobalt
late quartz
bright sigil
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It would be through accessing the brush which is a bit confusing but cleaner overall

tepid vector
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when I search engine audio in UE4 i see this

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but this when i search engine in UE5

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is it called something else in UE5

grim ore
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my guess is you are seeing the physx vehicle in UE4 and the Chaos vechile in UE5

tepid vector
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I cant find any tutorial on how to add engine sounds in UE5

vestal turret
grim ore
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@tepid vectorits still in progress, and it looks like those components dont exist

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I also dont see those in my stock UE4 engine, maybe that is another plugin?

vestal turret
# tepid vector I cant find any tutorial on how to add engine sounds in UE5

Unreal Engine 5's MetaSounds represent a complete redesign of audio inside Unreal Engine and presents an amazing opportunity for all creators. Imagine thinking of audio in the same way as surface materials! Developers can leverage MetaSounds to add complexity and variation to their audio or even generate completely procedural systems with sample...

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grim ore
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yes @tepid vector it looks like those are part of the advanced vehicle sytem and not the included UE4 system

patent cobalt
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These are definitely not standard vehicle components

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@tepid vector for a simple vehicle engine sound you can check the advanced vehicle template which ships with Unreal

tepid vector
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this completley different

tepid vector
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i have sound now

patent cobalt
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Good

tepid vector
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but only for when car moved

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moves*

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I want a sound for when the car is idle as well

patent cobalt
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The engine sound is usually based on engine RPM

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I have another tutorial showing how to get the engine RPM for a Chaos vehicle

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With that you can make your sound play based on the engine RPM

tepid vector
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send

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pls

patent cobalt
oak shale
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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?

grim ore
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ue4 grid system?

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there is also a 2d grid helper node

oak shale
# grim ore ue4 grid system?

looked at procedural mesh first as someone mentioned that but trying to find the best method which combined into one once built

tepid vector
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@patent cobalt howd u enable this

oak shale
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so build with grid based on a moving object

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thats my main goal

dawn gull
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How can I toggle a spot light programmatically?

grim ore
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set intensity to 0? set the actor to disabled? set the visibility to disabled?

patent cobalt
tepid vector
patent cobalt
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It’s all shown in it. How to get those values.

dawn grove
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can someone help me with making my game run at ~360 fps?

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i need it for a project

tepid vector
patent cobalt
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Better if you copy some settings from my previous tutorial or from the advanced vehicle template.

tepid vector
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is PhysX easier???

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I do not understand this...

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😢

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😭

patent cobalt
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Vehicle physics is complicated so don’t feel bad.

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You don’t necessarily have to use physics though. Depending on which game you want to make there are alternatives.

tepid vector
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I want to make a drifitng game

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something life Forza Horizon, beamNG or asseta corsa

patent cobalt
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Ok then you really need to learn vehicle physics

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These are three of my favorite games so I know them pretty well

tepid vector
patent cobalt
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Yes but in Russian

tepid vector
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pro gonna use sibtitles

patent cobalt
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Ivan has English subs in general

tepid vector
patent cobalt
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I am making tutorials on vehicle physics so I may know a bit

worthy estuary
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HI I have a problem i made a simple movement code that make the player move but when i press the key W it goes backward and S goes forward and D goes left and a goes right so can anyone help me plz?

tepid vector
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@patent cobalt could u send the Russian vid series?

late quartz
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is there any way to remove this gradient effect from button?

patent cobalt
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The forward axis is the red one

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Right axis is the green one

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Check inside the actor blueprint

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Make sure the front of the actor is oriented along the red X axis

worthy estuary
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Thanks

patent cobalt
tepid vector
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he uses chaos?

patent cobalt
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If you want the foundation for a raycast vehicle in UE5 watch my latest hover vehicle tut

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He doesn’t use Chaos Vehicles. He builds the physics from scratch as we all do. 😉

tepid vector
patent cobalt
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A raycast vehicle is a vehicle where the suspension force is calculated by firing one ray per wheel and calculating the distance from the ground, from which you calculate the spring and the damper force.

tepid vector
patent cobalt
tepid vector
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mb

tepid vector
patent cobalt
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Ivan also shows multi-raycast

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I believe I have invented it though 😉

tepid vector
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@patent cobalt is the ss i sent the right tut?

patent cobalt
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That’s not a tut, just a show off

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Look for Hover Vehicle 2022

tepid vector
patent cobalt
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Yes

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You can learn how to make a raycast suspension system from that one. From there to a car is just adding a visual wheel.

tepid vector
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ok

tepid vector
patent cobalt
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For the hover vehicle? Yes

tepid vector
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and when I add wheels, do I add them in blender? and then rig them in blender

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or make it in UE5

patent cobalt
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Make it in Blender

tepid vector
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aight

patent cobalt
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If you want to learn to animate a car check my tut on the kinematic vehicle

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The one with a kind of F1 car

tepid vector
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but I just want car

patent cobalt
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Yes but you don’t animate the car in Blender, you animate it in Unreal using an Animation Blueprint

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I think your development will speed up after that

tepid vector
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@patent cobalt is this it? or do i need to add the bones facing postive Y

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or are bones only neccesarry for Chaos plugin

patent cobalt
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@tepid vectorbones are necessary if you want to animate your vehicle regardless

tepid vector
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ok

patent cobalt
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I am signing off for today, have fun learning!

vestal turret
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Is there a way to turn OFF the "Climbable" trace for an object ? I want to avoid my character to climb it

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you mean Actor to Ignore ?

bright sigil
vestal turret
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Ok, it works at the TraceByChannel using "Actors to Ignore", but I feel it will make more sense to be in the collision setting of the actor itself. I try to "Can Character Step up On" == "No" but no effect. Any other suggestion or I should stay with the "Actor To Ignore" solution ?

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OMG, feel so dump!! was right into my face! I guess need to take a break 😆 thanks !

tepid vector
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@patent cobalt in ur tut, u show how to add the car as the static mesh, but when I try, it does not show me my car

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even though my car is there

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oh ok

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So do I add it like this?

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or like this

normal burrow
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I think you just choose to import it as static mesh on the import window

burnt tinsel
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do i still need to build from source if i want to build dedicated server in ue 4.27?

plush yew
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I just updated my unreal engine to 4.27.2 and I can't open any projects or even open the project launcher without it crashing... I get this... Anyone know what to do?

real heath
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In the epic launcher hit the dropdown in the engine and hit verify

plush yew
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Hey guys, I'm new to unreal, is it a good idea to learn v4 or v5

plush yew
bright sigil
plush yew
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is ue5 similar to ue4 just UI changes?

bright sigil
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well there's nanite and lumen...

plush yew
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except that

bright sigil
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cant really think of any

plush yew
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so ue5 just adds ui changes as well as nanite and lumen?

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alright, thank you!

rocky radish
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yes, but it's not recommended to use it in early access

plush yew
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right, so I'll use ue4

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thank you

bright sigil
smoky kettle
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im new to the dc is this a good common place to start talking?

restive fulcrum
bright sigil
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oh and i think i heard recently that its a different physics system (havok?)

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not sure how accurate that is though, dont use ue5 and only overhead this

restive fulcrum
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Yeah me neither, planning to make the switch when the full release comes, is that still supposed to be in the next couple months?

smoky kettle
# bright sigil depends 😏

this is probably reallly common but i try and try to get srated on unreal but w everytime i start it doesnt feel like i leanr anyhthing how did you start or anybody else here?

bright sigil
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I'm planning when i finish this game 😜 so maybe a another year

bright sigil
fierce tulip
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@smoky kettle check the pinned messages in this channel for getting started content.

bright sigil
#

from there it is problem solving and learning

restive fulcrum
bright sigil
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dont expect homeruns anytime soon and be happy with what you make; dont compare

bleak zodiac
cedar bolt
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Anyone know how to export rigid bodys from houdini to ue5

wheat tundra
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anyone has game ideas

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im out of ideas but i want to create something

smoky kettle
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thank you everyonr for the advice

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ill try and follow all of it

nova kernel
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What does Epic/Unreal call their more devout community folks collectively? Is there a special term they tend to call everyone as a whole? (Or is it just Customers?)

little quail
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Well?

fierce tulip
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just community/friends.
costumers is more for those who pay a license fee.

nova kernel
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there is no special term twisted with the engine or company name?

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like for example, Amazon workers are Amazonians,

fierce tulip
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not that I noticed at least.

wheat tundra
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when unreal compile shaders it uses my cpu, is there a way to make it use my gpu?

fierce tulip
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amazon workers are "slaves" XD

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nope, cpu only

wheat tundra
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aight

nova kernel
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not all Amazon workers, I'm not a slave haha

fierce tulip
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but no, generally they approach us more as fellow devs, iow, "friends" and such.

nova kernel
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Okay, thanks, 🙂

wheat tundra
#

If i buy this can I replace the subsystem? (because it uses steam)

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and i wanted to use either null or EOS

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because i don't want to post it on steam

rancid lagoon
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i am trying to make a game that has features similar to Fortnite creative mode. it is where the player can make a world, where thye palce rooms down, place spwans for enimies, and play it with thier friends. how can i do this?

drowsy snow
stoic hawk
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Question: Why do meshes turned into blueprint classes turn black when I bake lights? Any help is MUCH appreciated! Thank you!

bright sigil
kindred depot
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thought you would be interested 🙂

grave pollen
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so i came across this in regards to my simple move to node and the movement issue "Simple Move to location is not multiplayer supported. Its only good for single player games. To do that in multiplayer you would need to come up with your own solution."

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since its the only 'move to' node that doesnt require an AI controller and since I'm actually controlling the pawn and its not an AI wat do I do here. I obviously tried running on client and server but my char wont rotate to the direction, it only works flawlessly on listen server not dedicated server

bright sigil
# stoic hawk Yes, exactly

its not an area i work in too much, could be some setting changing from the bp. Black meshes, even after rebuilding lighting seems related to lightmap uvs or lightmap resolution, maybe different between the mesh and bp.

devout edge
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Is there anyway i can create a mesh from vertices,surface,normals?

stoic hawk
bright sigil
devout edge
bright sigil
bright sigil
stoic hawk
# bright sigil ue 4?

Yes, it’s UE4. I found this tutorial that seems like it should be the solution, but for some reason it doesn’t work for me. https://youtu.be/WYzTaX-rHdA

My Apps: https://sites.google.com/view/bradapplist/home

Tools: Unreal Engine Version 4.23.0
Asset Packs: Third Person Blueprint Project
Recording: OBS Studio
Editing: Microsoft Photos
Background Music:
Creepin by MK2
https://www.youtube.com/audiolibrary

▶ Play video
bright sigil
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well i guess thats a fix for bsp to sm, but your doing sm to bp

devout edge
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creating a mesh that is

bright sigil
#

most likely modelling in some specific software like Blender

drowsy snow
kindred depot
drowsy snow
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In fact, I had cheeky contribution to the repo, I think it was resolving compiler error in 4.24

kindred depot
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lol

drowsy snow
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I'm looking on fixing issues with slo mo, as of now Kawaii Physics behave weirdly with slo mo

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Probably make it less "frame rate dependant" and more on time dilation dependant

kindred depot
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thats good to know

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i cant wait to test it 😄

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just watched the video on how to set it up

trim mesa
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Hi, i was creating blueprint for minutes, and got this error

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@drowsy snow

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can you help me with this?

bright sigil
#

Get Game Mode into your Cast

golden notch
# trim mesa

the Cast To SideScrollerGameMode needs an input on the object pin on the left

worthy elbow
#

Hello! any idea how to make a layer dominant than another layer when painting landscape?

So my whole land scape is grass layer then when I paint road layer I want to make it a pure road layer instead of blending grass layer and road layer creating a texture of two mixed layer.

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I can't achieve a PURE Road layer unless I manually remove Grass layer

bright sigil
#

maybe the landscape material is not right, but the typical behavior allows other layers to paint over the base (base is grass?). The mix looks strange, thats for sure

worthy elbow
#

This is the material I'm using, am I doing it wrong?

golden notch
#

I'm a total scrub but looking at that seems like that material is designed to blend?

worthy elbow
#

Yeah the layer blend might be the problem, but how do I allow multiple material without using layer blend Dx

bright sigil
#

what are the settings on the LayerBlend node

worthy elbow
#

Might have something to do with blend mode? current settings is Opaque

bright sigil
#

not a clue, im checking my own landscape but this all looks the same as mine

worthy elbow
#

Thanks for doing that ! ❤️

bright sigil
worthy elbow
#

I hold shift then paint to erase layers

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But the base material of my landscape seems to be just black

bright sigil
#

weird that you can paint to black, should only erase to base

worthy elbow
bright sigil
worthy elbow
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It turns black if I erase the Road layer and Grass layer

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OHH

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Thanks!

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I turned off "No weight-blend"

bright sigil
#

hope thats the fix

worthy elbow
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that fixed the problem

bright sigil
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oh okay great!

worthy elbow
#

Thanksss!

bright sigil
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anytime

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except when im sleeping

thorny pewter
#

any one knows how to make 1 of some amount actors to spawn randomly on one level ? for example i have 10 bosses on level and i want to spawn only 1 of them how can i do that ?

bright sigil
#

so you wanna choose on of the ten?

thorny pewter
#

yes

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probably with random number but yes i want to not spawn others

worthy elbow
#

Not sure if its the best way but
try Random integer in range then switch on int

thorny pewter
#

where to put that to affect actor spawn ?

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i want exacly that but i could not find where to put that im really new in UE

worthy elbow
#

Like this but make it ten

bright sigil
#

try an array

worthy elbow
thorny pewter
#

should i put it in Event Graph or Construction script ? they dont need to be connected to something ?

bright sigil
#

they do

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that's based on when you want them to spawn

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such as, by trigger

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or after using something

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this is a snippet on how to spawn a class randomly from an array and then remove it so it doesnt spawn again

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customize and integrate to your needs

thorny pewter
#

i want something on level load if its possible or something like that

bright sigil
#

for testing, use a print string

worthy elbow
#

@bright sigil can I add you as a friend? ;-;

bright sigil
#

we've just met

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you can always reach me here 🙂

worthy elbow
#

Okay npnp

thorny pewter
#

i did this in level blueprint Event Graph but when i press play both table and chair is spawning

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even if i disconnect lines on switch on int or when i set random integer from 0 to 0

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even if i put it in for xample RandomTable Event Graph and connect to Event BeginPlay with random integer it still always spawns

proud patio
#

Ello ello

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i see

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never fun ay

bright sigil
#

nothing happened...

proud patio
#

message is gone

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least that happened

bright sigil
#

what message?

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Ello Ello?

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its still there 🙂

proud patio
#

no the spam message

bright sigil
#

spam? no spam here, no never

proud patio
#

hmm

drowsy snow
#

Unless you're one of those gullible Steam elitists, nothing to worry about.

proud patio
#

me?

glossy lynx
#

is there any attempts of turning UE4 into ECS architecture?

idle phoenix
#

Any one know how to rename the Single Property View in UMG?

compact marsh
#

underwater post processing effect doesn't work with custom water body. Is there any way to fix it?

plush yew
#

is this server active?

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i just joined and i can't see anyone chatting anywhere

bright sigil
#

Im about to go to bed

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Would say it is regularly active during my daytime

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And maybe in a couple hours when the otherside of the world wakes up

plush yew
#

if i ask question how long usually will i get respond?

bright sigil
#

Minute to an hour to a day

plush yew
#

xD

gaunt abyss
#

If someone knows the answer probably within minutes

bright sigil
#

Theres a lot of channels too, some ppl hang around them

plush yew
#

oh ok

bright sigil
#

Yeah you can sorta see the activity just by scrolling ip in channels

raven estuary
#

Is quixel mixer just bad? Im new and it seems like everyone is using substance and no one is using mixer but obviously the price is a huge draw to mixer and the fact i go from blender to unreal it seems like a good texturing program is it worth just using substance?

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This also ma not be the channel for this but it didnt seem to really fit in anywhere else

drowsy snow
bright sigil
#

Substance is even more appetizing being under adobe and sold for cheap through cc

bright sigil
#

Yeah

raven estuary
bright sigil
#

Sorry, thats what i meant by sold cheap

drowsy snow
#

Perpetual licence might appeal more.

bright sigil
#

Yeah i hear ua

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Ya*

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But for texture authoring theres not a whole lot

raven estuary
bright sigil
#

But ive also been using ps for 15 years, though adobe managed to make it worse over the recent years

raven estuary
#

Yeah thats what im seeing theres only like 3 products out there

drowsy snow
#

Anyway, Quixel Mixer.

Results can be okay, I used them few times, but I find myself rather baking textures from Blender more than doing it in Mixer.

bright sigil
#

Or GIMP

drowsy snow
raven estuary
bright sigil
#

Lol yes

#

Though i never used it

drowsy snow
#

GIMP is just extra counter intuitive

bright sigil
#

Could also bake with xnormal like the old school days

raven estuary
#

Why would i use gimp vs an actual texturing software?

bright sigil
#

Lol 😄

raven estuary
#

Im so confused

drowsy snow
bright sigil
#

Sounded like it was free only maybe there are better

drowsy snow
#

GIMP is a fuckin' joke.

bright sigil
#

I just love how quick gimp gets slammed

drowsy snow
#

But I guess blessing for Linuxians

raven estuary
drowsy snow
#

Also Mixer is a Unity app, and what's more romantic than Unity and memory hog.

raven estuary
bright sigil
#

Yeah i know nothing of quixel except megascans

drowsy snow
bright sigil
#

And that it original started life as a ps plugin

#

Hey is ndo and ddo still a thing?

raven estuary
drowsy snow
#

If you're going to use it in UE, then no additional charge for them. You can still make edits to them in sculpting software and alike tho

raven estuary
#

My planned workflow model hero object in blender texture in mixer then cinematic in unreal is my kinda planned workflow

raven estuary
drowsy snow
raven estuary
#

Ok final render has to come from unreal thats fine

#

Is there a license to use the it in the final render say i wanted to do a portfolio piece of like a mech that was textured in mixer?

#

I can look that up you dont have to answer haha i can not be lazy and look that up myself

drowsy snow
raven estuary
#

Ohhhh ok so its purely if i use megascans within it?

drowsy snow
#

Yes

raven estuary
#

All the smart materials that are there are megascans yeah?

#

I guess are all the textures in the texture library megascans?

sour tide
#

So... timelines and curves.
Let's say that I have a timeline curve that represents an impulse. What if I want my output to be a sum of timelines all triggered at different times? I feel like... some event must cause the creation of a new timeline, which is then added to an array of timelines, which is then summed together to the output.

#

But that is starting to sound like the kind of thing that should probably be C++.

#

If what I was trying to model mapped to some kind of physical system, then using the physics engine instead would probably be easier.

prime willow
#

is there a way to make functions or types of functions that have 2 outward execution pins? @grim ore ;-;

#

the end part

#

can i possibly create a dual outward pin as executions and or what type of system would i have to create to have a function with 2 of these?

drifting elbow
#

in blueprint? you can only control the number of executions using macros

#

eg, return a boolean value and, inside a macro, call the function and make a branch

#

in C++ you can use an enum as output, or write your own blueprint nodes entirely

tiny valley
#

In a blank scene turning on unlit mode gos from 300fps to 1000 fps. What is chewing through half my resources with nothing to render

paper palm
#

Guys I have a big problem where my computer lost power while it was asleep and SOMEHOW deleted an entire level. I looked in explorer and the .umap is still there and when opened in a text editor still has data, but it doesn't show up in the content browser. I think it might have gotten corrupted a bit so UE4 doesn't recognize or load it anymore. However, it appears the data is still there.

I'm wondering if there's a way to recover or splice the data back into a new level or something. I already checked Saved->Autosaves and it's not in there. I'm also dumb and only do backups on major changes and so this level had not been backed up yet but still had a TON of work put into it. Lesson learned. Is there any way to get this level back!?

EDIT: I figured this out! Yippee! in "%appdata%\Local\UnrealEngine[Version]\Saved\Autosaves\Game" I found it. I thought it would be in the autosaves folder of the actual engine itself but it was in appdata.

neon bough
#

also wonder how well it ports to UE5

#

also the reviews aren't very promising :/

clever axle
#

I have Visual Studio installed. What do?

sour tide
#

This is from my Controller. It's attached to a Character Pawn (unmodified). I can confirm that this rotation, which the controller is applying to itself, is actually rotating the pawn

#

Does the pawn have something special in it to inherit rotation from the controller?

pastel aurora
#

Hey guys any idea on why my apk won’t start in full vr mode?
Although (Start in VR) is checked ☑️

scenic fox
#

Does anybody know how i can make aim down sights animation in a true first person style? Would i have to use IK and if so how it would be done in the anim graph?

kindred depot
#

I'm looking for a good strafe animation. does anyone know a pack that sells one that does not look... weird? Just purchased my 3rd anim pack looking for just strafing lol

obsidian nimbus
#

paragon characters

kindred depot
#

ill give it a look!

#

i tried the shooter kit but the spine is weird!

obsidian nimbus
#

shootergame also has strafe its a bit basic but allright

kindred depot
#

so just do any of these characters?

#

and it wsill have it?

obsidian nimbus
#

yea i think all chars have their own personal strafe

kindred depot
#

these are nice damn i wish i would of known about these before buying stuff...

#

thanks

rain badger
#

So... A bit of a frustrating speed bump lol. I followed a tutorial for making a cinematic camera movement which had me make a few changes to things like making a new camera (unnecessarily I think) And now for some reason all of my casts to the character are failing. BUT they only fail when previewing from another tab that opens a preview window. If I preview it from the main view port it works no problem.

I'm trying to go back through an older copy now to see if I can get it to work properly. Fingers crossed. I'm just super confused as to why my current copy works fine through the main viewport and isn't casting properly to the player character. Does anyone know why this is?

patent cobalt
#

Difficult to tell from your description. Also by “preview” I guess you mean Play In Editor

rain badger
# patent cobalt You may have deleted the player pawn or character associated to your level and w...

Hey, thanks for the reply.
🤦‍♂️ ... Oh man... I ended up deleting the PlayerStart. I have it set up where the players view is just the camera and does everything through that. So that still worked, just couldn't get anything that needed info from the character itself. But yeah, re-adding a player start worked.

And yeah, Play in Editor. I actually still don't understand why it worked on the main tab but not any other (if that makes sense, if not I can show with pictures what I mean by that)

stable path
tiny valley
#

In a blank scene turning on unlit mode gos from 300fps to 1000 fps. What is chewing through half my resources with nothing to render

drowsy snow
digital anchor
#

the difference from 300 to 1000 fps is 0.2ms, i wouldnt call that 'chewing' your resources

drowsy snow
#

Unlit mode skips lighting, all post process, and several rendering passes

drowsy snow
drowsy snow
fierce tulip
#

^ makes it abundantly clear why some devs target 30 fps over 60

drowsy snow
#

And for difference from 0 to 1000 FPS.

tiny valley
#

Also how may I set up my project to emulate those settings evry bit of optimization helps, ie tuning off unused passes etc

sly coyote
#

This might seem kind of like a dumb question, but is there a way to merge a modular skeletal mesh into a single mesh, like from modular characters in marketplace. I want to design it and bake it out as a single mesh for an actor instead of having it in so many components.

#

Also i mean in editor time, im aware of the runtime merger. I was wondering if there was something that actually creates a new asset the way you can with static "merge mesh"

#

Ty ty, ill give it a try tonight and report back if it does what we think its supposed to 😊

fierce tulip
#

@sly coyote if you have some money to burn, there is a mesh-merge tool on the marketplace that can merge skelmeshes and their anims. (called MeshBake)

sly coyote
#

Ohhh that sounds even better... Was reading through the thread and was seeing that I was going to have issues to deal with with the above thing... But a new plugin is always welcome in my tool kit

proper fable
#

Someone knows if there's a node that allows me play a sound when I pass through a button in MainMenu?

#

here in this part

drowsy snow
#
  1. Learn on how to make controllable vehicle pawns in UE4.
  2. Learn on how to make custom vehicles for vehicle physics.
  3. Learn on how to modify the vehicle physics for bikes
  4. Learn on how to make modular vehicles.
  5. Learn on how to make customisation system (almost the same with characters)
  6. Learn on how to make responsive vehicle sounds with UE4's audio tools
proper fable
#

Yes

sly coyote
#

@fierce tulip thank you for the suggestion, after watching that guy's demo videos that is exactly what I'm trying to do

thick herald
#

Now you know what to search

quaint fox
#

Anyone else noticed if UE4.27.2 changed the default GPU preference to be integrated?

drowsy snow
quaint fox
#

Ah I don't mean editor but packaged build

#

My testers are claiming this new version prefers the integrated over dedicated

drowsy snow
#

Still your OS might not knowing if it's a game or not
I think usually on PCs, the video out is directly from dedicated GPU as opposed to going through the motherboard's video out (which in turn going through CPU first)

azure wharf
#

Maybe this is a too generic or stupid question. But how do you usually handle localization in project with large amounts of dialogues?
Basically in my previous projects, we were making a custom ID for every dialogue text and it was exported to excel by automation pipeline, which in turn was later imported back with translations based on the IDs. In the new project, people want to stop using custom IDs and just use the unreal generated ones.

What gets me worried about that, is that this gives a lot of room for mistakes, or rather mismatches between excel/engine, especially if it's edited by non-technical people that don't care about localization (unless I am not understanding something or overanylizing...):

  1. Replacing current FText value with other text will leave the current ID, so new text has old translations. Can happen if they are copying name/text from GDD or somewhere else
  2. Clearing the entire FText value resets the ID, so if you simply rewrite the text of fix spelling mistakes and you clear the entire box, the old translation is lost and not transferred, as it was assigned to old ID (unless it's saved somewhere else)

Any tips?

clever axle
#

Can someone tell me how source control is supposed to work?
I tried creating and checking in a new project. I set my git variables and hit submit. I'm getting this:

fatal: C:/Program Files/Epic Games/UE_4.27/Engine/Content: 'C:/Program Files/Epic Games/UE_4.27/Engine/Content' is outside repository at 'D:/games/Zero'

#

should I just use an external tool for this?

wary wave
#

you can't commit files that are outside of your repository directory to the depot

#

but also, you wouldn't be committing engine files anyway

clever axle
#

for sure. But why does Unreal suggest these files then?

wary wave
#

presumably because you modified them

clever axle
#

nah

#

completely fresh project with first person template and starter content

#

I think it's the starter vontent

wary wave
#

starter content in new projects gets installed to your own project directory, not the engine content directory

clever axle
#

true

#

then I don't know what this even is or why it wants to check them in

grim ore
#

did you initialize the directory correctly?

clever axle
#

I don't know what happened but it seems it aligned itself now as expected

#

I committed the Readme and the .uproject files and then tried it again

#

now it's not trying to commit engine content anymore

#

@grim ore not sure. I only hit connect to source control

fleet marten
#

Can someone help me figure out why I can't record the viewport when I 'play' the game with OBS? The screen just stays static once I hit play, then after hitting stop you can see it again. It seems like an HDCP thing I'd run into if I tried to record like netflix or something

#

Here's an example. You can see how the recorded screen just freezes when I click play, then resumes once I stop

grim ore
#

does your computer have more than 1 gpu?

fleet marten
#

No just the one, and no on-board graphics for the motherboard either

drowsy snow
#

I can't remember exactly which ones, but if I recall, there's few settings in regards to capturing game windows in OBS.

fleet marten
#

Oh that's a good idea actually, I am just using a default monitor capture. I'll try game capturing using the unreal editor as the source really quickly

#

🙂 worked instantly! Thank you!

bitter bridge
#

Hey guys, I desperately need help, Unreal Crashes practically at random 9 times out of 10 when I try to export the cinematics. :c

drowsy snow
bitter bridge
#

In which channel can I ask for help?

#

D3D device crashing

#

I tried different solution, sometimes one render goes through but the next render just crashes, lol. It works at random, I tried with Raytracing on and off, I tried with really small resolutions

drowsy snow
bitter bridge
#

I also tried with DX11

drowsy snow
#

DX11 lacks raytracing, but it's less prone to errors

normal burrow
#

By export cinematics do you mean rendering movies?

bitter bridge
#

I also set the TdrDelay in the registry editor to 60

drowsy snow
bitter bridge
#

It looks like totally random. I have 2 RTX2070

drowsy snow
#

If the GPU stalls, it stops doing anything further.

normal burrow
#

Are you rendering without compression?

bitter bridge
#

I'm rendering at 1440x1920

#

But tried at 480x640 as well

normal burrow
#

Your using compression?

#

Well would recommend without compression

#

If you have a lot of space

#

Then disconnect one of your gpus

drowsy snow
#

Isn't Unreal capable of SLI? At least few times Epic did tech demos (in particular UE3 Samaritan and UE4 Star Wars lift one), they used chained GPUs

bitter bridge
#

Those are not in SLI though

normal burrow
#

Even if it was it’s a thing I doubt gets tested

#

Id troubleshoot it still. Disconnect one

bitter bridge
#

I just disconnected one of the RTXs from the control panel

normal burrow
#

Still crashing?

proper fable
#

How can I fix this

#

I'm using water plugin

#

???

#

😦

bitter bridge
#

@normal burrow Oh gosh you single handedly solved my issue and saved my Unreal journey ❤

normal burrow
#

Hurray

bitter bridge
#

Thanks for all the feedback guys 🙏

bitter bridge
#

I still appreciate your help @normal burrow, but in the end it was totally random ahahahah, the rendering is not working again

#

It worked 2 times and now it just takes longer to crash

normal burrow
#

Odd

#

Try enabling and disabling again lol

drowsy snow
#

It would be funny if the issue boils down to newer driver versions.

normal burrow
#

I hear the latest nvidia drivers are ass yeah

bitter bridge
#

Switching from NVIDIA game ready to studio

drowsy snow
#

I don't think using studio drivers would help.

#

I'm sure downgrading the driver wasn't in your list of possible solutions.

bitter bridge
normal burrow
#

The thing about rendering in sequencer is it doesn’t cull or LOD at all

#

So it could literally be running out of resources if you have tons and tons of light mapped Folliage or something

bitter bridge
#

I don't have foliage at all

normal burrow
#

Hm

#

Anything in event viewer?

bitter bridge
#

The scene is not optimized at all for sure, I downloaded Unreal only a couple of weeks ago

normal burrow
#

Do you start it up from visual studio?

#

Or otherwise have a debugger

bitter bridge
#

I went back to 30.0.14.9709 drivers, but nothing changed

#

Yeah I have the logs of the crash open on Visual Studio, but I don't understand 💩

#

I'm just going to screenrecord the viewport.

bitter bridge
#

Worked like a charm 😂

normal burrow
#

Yay

compact cloud
#

Hello, Im hoping this is easy. I have a plant on a rock that I want to have rotate (like its suspended in air). Id think I could group and animate the transform, but I cant. What is the easiest way to rotate 2 objects on one pivot?

bright sigil
kindred depot
#

Does anyone have any info on Blending an aimoffset?

#

I really dont wanna make like 12 of them

#

lol

bright sigil
kindred depot
compact cloud
hybrid zenith
#

why is the model transparent in my render?

bright sigil
#

there are some from the anim start pack though

bright sigil
kindred depot
solar jay
#

Hello everyone I am using ue5 and I blended the materials but the displacement option is missing. Is there anyway to enable it ?

compact cloud
bright sigil
#

hmm

compact cloud
# bright sigil hmm

so with the rock and plant (which wind actor is affecting), I select 'convert to static mesh'. This works well with controlling both, but i lose the wind blowing.

bright sigil
#

i think i undestand, and it sounds like it has to be separate to be affected then

#

and your trying to move part or all of the foliage mesh?

compact cloud
bright sigil
#

ah ok, then i wont suggest it 😜

#

you could child it though

#

i think thats simply dragging it onto the parent in the outliner

solar jay
#

Cant you group or attach them together ? @compact cloud

compact cloud
compact cloud
solar jay
#

Im new to unreal ive been attaching things to 1 thing to move them with one move

solar jay
#

Like this ^

bright sigil
solar jay
#

if you right click on a object on the bottom there is a Attach to option

compact cloud
#

Ok i see it!

#

Oh that works well too!

solar jay
#

do you guys know how to enable displacement on blend materials ?

bright sigil
#

blend materials?

solar jay
#

I am watching this video I did everything as he did but its missing the displacement option
https://youtu.be/j_3_lYyydgA?t=332

In this video, Josh Powers shows you how to set-up and use the completely revamped Vertex Blend Material within the Megascans Unreal Plugin. You can leverage this material to add a tremendous amount of detail to your static objects with just a few clicks. So, be sure to download Bridge and take advantage of this free, and incredibly easy-to-use ...

▶ Play video
#

its a way to paint different surfaces to a mesh like the landscape material

drowsy snow
#

"C++ or Blueprint?" Why not both C++ AND Blueprint? Unreal Engine works great when you combine the best of both worlds - the ease of iteration from BP, and the high performance of C++.
Having an ego over one or the other will do you no favour, because even in AAA capacity using Unreal Engine, Blueprints are involved in one way or the other.

Also for those afraid using Event Tick in BP, you can use them, but make sure not to abuse them. Use them with utmost care.

solar jay
#

I was wondering what you were typing haha

bright sigil
thick herald
eternal veldt
#

hi guys, just joined here. I'm wondering if someone can direct me to a proper channel if this concern should not be here. I wanted to show my webcam video to other players in a multi-player game so that everyone can see my local webcam feed. I already tried opening a URL using a MediaPlayer object but it keeps on playing only local video of each player. I wanted to stream my webcam video to all players and probably attach it as a material in a cube mesh. I heard I should have a media server. Is this the way to go? Any free options for this? I was in the direction of using umediaserver (umediaserver.net) but it was limited and had to pay for the extended usage. **sorry to butt in...newbie..

drowsy snow
solar jay
#

so there is no way to displace surface in ue5 ?

bright sigil
#

ah he does say for ue4

solar jay
#

off topic but do any of you play destiny 2 ?

drowsy snow
solar jay
#

this is what i am trying to do

thick herald
still atlas
#

anyone know how to get the mouse position on the screen relative to the actual screen size in BP? for some reason neither Get Mouse Position On Viewport nor Get Mouse Position Scaled By DPI seem to work

#

when i go full screen with a resolution of 1920x1080, going all the way to the right gives me an X position of 2040 on the mouse

#

sorry, guess maybe this is the wrong channel for that

rough ember
#

someone knows why this error pop up everytime I open my project?, everything then works fine

drowsy snow
# solar jay

Once you're done with your blockouts, replace those with more proper static meshes, custom made and/or kitbashing with the megascans library

autumn latch
#

i am trying change movement mode to swimming but not working

real moth
#

how can I get this material more faded? Like, I've turned down the alpha on the material instance but it doesn't do anything here?

neon bough
# real moth

the material has to be translucent, and it has to take the alpha channel of the color as opacity into account

urban dirge
#

Hi all. When I put msaa with raytracing on, it crashes and stops starting with a constant error:
texcreate_uav is not allowed on msaa texture raytracingprimaryrays

What can it be? At the same time, if I change back to, say, txaa r.DefaultFeature.AntiAliasing=2 in the config, the project runs. When I change it back to msaa again, the problem repeats.

urban dirge
#

Forward Render is used. because the project is designed for vr. I only use ray tracing to quickly bake light.

regal valve
#

Hey there! I just came here! I plan to use Unreal Engine for a shot at making a racing game, once it gets out. I don’t know how to script, but it should be fine with blueprints. I found tutorials for a lot of things… But not about car decal managing! Anyone can help with resources regarding that?

urban dirge
#

The solution is simple. In general, if you make for VR (Forward Shading+MSAA gives an increase of about 22-45%) but want to quickly bake light on RTX, write in DefaultEngine.ini:
r.RayTracing.ForceAllRayTracingEffects=0

Otherwise it will crash with error "texcreate_uav is not allowed on msaa texture raytracingprimaryrays".

trim pike
#

ue4 has recently started to take a long time to start

#

im not sure why

#

im on version 4.25.3

#

what could I do to find out why this is?

#

right now it took almost 10 minutes to start

#

it used to be a few seconds

grim ore
#

check task manager, what percent is it using. did you install anything weird lately?

plush yew
#

hey

#

about the matrix demo ? is it downloadable ?

bright sigil
#

not sure if its out yet, but it will be at some point

worn flame
#

heys bros how can i do to get an key in a secondary level and the same key open a door but in the main level? thank you so much.

pearl minnow
#

i really love the lighting on the trees before building the light 😄 Is there some way to preserve the light on top the top of the trees? I have tried with/out lightmass importance volumes

drowsy snow
#

Make the trees moveable?

pearl minnow
#

after building light is dull like this 😦

pearl minnow
#

oh does that just flag them as "dont bake your shitty lighting on me cuz i move"

regal valve
#

Excuse me, I’ve been asking about how to handle decal placing in car customization…

#

I’m a complete newbie, but that’s super obvious by now.

pearl minnow
#

🤯 🤯 🤯 🤯

#

thanks so much @drowsy snow

heavy flicker
#

Anyone got any idea why RVT is flickering ?

pearl minnow
#

is it z-fighting or LOD-fighting or something?

heavy flicker
#

Its a landscape actor

pearl minnow
#

is there a single one? it looks like the material can't make its mind up - maybe check the LOD settings?

heavy flicker
bright sigil
pearl minnow
#

is it on every single spot of the landscape? or one area? is it after zooming in? does it happen after restarting editor?

heavy flicker
#

its pretty much in random patches across the entire terrain. Happens even after a restart.

#

Sometimes it goes away but comes back

pearl minnow
#

in case you haven't already guessed i dont know much about UE, im just guessing 😄

#

could be a memory/cache issue then if its not constant

#

does it happen in a build of the game?

thick herald
#

Are you sampling just the landscape or other things as well?

bright sigil
heavy flicker
#

I dont know but im not intending to build the game. If I go in PIE its fine but this is intended for the marketplace.

heavy flicker
#

but its only on the landscape the flickering

heavy flicker
#

cant seem to even find someone else online or forums with this issue

pearl minnow
#

im outa ideas sorry - would be interesting to see what happens on diff machines and in a build though, to see what factors affect it

#

increase.. max memory something in unreal?

heavy flicker
#

I have a small suspicion RVT doesnt like using landscape grass meshes scattered as opposed to static mesh actors. But thats a wild guess

#

It even happens on assets using the procedural scatter volume

pearl minnow
#

i read that as "but that's a wild grass"

#

yeh no idea gl

regal valve
pearl minnow
#

if you can ask a specific question that's a good place to start @regal valve

thick herald
heavy flicker
thick herald
#

yup. That's why I said it may be a bug 🙂

bright sigil
grim ore
#

@worn flameyou need to save somewhere that you picked it up. GameInstance stays around between levels, it might be a place to start

thick herald
#

well.. ya kinda did

its a loaded question
😄

heavy flicker
#

balls I was hoping someone knew an answer

bright sigil
#

no really, i feel like an ass now, just trying to explain that no one is ignoring questions, i cant speak for everyone, but if i can provide an answer i will

drowsy snow
thick herald
#

I understood what you meant, but English can be a funny thing and often doesn't translate well via text 🙂

bright sigil
#

definitely not sarcasm either

#

all language is contradictory, so its no matta

thick herald
#

Lots of different countries etc English may not be their 1st language

bright sigil
#

its not like i read everything with the same degree of attention either 😂

ruby sand
# regal valve Hey there! I just came here! I plan to use Unreal Engine for a shot at making a ...

Hi! I hope this tutorial is some help to you. I don’t know what DCC you are using, but this method can be applied to most DCCs

https://www.youtube.com/watch?v=YJGZXRAldfk

This is just a start.
On top of this you need a proper material setup which is in its core just a decal material, but there’s plenty of those tutorials online. I have no idea which of them suits best for your purposes.

Method 1 of putting the decals on your 3d object (in 3ds Max) before bringing the model into a game engine

▶ Play video
next tangle
#

Do I need the source code to make a multiplayer game with unreal engine 5? And can i use epic online services

drowsy snow
next tangle
#

okay but for ue4, the epic online services i need a source or?

drowsy snow
#

If you're on 4.27, EOS is built in.

next tangle
#

ok

kindred depot
#

if a skeleton does not have IK can you set up Virtual bones to simulate the same thing IK would?

drowsy snow
kindred depot
#

if you go to plugins type animation warping there is a plugin that gives this option, this requires a skel with IK set up on it.

wheat tundra
#

would this be good to learn fps multiplayer

orchid compass
#

Hey i got a question

#

ok so basically i set a timer in milliseconds but when i play it goes down at same speed but like dont show every number for example 250 millisecond will just show 25 until it hits 100 milliseconds then itll be precise and show each one of them is there any way i can make them all precise

grim ore
#

@wheat tundrano, thats a template and unless you know what you are doing (your asking this question so we assume not) your not going to learn from a template

#

@orchid compasswhat do you mean show?

orchid compass
#

its like a countdown from 10 to 0

wheat tundra
orchid compass
#

precise till 2 number after ,

grim ore
#

yes but what do you mean show

orchid compass
#

it does not show the second number after ,

grim ore
#

@wheat tundrawell you can try, but its not going to teach you anything about multiplayer

orchid compass
#

like 9,82 seconds will only be shown 98

#

instead of 982

grim ore
#

are you using print string, are you using slate, a UMG widget? how are you showing this

orchid compass
#

UMG i think

terse zealot
wheat tundra
grim ore
#

ok , so are you using a text widget then? maybe show your code. chances are your conversion is truncating the number

orchid compass
#

i did the code with blueprints

#

kk wait

potent bridge
#

So, question with the flying movement type, how would I make it less floaty? I have a flying enemy I want to follow the player but it misses if I keep moving

orchid compass
#

timer is set to 1000

#

which should be 10 sec i think

grim ore
#

ok and your code to show the text?

orchid compass
grim ore
#

ok your to text is going to be causing the issue

potent bridge
#

also what have I done here xD

#

nvm

kindred depot
orchid compass
grim ore
#

you want to try and convert your float to a usable number, there is a node for that (ToText), then you can use a format text to put that with your Time: similar to this

#

your to text has a drop down to set how many before the , and after the , numbers you want

#

then you can use a format text with something like "Time: {in}" and it would give you something like what I have

#

theres other ways using math, but this might be the easiest

quartz sable
#

Does anyone know of a good youtube series for learning how to make an FPS in Unreal? I'm a COMPLETE beginner and want to know how to take something you've made in blender and make that the arms, shoot projectiles, make enemies, etc... and I'm pretty lost.

pallid talon
#

Quick Source Control Question:
When checking out a C++ project to share, should I checkout the *.sln file as well? Or should each user have their own generated sln file?

fervent stag
#

Hello everyone, I'm running into an issue. We're running UE 4.25.4 and my engine just started crashing as it begins to open a project. I've run verify on my engine checked the integrity of my disk drive, performed a memory test, updated my nVidia software, I even pulled back all of my plugin's. No matter what I do the engine crashes. I've submitted the crash files to UE support a few days ago but so far have heard nothing. This is starting to get in the way of productivity. If reinstalling UE 4.25.4 to a different drive isn't helping, and its not, I'm at a loss to figure out what will.

Anyone has any ideas?

terse zealot
pallid talon
fervent stag
#

Thanks, it can't hurt. Naturally I'll rename the folder and move it.

#

@pallid talon We do, Perforce, and unfortunately it hasn't helped. Weird.

terse zealot
pallid talon
terse zealot
grim ore
#

@pallid talonue4 has a gitignore that you can use for reference, as well as git has a ue4 gitignore you can reference for what they think is needed

pallid talon
#

Is that accurate?

wheat tundra
#

is visual studio code 2022 supported in unreal?

terse zealot
grim ore
#

@wheat tundrayes* depending on the version of UE4/5 and how much work you want to put into it. VS2022 came out after 4.27 but is fully supported in 5.0 current branch

grim ore
#

you can make it work, but its not recommended

wheat tundra
#

okay I will stick with 2019

wheat tundra
#

so what's your point?

#

should I use UE5 to be able to use it?

#

rn im just making small games to practice C++ so they won't get released

grim ore
#

if you read it, it shows you how to make 4.27 work with it

wheat tundra
#

I didn't see it

#

ty

pallid talon
# wheat tundra so what's your point?

If you want an awesome IDE for the Unreal Engine. Look into Jetbrains "Rider". It is build for UE4 and has amazing connections and tools. Intellisense works without issues, you can launch your game directly from the IDE, and if you have errors it really easy to identify why and how to fix it. Here's a link - https://www.jetbrains.com/lp/rider-unreal/

JetBrains: Developer Tools for Professionals and Teams

Smart C++ and Blueprints support to craft the best games with Unreal Engine

potent bridge
#

by the way, is it possible to get a PS5 controller working with UE4?

pallid talon
#

It's free for 30 days.

wheat tundra
#

but ty for suggestion

fervent stag
#

unfortunately, removing the content of intermediate didn't help. I'm tempted to try to update to a newer engine but it may seriously piss off my BP'er

pallid talon
#

If you're serious about becoming a game developer, it's easily worth it.

wheat tundra
#

and is it a subscription?

pallid talon
#

I can't remember what I spent, I had a discount.

#

I also had early access.

#

It may still be early access available.

wheat tundra
#

nice

pallid talon
#

I'd recommend trying the 30 day trial, if you're not impressed, just install and go back to Visual Studio's nightmares 😄

grim ore
#

Rider is a subscription yes. with that said it seems to get high praises from anyone who actually uses it and time is money friend

pallid talon
#

Exactly.

wheat tundra
#

as I have no income subscriptions are kind of hard to pay

grim ore
#

there is but its no updates

#

you pay for 12 months, you get a license for that exact version on that date, and you can use it forever

pallid talon
#

Looking into my history, the subscription gets cheaper the more years you use it.

grim ore
#

kinda... sucks for something like this as constant engine updates might require updates to the IDE lol

wheat tundra
#

yeah

grim ore
#

yep its not horrible in the end, but VS community is free and "good enough" to learn with 🙂

#

theres also VAssistX as an alternative

wheat tundra
#

im only 15 and i have no job so I can really just buy things with one time payment

pallid talon
#

If you're just learning and not sure if you're going to do this as as career, just use VS. But if you get serious, Rider is the way to go.

wheat tundra
#

wait I saw it's free for students

#

I applied

grim ore
#

yep cant hurt 🙂

#

its how they get you addicted, the first taste is free

wheat tundra
#

I should normally stay in school for 6 more years

#

so by then if I really like it and I have a job

prime willow
#

first taste always free

#

refund for your deed to house no allowed

wheat tundra
#

im still gonna use it

#

it's free

#

the school is awesome to get free stuff

#

I also got adobe apps for free

#

just because I signed up for a photoshop class and dropped out

#

and they forgot to remove my access

unique kraken
#

hm anything to ue5 release? im just asking in context of the ue5 matrix demo

drowsy snow
unique kraken
#

hmm i see. just wondered if there were some new infos i missed

sage bane
#

can someone help me

#

which is the right channel to ask questions

thick loom
#

Depends on the question

sage bane
#

yeah uh

#

how do i delete objects

#

._.

#

i just started

#

i thought Unreal was easier than Unity and it probably is

thick loom
#

Unreal is more technically involved than Unity

sage bane
bright sigil
#

select the object, press delete key on keyboard

sage bane
#

thanks

#

:)

thick loom
#

There are a lot of good free courses in the pinned section of this channel

sage bane
#

i already have a course downloaded thank you tho

#

4

#

@thick loomi might have alot of questions so where is the appropriate channel for help

thick loom
#

Almost all the channels are for questions

thick loom
sage bane
#

last time i got muted for asking a question ._.

#

how do i move objects tho,the axis thing isnt visible.Or is there a shortcut for move scale and rotate like in blender?

#

somehow this thing is uh...transparent

#

@thick loom....sorry for pinging

bright sigil
sage bane
#

no

#

you seem familiar

bright sigil
sage bane
#

no

#

i mean from another server

thick loom
#

I'm not sure why the widget would be hidden

sage bane
#

anyways tho...unreal kinda complicated

bright sigil
#

well, its not normal, thats for sure

thick loom
#

I spend more of my time in c++ with ue

bright sigil
sage bane
#

i should probably just use this instead

sage bane
bright sigil
#

File > Open Level

sage bane
#

there it is

#

thanks

#

how do i duplicate lel

bright sigil
#

icons are good?

sage bane
#

yeah icons are good

bright sigil
#

File > Save Level As

sage bane
#

ok

eternal veldt
#

hi, anyone here was able to stream a player's webcam in a multi-player game where all players can see that webcam video of 1 player? need a guide...

gaunt abyss
bleak zodiac
#

are you in game mode?

drowsy snow
eternal veldt
drowsy snow
#

I don't know much about online classrooms, but if you're going to use it in educational space, you might better have whatever classroom application they use to broadcast the webcam and have the teacher broadcast the app just like broadcasting a presentation.

eternal veldt
#

I just can't complete the puzzle where unreal will get a webcam feed to a media server, converts it into an rtmp/rtsp then feed that back to the game as a broadcasted video for everyone to see...

eternal veldt
#

its like the multiplayer game allows players to enter classrooms inside a school. then each classroom has broadcasted videos from teachers working from home..

drowsy snow
#

That being said

#

Maybe you can exploit the virtual production side of things.

eternal veldt
#

hmmm.... what is virtual production...so sorry for my ignorance..

#

(also googling/youtubing virtual production in unreal) 🙂

drowsy snow
#

I know in VPs and composure projects you can have live video input as a texture

eternal veldt
#

yes i was able to add a MediaPlayer or Streaming Media texture already in my objects and can already play a local webcam...but in a multiplayer, playing a webcam from lets say player1, but it doesnt reflect on player 2's object with that texture, vice-versa... Then I entered an rtsp/rtmp URL source, it was able to broadcast that video to all players...

little mantle
#

Is there anyone around that has worked out the pixel streaming with 4.27? I'm trying to make a client walkthrough available for them to interact and I can't seem to get it to run outside of localhost. I set up the STUN server I think, but it seems it won't work

eternal veldt
#

Is there a plugin where unreal captures local webcam video, sends it to a media server, then responds with an RTMP/RTSP url, then i play that in the world as a texture?

little mantle
#

I'm new to the discord, sorry if my question is supposed to go in another channel

unique kraken
#

heya anyone can tell me if its possible to bake in ue4 respecting a uv.
im aware of the render target setup but it seems to simply bake to a plane.

plush yew
unique kraken
#

bcs in the long run its easier

plush yew
#

no it's not, it's just stupid. sorry to tell u the harsh truth. it's like asking: hey guys, can i create music in photoshop?!

unique kraken
#

lets say for eyes for example

#

eeeh not rly

plush yew
#

just use blender or toolbag for bakes man.

wicked portal
#

can someone kinda tutor me

plush yew
#

there is plugins to bake in UE4 but it's very lame.

#

really time consuming.

plush yew
unique kraken
#

well im a experience blender user. i can bake easy. but since the material editor is literally the same to me, i would save myself exporting importing each time i make a new texture

wicked portal
#

like teach me the basics of unreal engine

unique kraken
#

not to mention i also plan changing to ue4 for texture painting

plush yew
unique kraken
#

i mean, the base baking isnt really hard to do

#

looked at the setups

#

but im wonder bcs id use a dummy mesh with multible uvs for extra control

plush yew
unique kraken
#

and then bake it down to the base uv and use it on a mesh with a single uv

plush yew
#

it's not meant for baking out of the box.

unique kraken
#

hmmm

#

i see, i guess i just have to try it and see. hm

bright sigil
unique kraken
#

would be a giant timesaver in the long run argh

bright sigil
#

Xnormal is a stand alone baker for free

unique kraken
#

i dont have a problem baking my textures, not at all. but i want to optimize my workflow, and beeing able to do it in ue4 would be much faster for me

#

bcs if i now make some node setups in blender or ue4, is no difference to me

#

or texture painting

bright sigil
#

I would like to animate and rig in ue4

unique kraken
#

its just if i can bake it together

unique kraken
#

and i will do too

bright sigil
unique kraken
#

u cant weight paint but ctrl rig is the best thing in existence?

plush yew
bright sigil
unique kraken
#

#

@plush yew i mainly just need to bake emmision maps

drowsy snow
unique kraken
#

no normals or anything