#ue4-general
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hmm, 32 gigs, usage goes to 16gigs at the max
yeah should be fine. Chances are its just an unstable video card being pushed, UE does that on DX12
does anyone see anything wrong with this? I can not get my bullet tracers to show....
like I said I had one project fail on me when my card was not getting enough juice when I was undervolting it. UE really pushes a card and driver to the limits and points out unstableness
hmm, ok I am trying underclocking stuff slowly
@grim ore pretty sure it's just the project being wacky, I have the exact same issue with that project only. Cyberpunk, Doom Eternal, etc etc everything is fine
this is why i upgraded to a 16 gig 6900 xt. no issues sense i bought it.
My screen stays like this when installing bridge. how can i fix ue4
Have you run the Valley project?
120 fps on default
@kindred depottheres no real code there to evaluate. when you say show, what do you mean. spawn? be visible? etc.
Hold on ill show you
wah, 120fps i get barely 70fps on 720p
Win 11?
niiiiiiice
i tried offline, and online nothing works for the tracers.
you know.... it would be easier to know why the hell im looking at this ๐
great job ๐ฏ
I added a collision inside the project settings just for it as well.
well shit, if its a 100% job why dont it work LOL
All the visuals fx work, muzzle flash, sound, but the dang tracers wont freaking spawn.
its driving me nuts
Yeah line t by c
you got em plugged in right?
ofc lol
but they dont show up?
the first line you see was a test that sayys actual bullet xD
๐ฆ where? (there's no squint icon)
so the issue is the item is not spawning, or you cant see it, or its getting destroyed on spawn, or ?
I dont see it hold on ill do a quick video
do you know how to debug?
plus this looks like its multiplayer which makes it worse
but if this "tracer" (I assume you mean BP_Bullet) is supposed to spawn and do something on the client you should be able to breakpoint on that node and step to the next one to make sure it spawned
so there's suppose to be a green line coming out right?
turned off debugging
to try and see the bullet
lol
reduced clocks by 250mhz and the project gave the same error on launch, didnt even start loading textures
screw it buying a projectile plugin
_<
ill thry this easy ballistics first but it has not collat dmg and its all c++
glad i could help ๐ค
haha
when all else fails, look to the marketplace for help.
ill redo this one more time. ill let you guys know the outcome
I. Can't. Wait.
no i think its line traces, though Atomik said "tracers"
by tracers they mean the physical representation of the bullet, the "tracer" look of them when firing
yeah i figured too, but at the same time it didnt sound like it
reduced core clocks and ue5 isnt even lunching the game, all loadings have become slow? reverted the clocks but everything is slooooowww suddenly
Hmmm let's see now
im not replicating cosmetics lol its ran client side but the fpp is not seeing the tracers
the tpp has its own cosmetics
fpp arms and tpp body
its taken awhile, but i finally understand what your are having trouble with
Ohh you thought i was talking about debugging the line trace channel lol
not quite, i just had no idea what you were talking about at all ๐
hahah
i know im crazy talk.
all good tho ๐
lol I set up a very unique system.
you have the first person gun that hold first person data and the third person gun that holds all the data(bullet ammount etc)
new projectile. does this look right?
First and Third person guns ๐ The naming needs work at least
i forgot to plug in the location
got it
LOL
meh i dont like tracers.
do many games use them? i dont remember
Overwatch does for sure, so too might Overwatch 2. Haven't looked at the roster changes.
depends on the goals of the tracers, in multiplayer games they help to locate the person firing
I would also think if this is a VFX, you should try using a VFX and not an actual object
I am spawning a static mesh and destroying it
your right
but it works, i use a particle system as well.
but if the goal is for this to be for multiplayer and for people to see them then it has to be on all clients within range as well
makes more sense when seen written down.
hey guys, im facing a small bug. I save the map but it still asks me to save it.
The contents of it are saved though, but still need to resolve this issue
Can anyone help me with this ? I can't find the other tab in a newly created niagara emitter. It should be something like in the 2nd image.
that explains some things..... ๐
how do i make unreal generate a number between 1-12 then if it is a 1 then it spawns a chacter, if it is a 2 then it spawns a room, etc....
do a random float in range
random integer in range and a switch on int
๐ฎ
how do i make an event happen on the specific integer
you can do a select instead of a switch if you know how to use it ๐
that depends on how you want it to happen
i just want it to spawn a next room. so the player hits the next button, then it generates a number (lets say 5) then on 5 it spawns a dungeon.
how would i do that
i dont understand
he wants it to spawn a random room depending on the integer in range
yes. exactly
the room i have is a blueprint, if that helps
yeah, but i still dont know how you want to have it happen
i get you want it, but when? how?
like on begin play?
a trigger?
after killing an enemy?
after the player passes through a collision
overlapping?
you might want to take a look into bp triggering
if player collides with a trigger volume... etc.
ok, but my main question is how to get an event triggered when it generates an integer within 1-12
on overlap you might need to add a delay, with triggering the area will be generated in range.
we cant help you all to much, you supplied us with information, we gave you the most basic answers.
maybe some SS's
you will have to figure out the transform on your own
you may also need to destroy or disable the collider once it fires
ok, thank you! that actaully helps
GOT it to work!!! thank you soo much!
One thing "Rider for Unreal" shows us is that it is possible to add .uproject affiliated commands without entering them into the registry (which UE4 overwrites constantly), anyone know how to do this?
The two commands above this are my own C# application that UE4 keeps overwriting (I use "Repair" to get them back). If I could find out what Rider for Unreal is doing I could finally not have to deal with this.
I posted on StackOverflow but years ago I did the same for the same reason asking if there was a way to do this without the registry, and no one gave a solution
@mint sequoia could you make a throwaway local git repo, add everything before creating the action, then create the action and see what files have what changes based on the diff?
Oh you mean for Windows actions, not in-IDE actions within Rider, nvm ๐
I want to know how Rider for Unreal is inserting the "Edit with Rider for Unreal Engine" context menu command without using the registry
Are you sure it's not editing the registry?
Yes, because "Edit with Rider for Unreal Engine" or any substring does not exist in my registry
And if it did, they would have the same issue I have
UE4 launcher constantly deletes all .uproject associations and re-adds their defaults
Ah... it wasn't searching the entire registry after a few searches, I'm wrong, but also I see how they're doing it now ๐ Nevermind
The problem is... they added it to EVERYTHING 
That's their solution
Dunno if the Rider plugin has anything to do with it as well, it might be hooking into the regenerate process for example to add its items on top
Nope
If it works... ๐
I think that's configurable during install time. Might have ticked an option like "allow opening folders as Rider project", used to tick that with intelliJ a few years ago. It's either that or have to right click the specific file to open as project
Instead it basically certifies the fact you cannot extend .uproject commands
UE4 launcher removes all .uproject associations and re-adds defaults almost any time you interact with it in any way
It's... awful
That's why Rider registered with every extension
idk still waiting on a fps/tp locomotion from you..
Maybe he's getting held up on that by Rider abusing Regedit, food for thought
Nah Rider isn't doing anything wrong, Epic Launcher is
Or perhaps windows OS is
There's a design issue where everyone can point at the other guy
Hey fellas! I dont know at which point, but my pawn characters started to push each other when colliding. I have no collision other than collision but capsule.
Is it a Pawn or a Character?
Character extends Pawn
Either way, if you only have collisions on the capsule, then whatever object type is assigned to that capsule, it's blocking
Player character pushes small pawns, pawns sometimes push character aswell
could be the physics asset collision
Yeah, they probably colliding and push each other
Sometimes even in air
I wont be releasing any further plugins ๐
aww ๐ฆ well gg's you did amazing work my guy!
Sounds like you need to spend time familiarizing with UE4 collision system. Even if you resolve this isolated case, you'll just have other issues since it's a system that is heavily used
Im sure i know lots about it
But never encountered this one particular
Google leads me to different aspects: from character velocity factor, to basic things
The solution is "don't make the object type assigned to your pawn collider block the object type assigned to your character collider"
100% your collisions. mess around with them, if its not it, ctrl z then on to the next one.
weird, my pawns dont push or get pushed
Or by saying "push" are you implying there is an impulse applied, and don't simply stop
It's confusing phrasing
Do you want them to block each other's movement?
I'll probably rephrase it differently. Usually the characters just got stuck in each other. And now they're pushing each other into the air.
So this is a 'yes'?
No
collision with the capsule
They walk through each other?
Ha-ha, no ๐ Hold on, gonna show you.
Describe what you want to happen and what does happen
If anyone does not know who @mint sequoia is, He is the owner of Move it locomotion! check him out! amazing quality made by this guy right here ๐ https://www.unrealengine.com/marketplace/en-US/product/moveit-locomotion-system
Can you open the little bug's blueprint and show me the components (this window here)
Select Capsule Component and show me these settings
So both the big and little character have those same settings?
None of them have any meshes set to simulate physics?
And don't do anything like that in construction script or begin play?
The character mesh, in particular
Because to me it looks like the little character's mesh is simulating physics and responding to the bigger character stepping on it which is causing it to fly off
Nope, i double checked it
So every single thing except the root capsule is set to "no collision" ?
And nothing simulates physics?
Including character capsule?
And if you change Pawn channel to anything other than Block then nothing happens?
Nothing simulates physics, but mesh have collision
Just disabled it for test purposes.
Same result
And this?
If you do that there's no collision?
Nope, just set it to no collision. Same result - my characters push other pawns.
I must say that other characters also can push my character.
Right, so your collision profiles are setup wrong
If you changed it to not block pawns and it's still interacting with pawns then there's your issue
It means something on the little character is still colliding with the other character
And it's affecting the capsule
Which means either collision between capsules is still occurring, physics collisions are occurring on mesh (which is applied to capsule), or you have some form of triggered behaviour that adds an impulse
I dont have anything related to impulse in terms of blueprints or something. So the capsule itself cant give those results? I need to dig in mesh direction right? This happens with almost all my pawns.
Your capsule or mesh is providing the result you're seeing
For one thing, record that video again with capsule showing
OK so your capsules are clearly blocking each other and then a couple of seconds in there's a push
So disable collision on pawn vs pawn via capsule and see if that push still occurs
Ok thats ultra weird, im going through pawn, but still somehow push him away
Even harder now. I think we in right direction!
You have mesh collision disabled and now it doesn't push?
Or it stopped pushing when you disabled capsule collision?
Without capsule collision - i can go through other pawn, but still push him away each 2-5 seconds. Without mesh collision and capsule collision - like a ghost.
OK so your mesh is resulting in collision that is then applied, which suggests your mesh either simulates physics or is having an impulse applied
And your capsule is moving with whatever is happening
Which means that CMC is updating it
Look at these settings
Since it scales push force, it explains also why the smaller character flies away
Try to disable "Enable Physics Interaction"
Then re-enable mesh collision
See if the push still occurs
Done. Still there.
Which character did you disable mesh collision for, both?
Only the player one
OK, so the non-player's capsule is colliding with the player's mesh
And the player's mesh is pushing them back
Probably
Enemy Capsule have this settings
Mesh this
Player capsule this settings
...Well there's the problem then?
Push push push push (like a song ha)
It does just seem like not understanding UE4's collision system 
You're letting a skeletal mesh collide with a character capsule, that's going to result in exactly what you're seeing
I did ask you that ages ago in the conversation
But at this point mesh doesnt have any collision at all
But you just said disabling mesh collision fixes it
Hold on, i might be lost you in translation
So basically - i need to disable mesh collision (if im not gonna use something like ragdoll at runtime) and use just a capsule collision.
A character will not react predictably when it's capsule is colliding with an animated mesh
quick question how to make the ocean bigger
Couldn't remember how to make a blueprint implement an interface the "normal" way. Just dragged the interface onto the blueprint in the asset browser. That worked.
Genius.png
what you mean? the size?
Wait, did it work? I think I might have gotten confused with an inputaction with the same name.
Greeting. Does anyone have issues with missing smoothing when importing a character or asset?
welp my island is very big so becuz of that you can see past the ocean
I don't think you can change the water size at this state of things with it.
yeah that happens some times, you can change the normal setting to generate them otherwise its an export problem from your 3d software
Considering that it rely on Landmass, and things has to be very, very specific with Landmass at this point
Hopefully its not what's affecting my bone retargetting. I'm using Daz 3d and the skeleton gets all triangular pointy...
no clue how daz does it, but when you export, if there are options, change them
whoa that looks likes something else is wrong
I changed everything to skeleton from animation in the tree and that happens ;u; Been stuck on this for months
The model looks fine in Daz and the Mesh in unreal looks as intended. My only issue is when I retarget for pose. I think whats wrong is the pose itself but I'm unsure how to fix it
Quick question, does anyone know how to make velvet type material in Unreal Engine?
anisotropy
Interesting! I will test it
gl it can be tricky
Looks fine when I reset the pose...
๐ฑ oh wait, yeah it does
its like certain vertices get moved for some reason
I removed hair and clothes. It isn't the default model from Daz but if I cant use a costum one, kinda defeats the purpose of making my own
Still cant figure what it be
Why doesn't my sphere trace hit the bush?
It doesn't have collision, does it need that?
if it doesn't have collision, maybe its the floor, try a print string
I'm already printing what it's hitting, and it's only hitting Landscape
you gotta add collision to bush
Yeah I actually want to interact with bush
nvm i got it thx
then yeah... #ue4-general message
Welp I just crashed UE4 for the first time
guys can someone drop me "send to unreal" plugin for blender?! i did all the connect epic account to github stuff, doesn't seem to be working, spend half hour trying to download the damn thing.
hooray now I can make my bushes change colour randomly
except it feels bad, so, maybe I should rethink how aiming is going to work for this
why on earth would u want to do that?! ๐
Pure practice
i went into far cry trippy gardening type of scenario
and stuff like "plants with randomised colours" might come up again later if this project idea pans out. I'm going to have to look into procedural generation stuff
One of the fundamental game mechanics would be "walking up to strange plants and harvesting them" and having your body block your vision of the thing that you're trying to grab feels bad
First of many
How long have you been using UE4? I crash UE 5 EA probably 5 times an hour or so, but it starts up practically instantly so whatever. Is this not an uncommon experience?!
Something to look forward to when you start modding engine and doing stuff Epic doesn't expect most users to
(This is satire, I drew that in photoshop)
(this is not satire)
I never said it wasn't reasonably true ๐
Oh, not long at all. A few weeks in real time without much actual work done in it? Mostly following along with tutorials so far
actually, I did it trying to adjust a collision hitbox through just trying things which was maybe the most ambitious and self-directed action I'd attempted so far
I'm pretty sure I got regular crashes day 0 ๐ฃ๐ฃ
So like 95% of the things I'd done in it were Incredibly Safe Activities
I started in 2014 and crashes were normal, nowadays if you're just doing expected newbie stuff you will probably not get any
UE4 had a hobby and that hobby was crashing
it was just UE4, adding simple collision to objects, and trying to modify that
I'm just setting up anim BPs, retargeting anims etc and it's crash city. Less bad than Unity though
yeah, but it's UE5 though
Shiny UI > being productive ๐ค
At this point I'm going for a Christmas holiday soon, and the full release might come January to February so dropping to 4.26 then going back up sounds like too much work to be worth it
May be wrong. I often am.
I just saw the game "Unpacking" whats that are style called is it still called pixel art it doesnt really seem like it
Whew this one is a bit close to home ๐
Looks like pixel art to me, but pretty high res.
Why close to home? Id love to do like a render of my room in that sort of style but would have no clue where to start time to deep dive haha
I dont think that came out right lol
Zoom into this one lots of levels
hey guys!
How can I apply damage to a destructible mesh that is not based on force/impact? I want the actor to only take damage from bullets, not from physics
For a fun one, Mortal Shell, also a UE game, did an 'indie' rendering mode.
They basically rendered normally, downscaled it to like 1/4th res, and displayed that without any smoothing etc. I guess that would get you close?
Ill look into that
That might work so make it with all real things and just drop the res down
Helps if the scene is clean and not too detailed, and the lighting is simple as well, like cel shading would work well.
Also note the projection is isometric to make the lines crisp
Yeah this may end up being like a blender render i do if i just want to make my room but would be interesting to try in both im sure sure how to do isometric views in unreal but im sure i can figure it out
Pretty sure either the Mesh Asset or the Component has a setting to allow damage from physics, which you can disable. And the Component itself has an ApplyDamage function or so.
so i have a super serious question
quality of code
if my code or function works exactly as intended gameplay wise and function wise
should i bother reworking the code to make it optimal or use less nodes for the same effect etc etc
i cant seem to find any good resources or answers on if how many nodes used or the way you setup your code matters if the end result is still the same
@grim ore @drowsy snow @neon bough or anyone else knowledgeable about the matter, if you can chime in id sincerely appreciate it as im trying to make a game for production and little things like this still goes over my head and i wonder if its important to take this into account early rather than after the game is nearly done being prototyped etc etc ๐ฆ
hard to give an generic answer
thats my literal problem xD
i have noticed though
that people who are really really good at unreal engine code in ways i didnt even know you can do, ive seen their blueprint setup and its parcular and interesting how they rig each piece or setup into each other and how long and short their systems may be
but its almost always from someone who has done like 5 - 10 years of unreal :C
considering i want to sell my game for actual cash i have concerns if code quality might cause issues down the line that i cant even conceive due to my limited experience of 3+ years..
the most important part is that you understand your code ๐
Hey all, question; my project wont open anymore it crashed, this is the log
how would i go about to fix this?
open a backupa dn where are those?
this is the crash log
You should be more concerned with code maintainability than with premature optimization. You want to write code that doesn't give you extra work every week. In these cases its worth it to future proof your systems
@prime willow if your code works you should leave it as is, for the moment. Otherwise you'll find yourself reworking the same code over and over again, which can turn into a real motivational and or time sink. Try to finish with what you have, and if you decide you need to expand your code then you will probably have to rework it in some way or another. Optimization happens usually way later into development.
Debug symbols are a must, we can't see the actual call stack that is causing the crash. If I had to guess naively it's some weirdly corrupted asset, since it's the asset data gatherer thread that causes the crash
if you try to build UE5 with 3 Computers ๐
Possible but I wouldn't bet on it. You can just try it out. Regardless I'd install debug symbols so you get a better idea of what's breaking
ok thank hyou guys
i appreciate your inputs
ill take all of this into consideration โค๏ธ
im currently building the systems with manipulations in mind from other functionality so its good to know im on the right track
Hello people, I have a question/decision on my mind and couldn't figure it?
I was creating a dog-like creature, based on Pawn class, with collision(let's say capsule) and skeletal mesh init, but at this case, collision components gravity doesn't work, if I enable simulate physics, gravity works but turns the character like a bouncing ball.
But if I do the same based on Character class, this behaviour doesn't happen and gravity works(simulate physics off), and this is the behaviour I want to achieve.
Then I compared two identical assets, Pawn and Character one, everything is exactly same except Character Movement component. So, here is the question(s).
- Can CharacterMovementComponent affect gravity/physics?
- If I want a non-humanoid character, should I still go for "Character" or "Pawn" with extras(which I want to know what are these extras)
- If I don't want to character being possessed by controller, but AI, is Pawn or Character better way to go?
Character Movement Components has it's own physics.
I personally go with Character (applies to my dragon enemies as well), and add another collision capsule for horizontal collisions
Pawn can be possessed with both player controller and AI controller, and Character class is inherited from Pawn class. In Unreal, controllers are not limited to just the players.
thanks, I didn't know character movement component has it's own physics and actually Pawn was making sense for many, until now .d
yea the CMC is pretty... complex with how it moves ๐
Is this the best way? i want to aim at the weapon i work with c++... the character itself has a camera and every weapon has a camera... is that how you do it?
probably no, most games have an animation that raises the gun so that it's in front of the existing camera
No, and yeah, you would have to make the weapon itself rise to ADS position. You may notice some games have slightly misaligned sights under ADS view.
Also i must get the player character the camera
And the weapon must in he place
I can create a socket on the weapon model I think
And set the camera
Just animate the weapon, unless it's for a weapon showroom thing
u can even scale up the gun for more dynamic aiming, there's lots of tricks that go with weapon aiming, FOV change of camera etc. etc.
u can even have second gun that replaces the hip gun in a split sec and is meant only to shoot from aimed down position since accuracy of hip fire vs aimed down fire is different.
Also for exclusively third person games, for zooming in sniper rifles and alike, you can have modified version of the weapon with just the weapon stock and the scope
Itโs hard to make aim?
What do I have to do. I have the gun that you can see up there. Now I would like to add aim. What is the best way... to give a socket to the weapon model for the camera?
You want ADS in a playable FPS, right? Not a weapon showroom system?
Make animations for the hip aim state and ADS state. You can use animBP and its state machine to switch around the anim state
I will create a normal view and a weapon aim
Fps right
I work with c++ that the thing
AnimBP would be easier to do, but eh, you do you.
If you want it that way, and it works for you, then good for you.
Using anim BP and anim states would be way easier and can yield better result, but hey, what do I know about your project needs.
But I can mix bp and cpp
Yes but I love coding
Itโs a character thing or weapon?
Charakter I think
I think I need to stress out that animation blueprint is different than your typical UObject affairs.
AnimBPs are more specific to skeletons and animations, and not exactly the same as any other UObject based BP
@drowsy snow Just a quick question, do you know how to use Quixel Bridge?
Yes, but I'm using the standalone app, not the UE5 integrated one
Ah yes, thats the one
Do you know what to do when you can export since you've changed the location of the application (Such as blender)
Guys isn't this the naming convention for custom collisions when importing to UE?
Eh, never had port errors before ๐ค
Hey guys
What's the most developed non-C++ scripting langage plugin for UE?
Preferrably with C-like syntax
The one I've seen mentioned most is the C# thing... but tbh you'd be better off just learning C++
There is a ton of things wrong with C++, so I'd rather not
Ideally I'd like to somehow integrate Beef into UE, since it's a lot less pain
UE's C++ layer is perfectly fine to work with
You're not going to have a better experience with any of the other bindings
they all bind on top of the C++ functionality
I do nearly all of my scripting in BP because of its very tight binding to native code and other systems
So you know that thing oler games do where pressing and holding jump makes you go from barely off the ground to max jump hieght
and letting go early makes you barely hop upwards
Tbh I have had like zero issues with C++ in UE so don't really know what the "ton of things wrong with it" are :D
can you do that with character movement?
and I'm not really a pro C++ guy either
or is that a system you gotta build
Yeah, but Beef still feels much better than all this C++ jank
What's wrong with it anyway? Just curious really
Can't tell with 100% certainty, so you can call me ignorant, but so far it seems to be an overall dirty language with shitty debugability
Lua.
It's been developed for many many decades, and there's a lot of deprecated features buried underneath, as well as just bad design choices
I dunno, it's as debuggable as anything I've used
I think CMC has "stop jumping" function ๐ค
How do you usually manage memory with C++?
Both Rider and Visual Studio have a good debugger which gives you breakpoints, ability to view variables, etc.
not the stop jump function
but moreso when pressing jump you dont reach max height instantly
UE has automatic memory management for C++ so you don't need to worry about that so much
but when holding it to max height
when pressing youll just lift up somewhat
im thinking maybe impulse jumping idk x-x
If you know how to integrate it with C++ programs, then you have a chance to integrate it in Unreal.
Automatic memory management? Do you mean garbage collection or some other approach?
Garbage collection.
Ew
I don't know the specific methodology they use, probably reference counting
I'd rather delete everything myself, tbh
It sounds disgusting, I know, "garbage"
Bleurghhh
Rather make your own engine I say.
I did that already
Why do you want to use something like Lua or C++ if you want to manually manage memory?
Although it's not a complete engine by any means
I mean, heck, if you want absolute control, go to ye olde Assembly x86. Shit gets real with it, including memory management (at least in DOS)
no no
take it a step backwarda nd be a real a man
build your pc from metal scraps
and lithim pieces
Punch cards, am I right
So far my experience with GC in C# - is that it's something, that you have to dance around, in order to maintain high performance of your application
file the cords as well
make sure each wire is hand crafted for true control
on output and voltage
UE4 gc is a lot faster than the competition afaik
I think how it's managed in UE is a bit different from C# because it's still C++. Basically it just removes the need to manually new and delete variables
gotta get it just right amiRite
You have to constantly avoid instantiating classes, and instead try to use structs wherever possible
And yet structs are less capable
Kinda hate programming purists ngl
than choose a different set of arrays based on the varable found
Either way, all the languages that would bind onto UE would incur the same "features" or "limitations" of UE's C++
So if you want to be closest to the metal so to speak, using C++ would be the way to go
kind of like branch but for multiple varaible and than itll flowto whatever array as intended
_>
I've wasted a lot of time obsessed with memory management tricks that don't matter
It's interesting but I would have been better off just making art
"Blueprints? You want me to connect nodes? Disgusting! I want to get raw, type it down to the metal, baby!"
In Beef manual memory management has a very concise syntax by the way. Not sure if you care. But you can define a field with it's own destructor just by declaring MyClass fieldA = new .() ~ delete _;
than i need a node that connect the array to the branch
And then when your class is deleted, that field will be deleted as well
nontheless that weird stuff i wanna figure out later
@slim zinc never even heard of that language until you mentioned it :)
Beef lang looked great
Yup, it's not very well known
And is not the best fit for everyone
Beef language looks confusing.
But I absolutely and utterly adore it
Hope it gets used for something (not being sarcastic)
It's kinda like C# gone right
Probably as good as brainfuck, the best of the best esolang ever
lmfao
Beef is not a meme thing
tbh C# is C# gone right imo :P you can't really pack everything into a single language I think so it's quite good for what it tries to achieve
For Each?
heh
Including things I didn't think about
That one code plugin might let you create beeflang hooks
Can you mod games made with Beef?
No, any application
we can ignore that for now thats stuff i neeed to do months later from now for each race/species you can play for
Um, Beef is a programming language. So of course you can?..
I've used so many languages that I generally don't have very strong opinions of any particular ones lol
I just use whatever I feel like using or whatever does the job I want with the least amount of friction :P
As in making code AFTER the app is compiled.
I think he means runtime instruction adding
Hot reloading?
They all tend to suck in some way or another lol
You know Lua?
Loading DLLs at runtime?
my question that i need to learn is how do i make jump get full jump height on holding the axis or button but tapping it only bumps you slightly up based on how long its held until max jump height is done
my movement system is practically done aside from bug fixing alli need to do is that particular part :C
Exactly. If Beef is a compiled language, then I couldn't care more about it.
currently jump just reaches max height no matter what :/
่ๅฐ็, You maybe meant "less"?
huh
Whatever, I don't give a shit, that's what I'm trying to say
Congratulations
I'm not adding another programming language just because of programming purist ego. Runtime code execution matters more, because BPs and C++ are compiled, and modding is the only reason I add third programming language.
I wasn't really trying to get you on my side, was I?
well at least youre not as stupid as me
im trying to use only one type of code for gameplay :3
either C++ or BLueprints
Hard to please programming purists
Anyway, jumping
o.o
I present to you,
Cow
https://esolangs.org/wiki/COW
Why call me purist though
Fun fact, Beef IDE installer looks like a cow
So this thematically fits
I don't think CMC had the functionality to stop jump, so I'm guessing you have to rewrite a bit of the jump functionality
CMC's jump is more like adding impulse, happens instanteneously
oh..
so id have to add a range based on how long its held
so tapping would be short jumps and holding would be longer full jumps
Yeah, so adding upward velocity based on how long the jump button is being held
yush :3
Usually in games jump force isn't instantaneously applied though
It is applied while button is being held, but this force exponentially fades the longer you hold it
You could prototype the system with simple while loop
where its a slight jump or longer higher jump but quite a nudge based on hold input
hmm
@slim zinc have you seen AngelScript? Hazelight use it :)
@drowsy snow im too tired to think proper
I've only heard of it, I think
ill poke you in pms about this when i wake from nap
but im going to see if i can set some stuff up for you before i nap since im finally almost done xD
But also might as well just wait for Verse.
Looks interesting, I like it
Thanks
And have you seen Wren?
Except CMC's jump is instant, more towards adding impulse
Shame that AngelScript is compiled and Hazelight's implementation don't seem to have JIT compiler. I don't want to have modders required to have the editor.
At the same time I'm kinda confused with grand planning the Lua functionality
I think modding is a niche requirement though. Depending on a random Swedish studio's support would be my primary concern :)
I value modding more than programming language bias, being a modder myself.
Use Wren for modding
It's much better than Lua, imo
It's syntax does look weird at times
But you get used to it
@slim zinc you're against one GC implementation, not the concept itself. Reference counting ones are performance friendly and save a lot of stupid work when programming. Languages like Go also have much fewer concerns with GC due to different implementations
Not sure what bias you are referring to, considering I'm not even pointing to a preference?
Perhaps
But I still like being able to explicitly delete stuff
Well, guess we can just have quality time on ourselves then.
(In Beef it's not bothersome at all)
yuh until i knock out :3
It's not usually "able". You either have to do it all the time and blow up RAM, or don't do it.
Yup I know
If you knocked out, I shall give you the Phoenix Down
But managing memory is easy
ive barely leveld my sage
Same, but I haven't finished the base campaign lol
What world are you at?
crystal
No offence mate it just seems like you're here to preach about Beef. I stay away from niche stuff as much as possible, minimise friction to development as much as possible.
Nice programming language too TBH, but prefer Julia and Nim
Noted, see ya there, when I reinstall FF14 :3
i prefer whatever makes my game faster >:3
As long as we talk about memory management, I'll be bringing up Beef as example ๐
take your time im barely on gaming anymore since game design..
Same
;O;
Doing things the most straightforward way is it then. Programming languages might make your code 20-50% faster, good algorithms and logic will make it orders of magnitude faster.
But yeah, I guess for now I'll just dive into UE by enduring C++
i hope so :3
If you plan to have some time do let me know okay :3
will definitely do โค๏ธ
This is relevant lol
What monopoly are you talking about?
The real rough part about ue++ are the compile times
If a scripting lang comes out I don't care if the syntax is emoji based
These compiles are killin me
Yeah Verse, which is used by Fortnite ATM.
I hope we get it soon
Fortnite started using it what, a year ago? Skookum is usable in 4.23 or something... ๐คท
Can't said better
It's just horrible UX to have to restart the editor in between recompiles, especially header changes. Even Unity is better than that
I swear my gripe with Unreal C++ is slow compile time
At least I'm not disgusted with BP so iterations can still be fast
Live coding in ue5 can leave it open even with header changes
C++ is for concrete implementations though, so I'd imagine a lot of time you would be converting over someone's sketchy BP implementation.
I thought it lead to corruptions and instability?
Unity C# is high level right?
Hmm no, BP is still faster if you count that, and so was OG Skookum, and I'd imagine Verse in the future
European Union might have one
Oh fuck, really?
Yeahp
Now the challenge is whether I can keep my words on staying in UE4
It's still a full uht compile though so it doesn't feel much faster for me
How do BP nodes compare to, let's say, nodes in Blender?
Are they equally bothersome to use?
Is the unit testing any better in 5?
The last thing I want is some UE5 features hogging performance on lower end hardware
And also geometry
I can drool over its animation feature
It's similar UX I guess, but UE BP covers most scripting you could ever want.
Sound scripting, AI scripting, material scripting, animation scripting....
Oh wow
It feels pretty consistent still though, and some difference is expected when you're dealing with such disparate problem spaces.
Don't get me started on anim BP
Has anyone tried TDD for BP function libraries and the likes?
You need to drop a... test actor in? The fuck even
Not like strict TDD, but doing testing in conjunction with implementation
They have test macro stuff setup for some plugins
Most unit testing related stuff I found was in pipelines and merge checks and all, not really in Dev ๐ค
Do hard coded macro tests count as tdd?
Nah I'm pretty loose with TDD, but intertwine the testing and implementation normally
Yeah and you end up with tests checking each function even exists, the shape or whatever of it...
So it's an integration of functional test. When/ how is it run?
hi
u got 5yhalf ue4 expierience
and never ever did sound xD
i got the biggest audio pack from some resources ๐
like i got everything even a chicken walk
what do i do ? what tutorial is the best ? and shal i make wind and forest stuff or what shall i do ?
dont wanna learn it the wrong way
ooww haha
if its not permitted i prefer this channel haha
you as a guy needs to do stuff
thats all
you got quests like kill that fox! hes killing my chickens ! reward you get a golden egg xD
something like that
Notification sounds?
I mean, your question sounds lot like a general sound design question, not something specific
Hard to pinpoint what issue you're facing with it
the question:
why cant i hear all the sounds ? ๐
are they glitching on eachother ?
this are the settings
Are your WAV files in 16-bit?
It has to be in 16-bit, otherwise it won't work
this one
I mean, the source files
it works but not all the time even when its the same file
I know that WAVs from several audio packs tend to have the highest quality possible, including using higher bits
Some sound packs that I use are in 24-bits, so I had to manually tweak them in Audacity
sounds kinda painfull xD
got a wife who is talking 24/7 xD
dont know im up to the task haha xD
if*
Guess I had the upper ground for being single :P
hahaha ๐
Another way to reassure myself being single isn't that bad.
haha still something i got a hot choco with cream and a kiss , just like momy made it ๐ ๐
Heyy there peeps! Anyone have a little free time for an Unreal blueprint consultation? Got some issue that I can't get wrap my head around
Question: how do you make ground fogs?
i wanted my scene to have ground fogs and have no idea how to make em
Tweak the Exponential Height Fog settings is one way. If you want a more realistic fog, then go with particles and volumetric fog although it's more performance heavy
no i mean i want to add those smoke like kind of fogs
then definitely particles
i didnt add volumetric fog but i wanted those kinds too
do i like just need cloud textures or something?
Particles, and you can use Exponential Height Fog to get the base volumetric dog
i did
does it? i tried using noise textures, it sucked
This is from my game and they're particles if you're referring to this one
oh yeah these ones
what kind of textures do you use?
so i can try to make my own
is it like clouds or what?
whats the white texture?
No problem!
p.s. I'll post my issue here in case someone knows
I have this AI I did and I want it to go and investigate when a physics object causes a sound. Here's my AI code for that. I added report noise to the physics object blueprint. But when I'm debugging, I found out it only moves to the cast and doesn't continue further. Any ideas?
debug? print out the actor (the cast is failing, so what actual actor is there) or breakpoint on the cast to node and see what the pins are coming in from the perception updated event
I tried the ApplyDamage node but it doesn't seem to do anything.
It's odd. Even when I disable physics, as soon as the actor comes into contact with a physics actor, it automatically enables physics
I feel like there is, and I have used it before, but is there a command to see what object is taking up the draw calls? Like, it explicitly says the BP's name? I have looked at SceneRender and RHI. Neither specifically pointed out the BP.
Guys I have a problem with a destructible mesh. I have SimulatePhysics disabled on it but as soon as the actor comes in contact with a physics enabled actor, it automatically enables SimulatePhysics by itself
I don't want this actor to be destroyable by ricocheting other actors, only by my gun
This is all so odd. It seems impossible to have a destructible mesh that's only destroyable by gun
Hey.. can someone help me , please?
I finished my game and I wanted to try it on my phone. In package i selected full rebuild and then made the install APK. Nothing works. I mean on PC now i have a lot of bugs. They were working perfectly before and on phone those bugs are working ,but there are still some other bugs. I don't know how to fix this
you identify the bugs and fix them, this is software dev 001
questiom:
my player keeps spawning at no player start
like 1 houre walking from spawnppoint
make it 30
xD
min
do you have a player start? if so do you have a default pawn in your game mode and is it the pawn you want? if so do you have any pawns already in the world set to auto possess?
anyone know why my metahuman looks like a ghost?
made a deer to go in my level at high speed without uising my slower characters, thats why i think
i think i know the problem thanks matthew
my inventory system handels everything
๐ thats why
Your inventory system handles the spawning of your character?
Hello. How i can avoid this type of error?
TIL building Unreal C++ stuff from command line is way faster than building it through VS/Rider
It's like astonishingly way faster
@charred stirrupif there is a collision issue that will show up, so move it away from colliding objects/being inside objects
Yes, thank you.
there is bad collision on the floor
Lmao I just discovered it, noticed that build times somehow getting way slower than usual through VS
No, even in 8 GB of RAM I discovered it's not the bottleneck
I'm still using HDD so there's most of the bottleneck, but made worse with VS keep doing Intellisense (or whatever it is) in BG, and I didn't exclude Unreal folders from Windows Defender prior to this
someone is trying to play my game and when he launches it gives him a blackscreen and then closes, so he is not able to launch/play the game, anyone has any ideas?
the log doesn't show any error....
this is the last thing the log shows
[2021.12.16-16.35.13:683][ 0]LogRHI: Display: Opened pipeline cache after state change and enqueued 0 of 0 tasks for precompile.
[2021.12.16-16.35.13:683][ 0]LogRHI: Display: Failed to open default shader pipeline cache for SpaceVoxel using shader platform 0.
[2021.12.16-16.35.13:683][ 0]LogInit: Using OS detected language (pt-BR).
[2021.12.16-16.35.13:683][ 0]LogInit: Using OS detected locale (pt-BR).
[2021.12.16-16.35.13:683][ 0]LogTextLocalizationManager: No localization for 'pt-BR' exists, so 'en' will be used for the language.
[2021.12.16-16.35.13:683][ 0]LogTextLocalizationManager: No localization for 'pt-BR' exists, so 'en' will be used for the locale.
[2021.12.16-16.35.13:686][ 0]LogTextLocalizationManager: Compacting localization data took 0.85ms
Yeah, Windows Defender (under Antimalware Service Executable) stalls the read process of files to scan it. It works for most general use case, but hampers with dev process
quick question, does the performance matter if you are only making the scene for a video and not a game, because my scene is running at 20 fps
if u want more than 20fps in ur video then yes it matters
unless it's gonna work with the cinematic system I think those can record at any fps
maybe
not sure
its for cinematic yes. so it doesnt matter what the fps is
yep windows defender blows when compiling, its really rude
I haven't tried but I think I heard it's a thing. try google I guess see if u can do it.
The renderer will run at fixed framerate when you render it through Sequence Exporter or Movie Render Queue
Although at a consequence that audio export won't work, though this shouldn't matter as most machinima makers do the audio in separate realtime recording or doing it in post
yeah if you watch task manager you can see windows defender scan service causing HDD issues when compiling. its super annoying
if you were to get plants from the megascan, are they already animated ?
How would you go for sound effects in a game? E.g. every lever makes a sound when interacting with it, would you have a audio component in every instance of the BP_Lever which plays that back, or have some sort of subsystem which loads the sound files once and then use PlaySoundEffectAtLocation to play it?
hello is someone knowing wich type of texture that is ?
yupp pretty much the jist of it. On interaction, play sound 2d or sound at location
Seems like channel packed texture. Looking at individual colour channels might give you better idea on what it is
These are some wacky looking textures lol, what is it, a spaceship with a face? Casper the Friendly Ghost?
Ya'll wanna see something cursed?
I have a feeling I'm seeing it anyway
Possibly but if you say no, I'll look the other way
Nah surprise me mate
is that a human face pano ?
;u; Don't know how to fix it
Maybe, I just split this image
It does look like a face though yeah, maybe something like Roughness + AO + Spec?
Nuke your project if the alternative is looking at that. Typophobia hazard
I have to stare at it if I wanna find a fix...that thing of nightmares
All the mesh faces look inside out, or something of that sort. Idk I'm not a 3D expert
Or sucked into a black hole, pick one
hey ! i was wondering if someone had experience with spawning meshes from an array on a spline?
Looks more like the base mesh is standing still while the anim stretshes it out trying to make the animation happen
Its a lot worse when you hit play
turn off ferrofluid ๐
How so?
its a joke, sorry
Oh, I saw the light then back to the infinite holes on this mesh
yeah, i remember from last night (or 12ish hours ago) i never use daz though, but skinning seems like the main culprit
did you try moving joints around when it looked "good"?
I did not. I just went straight to switching the bones to skeleton. Pelvis on Animation scaling and Gen 8fem to animation. Oh and spine to animation. Both are in humanoid pose. When I get to retarget window, it won't let me modify pose to get it as close as posible which I'm guessing is where the issue lies
is there a way to batch download a quixel collection? I'm tired of hitting download on 100+ assets
i just mean to select a bone and rotate it when it "looks good" to see its status before the retarget
how else will they track you?
what
I'm trying to download all of these but I'm tired of pressing the little download option in the top right of each asset and was wondering if I could just batch download them
I want to use for each camera shot a different exponentialheightfog in the sequencer. How can I trigger visibility in the timeline for each heightfog?
look in marketplace the full set is in there but it is like 8 gigs
@proud hedgethe height fog has a height fog component that you can turn the visibility on and off
thanks
So i rewrote my bullet physics stuff it all works, but now the bullet is not getting the correct location and rotation of the socket used on the skeletal mesh.
What am I doing wrong with this?
you mean this?
I can not keyframe it
how about fog density?
you add the exponential fog actor, then you add the exponential fog component, then you keyframe the hidden in game property
is it incorrect for both select vector results?
I have now keyframed the fogdensity when a new camera shot begins ๐
sooo..... good?
but yeah the density works as well
Yes! i thought this was the proper way of doing this.
so its either 1500 units from location or at the socket location in world space based on some bool?
1500 units from the barrel i wanted it to start at that location , but as soon as the trigger is down the bullets are spawning facing the wrong direction and rotation.
when I keyframe visbility nothing happens lol
https://gyazo.com/8a557bf08182e667e09c7dc90b4be68f
but at least density is working ๐ ty!
@proud hedgeyeah since its hidden in game it doesnt affect the preview, it would show up when playing. density might be smarter
I'm trying to override a C++ function of a component, but I want to do it inside the BP that holds the component. Is there a way to do this?
Appreciate any answers
Im using ue5 and I am trying to animate the foliage but when I enabelgrasswind nothing happens, does anyone know how to fix it ?
oh right, your doing fps
10 hours to write a stupid code for this, at least its working now ๐ Im so excited.
you mean 10 hours of learning
I recompiled a plugin from ue 4.24 to 5 and it was a pain in the butt trying to understand C++
ah yes, i recall the waves of this turmoil rippled through many channels
Hello I am new to the community. Most of my knowledge revolves around blender, but I am recently starting to make a come back into unreal after taking significant time away from my learning I was doing in order to make my own assets and such. I have a question about importing a character from blender to unreal and was wondering if there was anybody here who might be willing to try their hand at helping me solve a problem that has been causing me a headache for far longer than I would like?
is my outcome, and I wish I could tell you what the issue was exactly as I didnt write it down, but its something to the effect to the bone hierarchy is off and its and keeps wanting to regenerate a skeleton but always runs into errors, but ill try that
I can already tell this is either a skeleton issue, or blended weight issue.
only solution for everything.
who did know this ? ๐ฎ
for all the devs good or bad, this is a screenshot you wanna see
i want to apologise for the 3 screenshots, i just want everyone to know this ๐
was wondering about "directional light", why is the shadow so pixelated?
For "look dev" reasons i put my character (currently static mesh, because not rigged)
i know that for static meshes to improve the shadows via "lightmap resolution"
BUT "lightmap resolution" does not have effects on movable/skeletal meshes
is that correct?
?
Can 4.26 version of Unreal open 4.27 project?
.uassets seems to be missing in the editor
what the h. was that ^^
just a few seconds ago i got a random message from someone that i "won" ETH...
-.-
Anyone know of a way to make a CollisionBox affect navigation? Am I just missing it and it's super easy?
or the best way to temporarily block off navigation from a spot?
there are nav modifiers that you would use for that, but unless you have your navigation mesh dynamic they wont update at runtime
then you can use a navigation modifier to block something
yeah nav modifier is what I'm looking for, haven't needed them before, TY!
usually collision itself would as well if its on a blocking channel (like a mesh)
Im following a tutorial, and when they save a map they get 2 files, one with the map and the other one called built.data but I am not getting the built data saved just the map, is this normal?
its normal
built data is not needed if you dont need it, if you did nothing that needed it then it wont make it
so navigation, building lighting, etc.
cheers
@grim ore EQS wasn't doing pathfinding checks, whoops!
Is there an easy way to export asset thumbnail to png or jpg?
Is there a way to also import textures with the FBX? I am exporting a big model with many textures from Blender and I don't want to import them one by one. I am trying with embedding mode at export, still textures don't get imported in UE4. They are in .png format.
no, you do not get to import the textures with fbx models
you might get what you want out of a proper datasmith setup but no normal FBX import is the mesh(es)/animations only
Then why there is an option to tick called "Import textures" at the import settings?
its also not textures that are part of the fbx, but aside it, and it has to be followed a certain way, and it only seems to work with certain DCC programs, and only some materials and nodes are supported, and...
so not embedded, might not work out of the box with blender, has to be certain material nodes only, has to be side by side with the fbx in the folder and named correctly, and UE will guess at the way the material should be hooked up
alternately you use plugins that help with this process, or datasmith which is designed for something like this (but might not work for what you want)
Unity's material isn't that rich out of the box either
I mean I would just need diffuse and that's all, why would that be so complicated to import automatically... nvm thanks
Blame FBX for that
its complicated because adobe
To my knowledge, Unreal can search for relevant texture in vicinity that used by the FBX, but not something built into the file format.
Speaking about that I keep questioning why fbx has become the "go to" for animated models... meh
Wait, why Adobe got involved?
fbx is adobe
Isn't it Autodesk?
wait, autodesk
I have used gltf2 for a C++ project of mine. Really good format.
sorry, same problem different company lol
both are a pain lol
I just assume adobe owns all the DCC stuff anyways now
gltf is probably your best bet but honestly you just have to work around whatever softwares pipeline your using and for complicated stuff Datasmith is what UE uses
otherwise, its just grunt work
oh it's from Collada just like .gltf
i mean at the worst it cant be too many textures, and if it is... do you need that many unique textures?
Never used .dae format before
Looks like gltf's sibling
quick question: Can UE run Windows 10 32-bit now?
Also there is Blender plugin to export Datasmith
The DAE format is based on the COLLADA (COLLAborative Design Activity) XML schema, which is now owned and developed by Autodesk.
kekw
Editor is exclusively 64-bit
4.27 no longer support Windows 32-bit for packaged games
What about filmmaking, is that 64-bit too?
Editor is exclusively 64-bit
Besides, pretty much anyone uses 64-bit Windows nowadays, including my mom's computer.
ok, upgrading then
Yeah, do yourself a favour and install the 64-bit version. I think Windows licence is compatible for both bits.
Most CPUs nowadays are capable of x86-64
they dont call out 64bit on the min spec on the specs page, are we sure it needs it? if so they need to update it (runtime for 32bit for sure was/is being removed)
Well, I don't think UE4Editor.exe is also in Engine\Binaries\Win32
well the build targets are all for x64 so that makes sense
just... curious
and not disagreeing, they call out 64bit on recommended just not min requirement so its odd
Yeah, I guess they assume everyone going to use game engine always to have 64-bit OS
Yeah
Unity used to have 32-bit editor, I think, and that was a long time ago
There are a few issues currently going from Blender to Unreal Engine 5 and I would like to share them with you. We go through the whole process of exporting models from Blender to Unreal Engine 5 UE5 and even to UE4 or Unity
Node Preview Addon
https://blendermarket.com/creators/simon-wendsche?ref=100
If you would like more videos like this, l...
hmm but for this guy it works
he got his textures imported from fbx
I am trying the same way and nothing
FWIW at this point you've been storing the textures in the same directory as the FBX, import them manually, and adjust the materials in Unreal accordingly.
best part of going through the release notes is the use of 64bit an 64-bit is not consistent. also... old release notes are super nostalgic
what is FWIW?
abbreviation. for what it's worth.
aight
I am not storing the textures in the same directory
maybe that is the issue
but I assumed embed will solve that
embed will not
Acronym: For What Its Worth
it doesnt import the embeded textures it doesnt care about them
https://epicgames.github.io/BlenderTools/ might be something to consider at some point
aight then I will just manually import them
will note that thanks
Yeah, it's just not worth poking for the automatic texture import to do some magick
Always has been
It's common for Google to mix results up
can I use physics asset capsules to detect overlaps while not simulating physics?
Hey guys
just a token of appreciation as I'm slightly drunk from the epic christmas party of my team watching our senior guy break his fake phonograph on zoom
I started out as a random guy learning from the community and now I'm working on improving life for Niagara users
Cheers and happy holidays โค๏ธ
hugs @dusky inlet
Merry Xmas to the Epic Team from the community ๐ ๐
Happy holidays!
Anyone use any Game Analytics that they would recommend?
I've got a game idea but I'm not sure how to explain it and if it's even possible. However simply I want the player to be able to go to past and present. Or any way.
So if the player is standing on a bridge in the past, once they press or so the action the world changes and everything is in the future for example. And the bridge is destroyed.
So my question is that is it possible to have a system where you can activate an action and make the whole world change? Something like 2 worlds overlapping eachother and you can choose which to look at.
Thanks for reading it this far and please @ me if you reply. I'm inactive sometimes.
Is it possible? Yes, absolutely. How simple to implement? No idea.
Sounds like Gardens Between.
Also sounds like a lot of work
@devout whale its def possible, but its def a lot of work with a lot of planning ahead of even beginning to implement it, and loads of trial and error.
Also you'd need a lot of graphical wizardries to pull off convincing effect ๐คญ
Especially if the camera is a free rotating third person camera
Yes thank you everyone, I was just wondering because it sounded like a cool idea to try one day ๐
Definitely will be hard thays for sure ๐ฉ
Unity's Heretic short film did it when the MC pulled the coin
I actaully seen this on reddit
I still have no idea how they do that
hey does anybody know why my quixel says its in offline mode when i am clearly connected to the internet
i am perfectly online and cant seem to figure this out LOL
its in ue5