#ue4-general

1 messages ยท Page 1113 of 1

unique kraken
#

i kinda get there, though im moving sides not corners

coarse wind
#

it seems that your internet connection is not great, or somehow in the Epic launcher it's just very slow. have you tried restating your computer?

idle mantle
#

a friend told me that c++ in UE was not programming but rather scripting

#

in unity c# is programming, is that true?

#

because UE force him to work in certain ways, (he don't code like he want like in Unity he is more free, less contraints)

#

(im not a programmer)

drowsy snow
#

If he wants lower level, you should suggest him work with Assembly alex

idle mantle
#

ahaha ok don't joke too much I believed you im not a programmer lol

plain anvil
drowsy snow
#

If you want to bypass the launcher, you can build from source code, cloned from GitHub, but depending on your CPU and disk drive I/O speed, it can take from few dozen minutes up to a day. And just the source build alone can take up to 150 GB (which is expected for big software source build - Android source build reportedly go up to 100 GB)

idle mantle
#

my friend told me that but not with blueprint but coding

drowsy snow
#

And I know some purists are allergic to visual scripting languages, because it's more of cable management than typing constantly

idle mantle
drowsy snow
#

UE5's still uses C++11/14 right?

#

And UE4's still sticking with 14?

#

no big deal, just a bit curious about it

toxic hound
#

hi, pls i'm a bit confused with UE4, can you pls give me a push

#

?

drowsy snow
toxic hound
#

I have a custom landscape which imported and wanted to use

rough siren
#

Guys please help!!
Is something wrong with the charecter mesh?
It works fine with normal aninations, but with physics enabled!!!

timber trellis
#

has anyone tried a UE5 game/demo on GTX1650 here?

#

Fortnite on UE5 reportedly runs well

#

but how will other UE5 games fare?

#

digression: will NIS ever come to optimus devices (laptop)

timber trellis
#

runs how well? as in "doesn't crash" or "60fps"?

#

I saw the valley of ancients demo (on youtube, someone else's benchmark) and that ran horrible

#

what does lumen do

#

ok like that

#

can you turn off lumen

#

on any scene

#

I mean a compiled scene

#

oh i'm a consumer

#

oh

next tangle
#

gives here german developers? ๐Ÿ™‚

rose tiger
#

does someone know where to find some physics assets for motorcycle and car?

proven lake
#

Guys can anyone please tell mw how can I create a header file in unreal

next tangle
#

Hรถh

#

File

#

And create

lofty parrot
#

Has someone idea, why when i import the models into hammuer like in this vid in 5:44 https://www.youtube.com/watch?v=8bfcbBReyHQ&t=755s always crashes ? any ideas ? where i should delete this files because ive imported it some times so my memory is acctually dead (ive imported it to my d drive i saw that my c drive has less memory . Please help !

This video is a complete and detailed guide to importing maps, models, and demos from CSGO to Unreal Engine. All links to used add-ons and materials you can find in my discord channel. This video doesn't contain any sound, so feel free to play your music. If you want to support my work and get an advanced version of materials, used in the tutori...

โ–ถ Play video
kindred depot
#

hammuer is not a supported plugin by the marketplace. You are migrating assets from one game engine to another which is illegal if used in a redistributed game. We can not help you with this plugin in this discord sorry bud ๐Ÿ™‚

lime sail
#

Guys I have the opportunity to buy an RTX 3080 ti or a 3090 video card, I would like to know what you advise me and which one to go for. I have seen comparisons of the two and the 3080 ti, it is very on par with the 3090, the only difference I see is the 24Gb of the 3090. Which one do you recommend buying?

kindred depot
#

If it is a 16 gig 3080 buy it.

#

if its the 8 - 12 gig, then its not worth it compared to the 3090.. The 3090 is literally doubling your vram making game dev an easy workflow (depending on your cpu as well)

lime sail
#

I was thinking of a 12gb 3080 ti, but if a 24gb 3090 is better I'll go for that one. I just want to buy something that works for me for Unreal Engine 4 focused on Architecture. And do not spend money unnecessarily.

distant siren
#

I have done all the block volumes on the island, the only problem when I drive my vehicle the vehicle is damaged because it collides with it .. solution?

kindred depot
#

If you are going to be using a LOT of high quality textures 4k, 8k, 16k 3090 would be recommended.

kindred depot
#

You wont find this any where. Either use free animations or paid.

whole turtle
#

hey everyone! Are there any sort of known issues/incompatibilities between the Landmass and Layers system for Landscapes with the LOD Distribution settings? I'm resampling my terrain to higher resolution and then applying stronger LOD settings but the terrain freaks out, the areas closer to the camera simply shoot to the 'sky' in height and severely glitching out. any suggestions on what could be the issue?

drowsy snow
#

No, you're not going to be a pro ||with just one tutorial||

Deal with it.

#

Doesn't even matter.

#

Ssshh...

#

One tutorial ALONE isn't going to cut it.

#

Still one tutorial.

I don't care if you disagree. Those 50 eps is still part of one tutorial.

#

I'm not mean, just saying the truth with the learning process.

drowsy snow
drowsy snow
kindred depot
distant siren
latent sonnet
kindred depot
#

lol

latent sonnet
#

How would that change anything?

drowsy snow
kindred depot
bold gulch
#

Anyone got any clue why bridge isnt updating???

latent sonnet
drowsy snow
bold gulch
#

im getting really pissed

#

i just wnana work on my scene

kindred depot
#

I just made the switch from 4 months of dev on EA to 5.0.

bold gulch
#

๐Ÿ˜”

#

I wanna add megascans now

drowsy snow
drowsy snow
#

And there's your path to Megascans.

bold gulch
#

doesnt work

#

it takes me to megascans

#

which requires a plugin update

#

which doesnt work

drowsy snow
bold gulch
#

true eyah

drowsy snow
#

Other channels outside UE5 Early Access category are still pretty much using UE4 in mind

kindred depot
#

dont update.. its simple.

grave pollen
#

u can literally use megascans with either ue4 or ue5 right now

#

nanite is ue5 only ofcourse

lucid jetty
#

Greetings ya all.

#

My project got no problem working with some gamepads

#

but people stating playstation ones are etc not working

#

How do you guys take care of "not all gamepads are working" issue in general?

#

Thanks in advance!

whole turtle
#

I'm not sure that's a problem you can solve with the engine/game...that's a deal taht has to do with the drivers and the OS, if I'm not wrong

#

I think on windows only a couple specific brands work properly, unless the user uses some sort of emulator

lucid jetty
#

Gotcha. ^-^

#

It's just that I am making a fighting game and people got.. TONS of gamepad types xD

#

I slightly felt down when someone said "his controller is not responding".

#

while another is "its all well"

#

and then someone said his controller only working when another one is not plฤฑugged in

#

I am like

#

"oh dear"

whole turtle
#

yeah, it's a mess honestly, but I'd fault it on the deals between apple/microsoft and certain interface accessories manufactures

lucid jetty
#

yup

#

I also checked RawInput Plugin and its a mess..

kindred depot
#

this is why they introduced enhanced input in 4.27 - 5.0

whole turtle
#

it's dumb that these types of things aren't just open standards that are done to work as plug&play regardless, this day and age...

#

ohh I wasn't aware of that! Epic to the resque again heh? xD

kindred depot
#

You can do a LOT with this.

#

but be warned, lots of crashing as well.

whole turtle
#

yeah, I bet this is another tool to be 'released' with ue5? or at least some sort of more stable version

kindred depot
#

yupp

#

I use it for my controls

#

never checked ๐Ÿ˜„

#

awsome! give it a go then!

whole turtle
#

daamn UE5's release will be an atomic bomb within the computer graphis realm, and it's not just the core project, it's all the extra amazing quality of life tools they've been working on to be coupled with that release

#

yeah, but I'm referring to a more stable thing

#

not weird, they've said that since ue4.26 the focus is ue5, with some cross-updates for testing etc

kindred depot
#

if ANYONE HERE is trying to introduce enhanced input into you game PLEASE look at Windwalker echo and see how it is used before you try it out. The blueprint is in here, working.

whole turtle
#

at some point there were more of those tools avilable in 4.26 or 4.27 than in ue5, I think they've just used those last 2versions to test things out in the wild before ue5

#

oh nice!

lucid jetty
kindred depot
ruby quarry
#

Is there any way to set things so that when I'm moving around in the viewport editing things, holding shift makes my camera move faster rather than stop dead?

whole turtle
#

Shift is for precise movement

#

you can control speed on the top right of the viewport, as well as a multiplyer with scrolling the mouse

lucid jetty
ruby quarry
# whole turtle Shift is for precise movement

Holding Shift completely stops my movement. Doesn't slow it down. Just stops it dead. And I don't want to have to keep changing the slider for different camera speeds all day long. Nearly every game I've played in the last 20 years uses shift to let me move faster, that's what I want.

kindred depot
plush yew
#

Is this the official Unreal Engine discord server?

drowsy snow
ruby quarry
plush yew
lucid jetty
ruby quarry
drowsy snow
kindred depot
plush yew
#

I mean unity has one

drowsy snow
#

While some Epic employee do hang around here, by no means official support is guaranteed.

drowsy snow
#

And yes, I do spy on the neighbour's lair.

plush yew
#

XD

ruby quarry
plush yew
lucid jetty
split jasper
drowsy snow
plush yew
#

what info you need?

split jasper
#

Wait are you talking online MP or local?

plush yew
#

What is MP?

#

and yes I'm talking about online

drowsy snow
plush yew
#

ah

#

ok guys, me and colleague here just came upon one very interesting question we can't quite answer: why should we pack UV's? one theory i've heard was that it was good for game optimization, but let's take this projected asset for example - even if UV's are outside of bounds, they will still tile into one and the same trimsheet which is 2048x2048, so it's not like as if texture will increase in size, so why packing is a thing? unreal specific answer would be appreciated.

drowsy snow
plush yew
#

only one difference i've found is object size increases from 14.6kb to 14.7kb when unpacked.

drowsy snow
fierce tulip
#

the further away from 0-1. the bigger errors due to floating point precision will appear.

plush yew
#

i see, interesting. I've been packing UV's for a while and never stopped to think why. so packing whenever's possible is still the way to go.

fierce tulip
#

pack where needed, dont pack where needed.

whole turtle
# ruby quarry Holding Shift completely stops my movement. Doesn't slow it down. Just stops it ...

You're right, it's used to stop to avoid changing the camera angle while using the editor. The tools are quite intuitive, you set the general value (4 to five if you're working with landscape/terrain scales, 3 to 4 if you're working with meshes - houses, big rocks, etc), 2 to 3 if you're working on details - sheet of paper or coup of coffe on top of a table). Within that you just scroll the mouse up or down as a multiplier within the range. That's how it is as far as I know, and unless I'm missing something major, that's what you get, but you can always build your own tools. UE is source available.

primal lagoon
#

someone can help me in project

#

dm me

#

i need a little throw thats all

primal lagoon
#

someone can

#

im doing an anime game

#

i need bblueprints

#

or code

plush yew
#

Holy visual studio got more thic

primal lagoon
#

i nned a little only

plush yew
primal lagoon
#

i request aprooval fro xbox delevop por nintendo]

plush yew
primal lagoon
#

im requesting approval to xbox

#

or the other

#

so i need the blueprints for a boss

#

and changing area

#

and text

#

i have more problems with canging area and gameover retrurning menu

#

im not hiring it s only a little help

#

im stuck

#

sm me

#

dm me

neon bough
#

you won't get help like this

primal lagoon
#

im stuck.......

#

i have all the models all

neon bough
#

describe your problem or keep trying to find someone who likes to offer personal coaching for free

primal lagoon
#

my problem is i cannot link a menu to game

#

telporting

#

and showing numbers

#

i have project uplaoded

#

i have link

#

and displaying a custom text

#

i ts not much

#

im stuck with optimiztion

#

well i upload in contract

#

how i teleport a charchter to other map

#

other scene and link it

plush yew
#

He means he cannot connect something XD idk

runic fern
#

Does anyone know why Wheeled Vehicle 4W Component Steering just first 4 Wheels ?

#

if i have more than 12 wheels how can i steer them ๐Ÿ˜„

wary wave
#

...what do you think "4W" stands for?

runic fern
#

4Wheels But i changed it to 12 Wheels xD

#
// Initialize WheelSetups array with 12 wheels
    WheelSetups.SetNum(12);

It Was 4W

fading wolf
#

Anyone got a tutorial on how to update player stats? like hp mana etc? atm ive been trying to use structures and using Set members in ST but it's not really working as intended and I'm stumped

#

I think I was using a component initially but it was failing to update the stats.
If not using structs how else would you store the stats of an item or class?
I don't know any c++ so thats not really a direction
thanks for the reply ๐Ÿ™‚

maiden swift
#

At least Set Members lets you control the pins now. It was way worse to work with before that.

#

Now you can just check the parameters you want to modify and those will be the only pins.

fading wolf
#

for exmaple this is what I have, but it doesnt seem to grabs the stats/data from the structure at all

#

Or it is but the data is not actually there

#

... im confused, how am I supposed to grab the stats from something then?

#

I'm really not that experienced with UE4, the only things I know are from tutorials so I zero idea how to implement what youre suggesting

verbal ridge
#

qustion for some one. anyuone knows what grasshopper is for rhino`?

fading wolf
#

OOhhh I think i get what youre saying.
so I actually do have a component for my stats already

#

and that structure inside that

#

i didnt realise that's what I was doing. I just no idea how get the stat information

#

cause it's hard to google what I want and hard to explain as well ๐Ÿ˜…

#

so if I have my main/starting stats in my component how am I supposed to grab 'new'/pre-existing stats ?

#

Oh so all my stats need to be their own variable in my component?

#

oh I see and then have a bunch of functions for each class so then when activated it just Sets all the stats to what I want?

kindred depot
#

nothing puts me to sleep better than matt xD

fading wolf
#

okay well Im not 100% sure what changed but now it works correctly, thank you

#

Yep! its now correctly updating my widget (which gets the stats live)

#

one thing I dont understand is why everything keeps resetting to 0

atomic moon
#

has anyone ever encountered an error like this?

This is for a development packaged build. It causes a crash whenever I close the build.

On other computers it crashes on startup.

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0xffffffffffffffff

plush yew
#

Can someone tell me how to make a particle system to stop constant particle generating, rather create some?

#

I've been analysing two particle systems (one which has it, one which not) but couldn't find any differences that would make that happen

bright sigil
bright sigil
brazen coyote
#

can somebody help me when i make a new project in ue5 with ray tracing enabled this pops up

#

right away

#

i have a rtx 3070 and its just a default blank project

#

it crashes right away

#

when i show my gpu usage in task manager everything seems normal its super cool and is only using about 5% power when it crashes

warm tulip
#

how do i save something in my level as a reusable asset ๐Ÿฅบ

#

nvm i got it

unborn nimbus
#

When I save my map. Does anyone know what "Processing Exports" means? It takes up to 40 seconds on my machine to do this stage.

ancient lotus
#

question, any reason why a chaos actor using a transluent material such as glass causes this result? its discolored. the left is one that is not fractured by chaos, this only occurs once fracturing has been applied

burnt ether
#

Hey everyone :o not sure which channel to take...
I'm currently doing a model that has a cape with hood and I want it to be somewhat animated :o What's a good way of doing that? ^-^ Cloth sim ?

unborn nimbus
#

this is a pretty good video explaining that.

#

In this tutorial you will learn how to make character cloth in blender and then setup the cloth physics in unreal engine 4.
This is a step by step tutorial on how to make dynamic character cloth in unreal engine 4.

Instagram โ–บhttps://www.instagram.com/pinkpockettv/

Patreon โ–บhttps://www.patreon.com/pinkpockettv/

Timestamps โ–บ
00:00 Introduction...

โ–ถ Play video
bright sigil
bright sigil
ancient lotus
bright sigil
eternal lotus
#

unreal has crashed on me several times in the last few minutes while working on an animation in the sequencer... is there something I can do about that? or should I just save often and keep hacking away

plush yew
#

I've got a question and hi guys. New to the discord but yeah. I love how flawless Unreal Engine 5 is but why does it load so slow when i download unreal engine 4.27.3 etc? Also, do i need to download all of them? or just the most recent and UE5?

bright sigil
#

just whichever engine version you'd like to use afaik

rain sequoia
#

is this an okay channel to ask about savegame issues?

bright sigil
#

yeah sure

plush yew
#

If i use UE5, i see some things don't work.

#

why is UE 4 slower than UE5?

#

i have a 3060Ti i7 etc. thought it'd be faster

#

sorry what i mean is UE4 loading is slower than UE5. when i launch UE4, it compiles the shaders and it took almost an hour but UE5 pops up right away

rain sequoia
#

Okay, tried to get all my functions in a single image. When I load from save, i get an error saying that the item in the array is None. I am using the same save method as every other variable in my savegame. I am getting a ref to a saver subclass, setting a variable in it, and saving that to slot.

#

I have about 20 other variables that are loadable from savegame, except this 'new saved boats'

#

i tried using just an actor array, and this specific actor type array

#

i tried loading manually wayyyyy after event begin play finished

#

i tried to set the array to a single actor (get first actor) and save/load that way

#

all of them tell me the object is in there, (array length = 1) but then its like a ghost nothing else in there

#

oh, i also tried to load the savegame as a variable on the BP, then access that BP way after initializtion to see if it was a competing timing issue. The same thing happens. the variable on the BP has a length 1 but thats it no other info in there

#

This is a super simple thing but I am very stumped. Been trying to get it to work for 3ish hours

#

i have confirmed that the saving works because I check the savegame variable after putting it into the savegame, and it tells me true that it saved. I have it saving boat every 1sec

#

i am availbe for voice if anyone wants to help tackle this

rain sequoia
#

If I save the array to the slot, then immediately after load from the slot and print the information, it works

#

but for some reason it wont remember after closing application and restarting it

unborn nimbus
#

I figured it out though.. apparently one of my blueprints was causing the slowness

normal burrow
unborn nimbus
rain sequoia
#

I created a brand new savegame object, new savegame slot with just boats, and it still doesnt load anything from that slot. it says it has a length of 1 but its just None wtf

#

saveboats function is on a timer, every 1second

#

i spawn a boat, wait for a few seconds close game

#

this is the EBP on the character:

plush yew
#

is it ok if my project stuck at 45% - compiling shades, I mean is it suppose to take a long time?
it's a 2d project

rain sequoia
#

it would appear that if I manually place in the boats as opposed to spawn them in while the game is running, they are saved properly. not sure why that is

trim mesa
#

hi

#

i was creating a door, when we have key, then only the door will open

#

but it needs matinee

#

animation

#

and its not available in cinematics

real heath
#

Matinee has been replaced by sequencer

trim mesa
#

like theres a thing he's doing in matinee

#

and its not in level sequencer

real heath
#

Is it an old tutorial?

trim mesa
runic fern
#

Tutorial old or he is using old version

real heath
#

Matinee was hidden in 4.24, and they intended to remove completely in 4.25

trim mesa
real heath
#

Look for a newer tutorial

trim mesa
#

so can i do the same thing with level sequencer

runic fern
#

You are watching 2018 tutorial i think

trim mesa
#

as what he is doing in matinee?

runic fern
#

Yes

real heath
#

Yep. Sequencer does everything matinee did and more. And more reliably

trim mesa
#

ok, let me see

trim mesa
trim mesa
#

in level sequencer?

#

as its availble in matinee

#

not in sequencer

trim mesa
real heath
#

I think you misunderstood. Sequencer is different, but it can be used to do the same things. Buttons and actions are in different spots. It works a bit differently. Following an old tutorial will be hard unless you already know sequencer and can adapt the tutorial yourself.

#

Unreal online learning has some great courses on sequencer

#

Or Look for a tutorial on using sequencer for doors

trim mesa
#

ok

#

thanks

halcyon anvil
#

Hi guys๏ผŒis there any way to fix the UI anti_aliasing, I found even the high quality imagine to create UI ,It's still like that

real heath
#

and set the texture group to UI

halcyon anvil
real heath
halcyon anvil
#

Got it,Man.Really thanks๐Ÿ‘

distant siren
raw harbor
#

Hi, im currently attempting to make a car sim game that is open world, im seriously struggling with rigging cars from blender to unreal engine, i watched all videos that are related to this on youtube and stilll cant do it, if anyone is willing to help please message me, thank you

raw harbor
#

Sorry for being the stupid one but Iโ€™m new to 3d and ue, Could you please maybe tell me how to do it or send me a video?

wary wave
#

unless you're using UE5, that comment would be totally useless to you

raw harbor
wary wave
#

I assumed as much, hehe

drowsy snow
raw harbor
#

well, i dont need any of this, all i need is a moving car with a body

#

i have veichle variaty pack which comes with pre working cars, i want to maybe replace the body of it with another body i downloaded, idk if that is possible or not

#

problem is with blender when i try to rig, is i cant find a good car, some come with wheels i cant show each one seperatly, others are placed in werid places, etc

drowsy snow
raw harbor
#

well, there isnt a good free on that exists

#

one*

drowsy snow
raw harbor
drowsy snow
coarse wind
#

Hey, I have a question about exporting in SpeedTree to Unreal Engine. I know it's for UE4 only for the moment, but Can I export it as a FBX file and not with the plugin? will it work that way? (with animation)

raw harbor
#

How do i move the project files from doccuments to somewhere else?

drowsy snow
raw harbor
#

oh ๐Ÿ˜ well ok ty

drowsy snow
#

Yeah, no joke, it's that simple. Once it's done, simply open up the .uproject file in the new location.

#

Unreal should remember the project again, along with its new location.

raw harbor
#

ty

#

is there a way to add somewhat realstic car sounds?

#

is there a video ?

forest tree
#

I just want you to know, that you are, in fact, a fabulous individual for adding the solution to your question. Solved my problem, much appreciated ๐Ÿ‘

fringe jacinth
#

hi guys

#

I have a question

#

how can I save my game's variables local on computer

#

so when I close the game it don't reset

serene nimbus
#

hello

#

Is there any free assets about 3D models with the complete rigged movements?

drowsy snow
serene nimbus
#

Where can i find it?

serene nimbus
#

Okay, i will check it, thank you so much for your help!

plush yew
#

Is there an overall opacity setting for a Particle System?

serene nimbus
drowsy snow
#

However, UE4 can accept almost any kind of FBX

#

Which is why I specifically warn you about the unorthodox rig

serene nimbus
#

Alright!

plush yew
#

Hey there guys! This video goes over how to retarget any animation in Mixamo to the UE4 Mannequin using the glorious Mixamo converter made by Terriblis Studios.

Mixamo Website: https://www.mixamo.com/
Mixamo Converter: http://terribilisstudio.fr/?section=MC

Timestamps:
00:00 Intro
00:13 Mixamo Converter
01:02 Mixamo Animations
02:23 Converting...

โ–ถ Play video
#

I followed this tutorial and had no issues with mixamo anims

#

very easy

lunar depot
#

does anyone know what gpu scene means in unreal engine ?? are all the meshes stored in gpu and drawn with one draw call??
and is frustum culling being done on gpu using gpu scene ??

stiff star
#

Hey people, I'm searching for a gift for a friend of mine that's studying unreal engine, I thought I might get him a book on it, Is there a generally considered defacto 'must have' book on the subject that might work?

Thanks kindly.

drowsy snow
stiff star
#

I see, I had my eye on this one which seemed to hit the mark, any thoughts?

#

Fair comment, perhaps better to stick to one of the C++ books then

drowsy snow
#

Basically don't stick with just Unreal Engine stuff.

#

Meanwhile UE gets updated every few months or so, and certain major 4.x versions had some major changes to its C++ API.

stiff star
#

I think he's mainly been learning based on the nodes system so far, so something lasting as a reference guide would be good

drowsy snow
stiff star
#

Appreciate the input chaps ๐Ÿ‘ I think I'll go with one of the C++ books for him, many thanks!

spiral sleet
#

beginner here, i have already compiled ue5 and started a blank project and start compile from command line , why is it again compiling 1197 files taking time for banlk project

#

nvm command line i've put projectName instead of projectNameEditor

coarse wind
#

I have a problem with the opacity of the leaves for ivy object ๐Ÿค” Top left - the resault in UE, underneath it is the materiel. in the right side, is the material in 3dsMax ( I tried to make it the simplest )
Can anyone help ?

fierce tulip
#

can you just show a close-up image of the material?

coarse wind
#

yeah sure

fierce tulip
#

@coarse wind that material is a mess, why are you using refraction on a leaf?
unhook that.

your material should be 2 sided foliage + masked, not translucent.

#

no need for that desaturation node after that mask texture, i would just invert it in photoshop or whatever, but if you dont wanna, just grab the red output and put it (after the one-minus) into opacity mask.

coarse wind
coarse wind
fierce tulip
#

set the blending mode to masked

#

details panel bottom left

coarse wind
#

I get the "ThinTranslucent materials must be translucent." error

fierce tulip
#

dont use thin translucent.

coarse wind
#

and if I delete all the Thin Translucent nodes, I says "ThinTranslucent materials requires the use of ThinTranslucentMaterial output node"

fierce tulip
#

leaves are never translucent minus a handful of very odd plants

coarse wind
#

Thanks! I don't get the errors now, but the leafs are still not masked though

#

sorry for all the questions btw ๐Ÿ™๐Ÿฝ

fierce tulip
#

np, re-read what I said before :)
dont use the opacity input, but the opacity mask one

coarse wind
#

oh I fixed it !

coarse wind
#

thank you man! saved me here

fierce tulip
#

np, I would def spend some time with the material editor if I where you, just to get the basic hang of it.
the documents have a material compendium that explains most of what you can do.

#

even after many years, I till fall back to it from time to time.

coarse wind
#

yeah, I know only the basics of the basics now, I'm on it

fierce tulip
#

take your time, rome wasnt build in a day either :)

coarse wind
#

Definitely, too bad I don't have endless time to study in the studio ๐Ÿฅฒ

icy plaza
#

Hey guys, I got this weird problem. Last week my audio worked perfectly fine. I could play the editor and the audio would just do it's thing. Now all of a sudden ue4 decided to not give me any more audio. Does someone have any clue what could have gone wrong. The whole project doesn't give audio anymore. A new project does give audio so it's something in the project. But I have no clue what that could be

#

So if someone knows this issue can you please give me a hand?

kindred depot
#

check out your projects audio settings

#

and if you want real time audio, click settings at the top and check the real time sound volume. change from off to something more.

drowsy snow
#

Before removing from parent, create the second widget and add it to viewport beforehand

bleak zodiac
drowsy snow
#

Yeah, that's not how you do it. I mean you do the setup in the first widget, not the second widget.

#

Alright, so here's my workflow (action RPG but still have some shooty bang bang)

  • Main HUD widgets (character stats, command menu, crosshairs) are made out of multiple widget BPs, contained in one widget BP.

  • To call the pause menu, I create the pause menu widget, add it to viewport, and then remove the main HUD widget from parent.

  • To go back to the game, I create the main HUD widget again from pause menu, add it to viewport, and then remove the pause menu widget from parent.

#

The former.

vagrant atlas
#

The first one out of two ptions

#

the latter is the second option

drowsy snow
#

I have a custom event for "On Menu Exit", basically creating the main HUD widget back before removing from parent.

#

You can easily create one in the widget's BP, and execute the event when "Continue" is pressed or pressing the back button

bleak zodiac
#

i would go to mathew wadstein at unreal online learning, there have tutorial on making really basic UMG widgets

charred blade
#

with a top down project how can I cull everything outside the camera, The camera looks straight down so ideally absolutely decimating everything outside this view would be ideal

drowsy snow
#

Also Brush Wireframe view ignores this culling, so it's not entirely representative of the scene, and the reason why in some cases Brush Wireframe view is actually heavier than Lit view

sudden cosmos
#

hello, can anyone explain to me what whitelisting or blacklisting of INI files do? I am getting this warning, but not sure what the suggested actions would result into (searching the webs did not lead to any good info):
WARNING: The config file 'YourApp/Config/YourConfig.ini' will be staged, but is not whitelisted or blacklisted. Add +WhitelistConfigFiles=YourApp/Config/YourConfig.ini or +BlacklistConfigFiles=YourApp/Config/YourConfig.ini to the [Staging] section of DefaultGame.ini

west junco
#

just kind of a general game dev question, but why after 3 months of working on my game, does it feel as if i havenโ€™t made much progress, like looking back at the first build vs where i am now, thereโ€™s a huge difference, but it just feels like i should be further along

vagrant atlas
#

Your first project you worked on for a long time?

west junco
plush yew
#

Hello, I have problem.. when I crouch there are 2 characters ๐Ÿ™‚ So I see now.. there are always 2 chars in one.. eather if I sprint or do other anims

vagrant atlas
#

@west junco Do you have ideas for what you want to add? Or do you sometimes come up with ideas for your game (like in bed, or on a walk)?

west junco
thorny juniper
#

Hey can anyone help me out, I have a Damage Received system, and I want the player to only receive 70% of the damage he's supposed to take rather than 100%, I tried it like this but did not work. I suck at math - The regular dmg taken system is just without the *0.7

vagrant atlas
#

@west junco Well, one way to manage ambitious ideas is to make a to-do list with them. When you get time for the game, instead of going directly to work on the game, look at your ideas, sort them to what fit best, and, for each idea, make a to do list.

neon bough
#

you want to multiply what you substract from the player health before by 0.7

#

currently you are subtracting the full damage, and also take down another 30% from the players health

#

this will be a wild game if you struggle with this ๐Ÿ˜„

distant flower
#

hey have a question

#

im trying to play some UE4 games and it always shows me this messege --> LowLevelFatalError [File: Unknown] [Line: 198]
Unreal Engine is exiting due to D3D device being lost. (Error: 0x887A0006 - 'HUNG')

#

so how can i fix this

kindred depot
#

Most people solve this by upgrading there gpu.

distant flower
#

yeah too poor for that

kindred depot
#

The i would suggest taking your textures and making them worse quality.

distant flower
#

and how can i do that

kindred depot
#

D3D device being lost, means you might be hitting your gpus cap for vram causing a crash.

#

lets start with this,

drowsy snow
kindred depot
#

what is your GPU?

distant flower
#

its an old Hd 5450

drowsy snow
kindred depot
#

ooofff.

distant flower
#

so basically i cant dot nothing to fix ti

#

ti*

#

it*]

#

oh

kindred depot
#

You COULD always take the egine and degrade down the Direct x version

#

but i do not think it supports below 11?

distant flower
#

yeah the think is idk how to do all of that

drowsy snow
#

Chances are the game you're trying to play is already in DX11

distant flower
#

i would if i knew how to do that

drowsy snow
#

Though again, most UE4 games that don't tout on raytracing is most likely already using DX11

distant flower
#

and how can i do that

kindred depot
#

i thought this was a UE engine project related issue ๐Ÿ˜†

drowsy snow
#

I'm feeling generous right now tbh

kindred depot
#

Let me dust off steam

distant flower
kindred depot
#

right click on game

distant flower
#

oh that

drowsy snow
#

Right click on the game and choose Properties

#

(and yes, I have three copies of GTA V ๐Ÿ˜› but I digress)

distant flower
#

i have 1 and i only play offline

#

anyways im re-installing the game bc i got mad gimmie 3 mins and ill update u

drowsy snow
#

Twice?

#

How's your current BP setup?

#

I think you should do it elsewhere, like in Player Controller. That's a bad idea to do in level BP.

#

I think I spotted it

#

Do it before you pause the game.

#

I mean, do the removing before Set Game Paused

#

Yeah, seem to be invalid reference.

distant flower
#

yeah so nothing changed

harsh citrus
#

Hello, I am using the twin stick default project I can't seem to find how to stop the camera from following the ship

distant flower
drowsy snow
distant flower
#

oh

#

yeah but know UE5 or not yet

kindred depot
#

xD

#

imagine trying to fix a code from ue3 to 5.

distant flower
#

guess i cant do nothing to fix

drowsy snow
distant flower
#

nah idk nothing about that game

#

but rocket league plans to change on UE5

drowsy snow
distant flower
#

Idk

stuck quarry
#

Hi, I was wondering if it was possible to add the current levelname to a screenshot (via pressing F9 in a level), so the output file has the level name baked in

safe osprey
#

I have these .tbmat materials, is there any way to import them into UE?

drowsy snow
forest bramble
#

what do you guys consider as best beginner tutorial for unreal on youtube for someone that has never touched the software?

trim mesa
#

hi

trim mesa
#

so i was creating a door

drowsy snow
drowsy snow
trim mesa
# trim mesa

and whenever we have a key with us, we enter the door, but its still entering the door when we dont have key (Game Actor), i mean its not playing the animation when we dont have the key, but still we can pass through it

#

i have even set my collision to block all

#

any solution to it

forest bramble
trim mesa
#

@drowsy snow

drowsy snow
drowsy snow
raw harbor
#

any idea where i can get the 3 engine sounds i need for custom car sounds?

#

videos on youtube arent best, they are on camera and now raw

raw harbor
#

do i go maybe in a game and record?

raw harbor
drowsy snow
raw harbor
#

if you know a site tell me, bec i cant find any

neon bough
#

he already mentioned an endless source of informations

raw harbor
#

i said i cant find any on google

#

thats why im asking for a specific source

neon bough
#

it's weird because i can find some on google

neon bough
#

do you live in a country which censores royalty free stuff?

kindred depot
#

typed in google engine sound download

#

found endless amounts.

drowsy snow
#

I was going to suggest to synthesise it with a car sound (and make use of UE4's granular synth), but his startup seem to require utmost realism

#

Oh well

raw harbor
neon bough
#

buy a car and record some

drowsy snow
kindred depot
#

Then you wont be able to find anything for free.

raw harbor
#

where the hell am i gonna get a mclaren

neon bough
#

mercedes

raw harbor
#

lmao

kindred depot
#

5 bucks for some decent ones.

buoyant graniteBOT
#

:no_entry_sign: Karnazz#3356 was banned.

drowsy snow
#

In most cases, racing games with RL car manufacturers were brought on board to lend the cars for recording and some performance benchmarks

#

If you're going for gratis resources, don't expect that amount of accuracy.

raw harbor
#

ever since i joined cant find someone giving me something usefull honeslly

#

jus tell me you dont know any specific sites man

cedar wave
#

They're giving you solutions.

#

A lot of stuff in gamedev is just smoke & mirrors

drowsy snow
raw harbor
#

idk what half of this sentenace means but ok

drowsy snow
#

You gotta live with the inaccuracies, or just synthesise the sound from unrelated cars.

drowsy snow
raw harbor
#

well atleast smth clos

#

close*

drowsy snow
#

And don't steal sounds from other games either.

raw harbor
#

i want atleast smth close that fills the gap, i cant put a normal sounding car sound on a mclaren, is there something else i can use?

fierce tulip
#

doubt you have the rights to use a mclaren car.
generally use placeholders and move on with your work until its time to replace them because your proof of concept is worth it to spend more time on --until that moment-- futile details like the perfect sound.

drowsy snow
#

In other words: lower your expectations in the meantime, and get the damn system working first. Can save you a lot of time later on, as opposed to waiting for money to bribe or direct sponsor from McLaren directly

#

I'm sorry if that's not what you want to read, but that's just how it goes with interactive media development.

raw harbor
#

its fine, atleast i manged to get a car working in ue4, it was a struggle for me

#

i found a video that helps, idk if i can send links or not

#

the idea is to get sounds from dyno test, and he show me where to slice audio

lunar depot
#

does anyone know what gpu scene means in unreal engine ?? are all the meshes stored in gpu and drawn with one draw call??
and is frustum culling being done on gpu using gpu scene ??

drowsy snow
# raw harbor the idea is to get sounds from dyno test, and he show me where to slice audio

Also you should look into UE4's granular synth, used properly could help alleviate the car engine sound design.
https://www.youtube.com/watch?v=jIOKRfNGlx0

The Granular Synth is so sexy. I built one, may be not the best but it helped me a lot to understand what's going on and it's doing a good job so far. :)

0:00 - Overview
12:12 - Blueprint Time!
21:17 Moar Tweaking of Examples

Timestamps:

I hope this helps someone. :)

Get in touch wtih me in Discord! ๐Ÿ˜€
https://discord.gg/RPV4Fjf

โ–ถ Play video
robust marten
#

Why is my interior so dark? It's really bright outside and I turned on Global Illumination?

drowsy snow
robust marten
drowsy snow
#

Okay, easier for me to give some help then.

drowsy snow
raw harbor
#

does someone know how to modify the car speed, i changed max rpm to 7500, gear max ration to 7, and torqu i made it very high but still its not fast enough any idea?

robust marten
drowsy snow
raw harbor
raw harbor
robust marten
#

Could it have to do with Auto Exposure settings? It seems to work for Interiors in the day time but then Nights are as bright as day time

drowsy snow
robust marten
drowsy snow
#

And that leaves us with your room. TBH your room don't really have much way for light to enter. I know it's still possible for inside a house to be very dark with just small window and nothing else.

#

Otherwise you could get some mileage with faking some GI with time based light probes.

robust marten
robust marten
drowsy snow
robust marten
limber junco
#

Hey guys! I tried making a listview for a dialogue system, but after connecting it to the entry widget class the listview gets a black background. How do I remove it so only the text remains? (I'm using blueprints, not c++)(UE5)

plush yew
#

is it possible to create a camera directly where you are in the viewport. That is takes your place so to say?

robust marten
limber junco
drowsy snow
limber junco
drowsy snow
#

TBH I never used ListView widgets lol

vocal sorrel
#

Hey guys, does anyone know why my sequence plays when I simulate but when I play the scene it doesn't? In this case its just a basic camera moving from right to left

plush yew
#

Any way to disable groom collision? My groom asset is set to no collision, its parent also, still my hair makes collision effects with it why is that?

kindred depot
#

You could always call inside the characters blueprint the selected groom. Drag it in and set it to no collision on begin play

#

or it MIGHT be colliding with the player capsule.

plush yew
#

I don1t have player capsule, it collides with the skeletal mesh' physic asset

#

I need a way to disable that

cedar wave
plush yew
#

and I don't use playmode

cedar wave
#

Create Camera from View is the actual name I believe.

brittle tundra
#

damn I reinstalled it... still no LLDBFRONTend

cedar wave
#

But yeah, it's in one of the dropdown menus in the top left. (Creating a camera based on your viewport)

eternal lotus
#

Hey I have some meshes I've imported from Blender... when I build lighting they turn black. I asked about this the other day and got this response:

your lightmap UV's are probably bad for that mesh

.... this feels right to me, but I can't figure out how to resolve the issue. I guess i'm googling the wrong thing. Anyone have any hints?

#

i've seen that page, but I'm not sure what to do with that information ๐Ÿ™ˆ

grim ore
#

do you know what a UV is?

eternal lotus
#

yeah more or less, but it's a very rudimentary knowledge.

I suspect that the issue has to do with the way that I'm doing the UV/texturing in blender.... i'm doing what this guy does https://youtu.be/BlxiCd0Upg4?t=109

grim ore
#

double click your mesh inside of UE to open the static mesh editor, then on the top click on UV and how many does it show?

eternal lotus
#

2... I watched a video about this, and that guy had a bunch of UV data in the greyed out box in the lower-left, but mine has none.

I assume this is part of hte problem lol

grim ore
#

change to uv channel 1, what does it show?

eternal lotus
#

yeah ๐Ÿ˜ฌ

eternal lotus
grim ore
#

yep, you either have to stick with realtime lighting or generate a proper UV map in blender

#

and if doing the UV map in blender, thats a blender thing

eternal lotus
#

right on.. that's helpful

grim ore
#

you dont even need to worry about the lightmap part of this, this mesh is literally missing any UV mapping for texturing

#

so your going to want to look into unwrapping, or projection mapping, or any of the other ways to create a good UV map for texturing

eternal lotus
#

OK I think that gets me where I need to go. thanks

grim ore
#

I want to say you can do this in the new modeling tools as well (in UE) but, it would be smarter in blender lol

kindred depot
#

If you want to crash 20 times over

#

lol

eternal lotus
#

yeah I'm fine doing it in blender.. I actually think I know which steps I missed here.

#

it hasn't mattered too much until now since this is all super simple lowpoly stuff,

#

stick with realtime lighting
... this is a jam game and I'd like to get it out the door. is there a setting somewhere to tell UE I don't want to futz around with building lighting, or should I just never click that button

grim ore
#

change your lights to movable

eternal lotus
#

that was my guess... was kind of hoping there was a button I could click somewhere lol

grim ore
#

then you dont have static lighting

eternal lotus
#

cool

#

thank you all โค๏ธ

grim ore
#

the modeling tools are not horrible BTW, this was that same rock using the auto UV Unwrap in UE

tidal jewel
#

So, this might be a stupid or overly vague question, and I'm not sure if another channel would be more appropriate, so feel free to direct me elsewhere is that's the case. I'm wondering about the impact of storing certain variables for each character in an open world game. For instance, if you were wanting to log a simple boolean dictating if character "X" has met characters "Y, Z, etc."). Currently, I've got it set up so that each character has an "InMemory" variable (of type Set) which holds characters they've interacted with. I can then check the set when an interaction arises and if the target character is in there, go down a different dialogue path. I'm wondering:

  1. Would this kind of an approach have difficulties scaling up (e.g., would it be better from a memory standpoint to just associate a unique character ID in the form of a string and log that in a Set rather than the character as a whole, especially if I'm planning to save this information for characters that aren't loaded/on -screen)?

  2. What kind of an impact would moving to a map rather than a set have (either using the character themselves or the unique character ID).

I know it's a bit difficult to say without me defining what "scaling up" is specifically referring to, or the amount of information held in each character, but I'm just trying to get a general perspective. Thanks!

tardy parcel
#

Hey there! Just wanted to ask, how do you restrict character movement to only the x and z axis? im quite new to unreal engine, so im just going off tutorials, and this one showed how to make character movement with paper 2d sprites, but I wanted to try and restrict the movement to a kind of grid. Any idea on how to do it?

dusky inlet
# tidal jewel So, this might be a stupid or overly vague question, and I'm not sure if another...

You can do some simple math to get an overview about memory requirements. How many characters do you suppose are going to be there, and how much information are you planning to store per character? I can see some data separation into different assets be of use. I.e. one asset that keeps track of all characters for a certain zone or level. Depending on needs you only need to keep that asset in memory at a time, or you can work on other memory assets only when it is needed

If you are thinking of 50 characters across the world with a couple kilobytes worth of memory each then there is no point thinking about it, the memory doesn't matter too much here. Unless you have to optimize for weak hardware with very low ram.

tidal jewel
whole swift
#

Wooooooo

#

I am new here

#

Can you tell me why you chose Unreal engine instead of Unity pls?

#

And is C++ harder than C#?

#

ping me pls if you answer

cedar wave
#

Epic > Unity. Easy.

fleet marten
#

I'm so frustrated right now trying to get a simple platform to move. No matter what I try it doesn't spawn or move relative to where I personally dragged it in the world. Any tips on what I'm doing wrong

#

sorry for interrupting but after hours of just trying all these things, I've given up lol

#

"Set InitialBlockLocation was pruned because its Exec pin is not connected, the connected value is not available and will instead be read as default"
-- ^ I get this when I try to even drag the pin from the set initial location to the A value in the Lerp. Which I feel I shouldn't have to do regardless considering in the tutorial level it's taking its relative world position for the A value even when set to the default 0, 0, 0. I've just tried everything outside of manually typing in the coordinates for A, and nothing spawns it where it's placed

tiny valley
#

Are fornite walls square

warm mortar
#

does anyone have a Unreal Engine 2.5 SDK or source code?

fleet marten
#

@plush yew oh my gosh! Thank you so much for pointing that out. I knew it had to be something stupid simple I was missing

#

Yeah that warning and those set location nodes were just me trying to experiment to see what I could do to get it to grab the world relative location. Is there any easy way to change the actor class to add the root component now? Or do I need to recreate the blueprint from scratch

proven aspen
fleet marten
#

Got it, thank you very much for the assistance! This little problem was driving me mad since last night, kinda put the rest of my learning on a frustrating hold lol

gleaming lotus
#

Any idea why this is happening with my landscape material? Just for this landscape grid its darker ๐Ÿค”

kindred depot
#

not what i intended... but i mean if i set this up with physical materials, this could be golden! LOL (yes 2 bullets are flying >_< need to fix this )

robust marten
#

Is there a way to simulate physics in the editor for an object to precisely place it, similar to the Creation Kit? I want to place a bowl of apples the player can knock over and the bowl and apples have physics enabled but if I try to place them in manually they explode everywhere when the game begins lol

round light
#

anyone free to assist on a camera problem?
trying to switch between a number of cameras in my character bp

kindred depot
#

thats a LOT of camera ๐Ÿ˜ฎ

drowsy snow
gleaming lotus
kindred depot
#

i had that for months, it precisely does that? i had no idea lol

gleaming lotus
#

cant remember exactly but I did it a couple months back in 4.26

tardy hedge
#

What are the dimensions of a fortnite block I thought they were square but they seem like rectangle

thorn river
#

if a static or skeletal mesh is 'hidden' does the gpu still render it or whatever? does it have less of an impact on performance basically

digital anchor
#

it does not render

#

no gpu cost

#

if you are talking about hidden in game or visible checkboxes

thorn river
#

hidden in game

#

im just thinking of using a phantom static mesh for collision

bright sigil
#

if anyone knows a better solution, the one that I have read to do is make an invisible material

thorn river
#

oh? how is it superior to just hiding it in game?

woven marlin
#

I'm still confused why all my animations can't be previewed inside UE4?

#

even if i zoom in

#

is it the size from blender animation?

neon bough
#

possible

bright sigil
woven marlin
#

even on the skeleton it looks like this

neon bough
#

yes, export with correct scale, and check bone scale of your rig

hot ruin
#

Yall i got a questio

neon bough
#

should all be 1

prime willow
#

Ben

hot ruin
#

I wanna load a game into UE4 and MOOD it

prime willow
#

I wish to pester you for a moment

hot ruin
#

HOW DO

prime willow
#

@neon bough should i be concerned given this person user name ^

#

I have only seen bad things from usernames like this in any online setting granted id hope this isnt the case here..

#

@hot ruin Modding legal paid for games is not only sort of illegal but its banable in this discord last i checked to talk about it

#

however there are tools online for doing such

hot ruin
prime willow
#

google would help you better than we could without getting banned

#

wait

wary wave
#

there's nothing wrong with modding games, but people won't tell you how to reverse engineer things here

prime willow
#

are you trying to mod xiv?

#

@hot ruin ^

wary wave
#

if there's no official SDK, you won't get any help

hot ruin
#

i wanna mod VII R

#

like the remake

prime willow
#

oh

hot ruin
#

and fix that damn game

prime willow
#

i can guide you in the right direction

hot ruin
#

here i will tell you the end goal

prime willow
#

but youll have to promise me youll drop the conversation here

#

no

#

dont

#

pls

hot ruin
#

oh

#

ok

prime willow
#

im trying to help you not ge tbanned

#

xD

woven marlin
hot ruin
#

sure did not see anything in the rules bout it, appreciate the help navigating the unkonwn mate ๐Ÿ™‚

prime willow
#

if you arent trying to be a nueiannce i dont mind pointing you in the right direction but yeah talking about moddiing company games here is banable lol

#

anyways lemme pm you

drowsy snow
woven marlin
#

i think it is 0.01

drowsy snow
#

That long username makes scrolling fucking sucks.

woven marlin
#

ikr

drowsy snow
woven marlin
#

oh damn

#

now just re-export?

#

or i have to re-animate everything voxeldeath

bright sigil
lament creek
#

What the dog doin?

noble marsh
#

Hello, I am new to learning unreal and working with some code where I add UPROPERTY, but when I compile I get the error: "unterminated character constant" like it is expecting a semicolon but the UPROPERTY is not supposed to have a semicolon?

prime willow
#

@drowsy snow i have the serious questions
@neon bough if you know pls point me in the right direction

#

so i really really really have a distain for large empty games

#

i want bustling npcs cities monsters etc

#

i want the world to feel alive and systematic

#

is there a reason most modern games have empty asf maps with close to nothing happening besides core functions

#

when older games were filled to the brim with stuff just happening

#

is there some new limitation on how in depth your game world can be when building it or are they just lazy and dont care about creating a breathing living world that immerses the player in countless things possibly happening at once?

thorn river
#

@bright sigil oh thanks for testing it out lol

bright sigil
drowsy snow
drowsy snow
# noble marsh
UPROPERTY(EditAnywhere, Category = "Weapon")
float WeaponRange = 1000.0f;

Not sure why you're not doing that.

#

Is your pattern a C# thing?

noble marsh
drowsy snow
prime willow
#

shining forces for the sega genesis had bustling villages randomly laid upon the map

#

gotcha force had multiple missions and other parts of the content that randomly pop up and around knowing you can only choose 1 of the many options before they poof for new stuff

drowsy snow
prime willow
#

SAO hollow realization had npcs who randomly fight travel buy from shops and so much were recruitable and helped in random boss fights in every map of the game

#

im wondering why thats become replaced with empty maps with key main story pulls and maybe 2 side quests along the way

drowsy snow
prime willow
#

i havent played gta ;-;

#

wait i played vice city about a decade or more ago

drowsy snow
prime willow
#

for world interactions

noble marsh
drowsy snow
prime willow
prime willow
#

i just want something like that with a few more random player like enemies and npcs and random villages lmao

#

with maybe super nintendo zelda dungoens hidden around every now and than

drowsy snow
prime willow
#

so theres not really a limitation its just an absence of trying i suppose?

#

ill look into gta V and see how deep theirs goes xD

drowsy snow
prime willow
#

o.o

#

ah okie!

#

makes sense~

#

probably time contraints too

#

since we dont work on a deadline but they do

drowsy snow
#

It's not like you can commit civilian crime in something like Final Fantasy

prime willow
#

yush

noble marsh
#

Thank you! ๐Ÿ˜€

drowsy snow
#

Does C# use apostrophe for anything text?

#

At least from what I can recall, camel Case and wrapping texts in apostrophe is C# Unity thing

distant siren
#

How do I have pickups not spawn on begin play if they have already been picked up by the player

prime willow
#

can running two projects at once cause issues?

drowsy snow
prime willow
#

o-o

#

this makes me content

#

blah i might build my second game at the same time than lmao

#

i always thought it would be problematic process or mechanically for two projects to play at once xD

#

idk maybe cause weird glitches

drowsy snow
prime willow
#

no no im not even touching mmos at least until my first game is successful finaically

#

i heard its rabbit hole without good expereince

drowsy snow
#

Even with single player it's a daunting thing, thus my second game isn't even going anywhere from just being a draft

prime willow
#

im trying to make something more like pso1 from the dreamcast

bright sigil
prime willow
#

where you can co-op online or offline by just plugging into another players game

#

idk what its called but i dont think i need deticated servers for it..

prime willow
drowsy snow
#

I really wanted to work on something more sci-fi, but I also really had to hold that urge

prime willow
#

im making something between sci fi and fantasy >:3

drowsy snow
prime willow
#

ogh

#

that reminds me!

#

Hoodie!

#

i have something to show you

#

i thought i did already lma

#

pls pls dont give up on your projects

#

from earlier conversations your game sounds super interesting โค๏ธ

woven marlin
#

why there's a hole in ue4 meanwhile its not present in blender? (black is in-game)

drowsy snow
prime willow
#

already sent~

autumn latch
#

how can i make this trace can hit only to self?

#

trace or any can overlap collision

prime willow
#

well you could and i may be wrong but

#

you could make a trace channel

#

for the targets you want to only be selected

#

or use an existing one and than target only those specific parts on the channel type

#

using a sphere trace for channel instead of shpere trace for object

bright sigil
bright sigil
prime willow
#

he could make a channel for particularly the one thing he wants to trace than use that in the slot

#

๐Ÿ‘€

autumn latch
#

first thanks to all

prime willow
#

โค๏ธ

autumn latch
#

slot?

prime willow
#

so instead of using the node shperetraceforobject

#

use the one with channel at the end

#

than pick the trace you want to trace for

#

and in project setting sunder collsion you can make the trace for the thing you want to particularly trace for

autumn latch
#

like this channels

prime willow
#

you can also edit presets below the channel area

#

so itll either ignore block or engage with traces

autumn latch
#

yes i can do this but that trace hit all blong trace channels

#

sorry for my bad english

prime willow
#

your picture uses a spheretraceforobject

#

the one in my picture is practically somewhat the same

autumn latch
#

yes i know i can change object to channel

prime willow
#

but it lets you choose channels

#

yush

autumn latch
#

but if i create a custom channel

#

for trace

prime willow
#

if you create a trace in the first picture attach said trace to what you want under collison presets or the object in particular

#

you can pick what has that new trace and what doesnt

#

and your trace by channel will tag anything with it on block or the other option

#

use ignore on things you dont want to be traced by your new trace channel

autumn latch
#

that way it will hit anything that is a channel block I created

prime willow
#

so you can single out the 1 thing you want traced or many

#

block will hit trace

#

ignore will bypass trace

#

so put ignore on anything you want ignored

woven marlin
#

is there any way to fix that?

prime willow
#

block on things that get or you want traced

#

for your new or existing channels

autumn latch
#

yes, this is a very good method, but again, it's not just a special method for self.

I'm doing this for a character and that character will be on the map more than once. That's why other characters will be hits for that trace.

prime willow
#

do you want traces for all of the actors

#

or just 1 of them

autumn latch
prime willow
#

will this actor be planted around the map over and over as children of the main actor?

autumn latch
#

i want to trace can hit self actor

prime willow
#

you can duplicated the 1 actor call it a different name

#

like main actor

#

than change his presets

#

in the blueprint under collsion preset

#

and than have the copied spawns all share a different set of collisions

#

^ that to

autumn latch
#

like this?

#

i want this for ai :D

#

thanks again

#

to all

slate vessel
#

can anybody remember the command that controls the frame update frequency for volumetric effects? i know there is a trade off but for fast camera movement or object movement the artifacts are terrible when there's lots of volumetric fog

plush yew
#

Hello.when i click on my project .uproject file it is stuck at 75%.I opened it perfectly before.I compiled the project for dedicated server in vscode under config "development server win64".After that my project editor stuck at 75%.Here are the logs.

drowsy snow
#

There's 5.0.1 already??

woven marlin
#

Yeah but how๐Ÿคจ

plush yew
drowsy snow
dusty bison
#

hey anybody know where this node is?

#

or did they change it?

dense knoll
#

Wondering how to enable raytracing... My gpu is a Radeon RX 5500 XT

brazen elbow
sinful tendon
#

I want to make an endless trench terrain that only goes in one direction. what is the best way to do that. let me know if I need to be more descriptive. i can make rendering examples.

light thunder
#

wtf Epic

#

I think at one point I had that plugin as a project plugin but then moved it out to an engine plugin - how do I remove this 'required plugins"? 1>Creating makefile for MyProjectEditor (no existing makefile)
UnrealBuildTool : error : Unable to find plugin 'UnrealWebServer' (referenced via LiveSimulator.uproject). Install it and try again, or remove it from the required plugin list

coarse gale
#

Did I set something up wrong? Nothing happens when I left click. If I set it to "Event Tick" then it just does the rotation immediately and forever.

#

Setting it to any other input also doesn't work

fleet marten
#

I'm a huge noob, but I imagine you have to enable input on the actor first

#

In my tutorial level opening a door would act the same way you described if I had it set to event tick, then nothing would happen without it until I enabled input from the player controller like this

trim mesa
#

hi

#

i was creating a door, which will unlock when we have key

#

so animation and all is working fine

#

but the problem is that, even if we dont have the key, i can enter the door

#

i even set the collision to "block all"

#

still not working

#

any solution?

#

@drowsy snow

fleet marten
trim mesa
#

or if anybody else knows, so can reply witht he solution

fleet marten
#

when you're editing the prop itself make sure to add a collision from this tab at the top

fleet marten
#

you have to right click on your door prop in your content manager and edit it there, not from the blueprint of the door

#

like this

trim mesa
trim mesa
fleet marten
#

lemme open up ue4 to see what it looks like really quick

trim mesa
fleet marten
#

yeah it should still be up there in UE4. But use simple

#

complex is basically never used, a 10dop should be fine for the door

trim mesa
trim mesa
#

it says 3 axis

fleet marten
#

10DOP-X/Y most likely is the best for that. You can see an outline of what it will look like in the viewport there and see if it works for what you need. And I'm not a pro but from what I thought I learned complex is very harsh on performance usage and nearly never used

#

you can stack them, so in theory you could add a 10dop x and y and z, but in reality you only need one really

fleet marten
#

No prob! Glad it worked ๐Ÿ˜„

trim mesa
#

lke "block all" or what

trim mesa
fleet marten
#

To be honest I'm not quite entirely sure on how the blueprint of the objects collision works just yet. I have a door similar to yours and it's set to block all dynamic, but no matter what I've set it to it still takes the primary prop collision when I was experimenting

trim mesa
coarse gale
trim mesa
fleet marten
#

@trim mesa I can try to help but I'm still learning UE myself so not sure how much benefit I can be for everything lol

#

And @coarse gale awesome! Glad at least the first part is resolved. And are you trying to have it be a repeating action with each click? Continue through holding it down? Or how exactly

coarse gale
trim mesa
worthy elbow
trim mesa
#

but still i am sending

#

maybe you know and you can help me

fleet marten
#

It doesn't hurt, I know I learn more by trying to understand other people's problems and solutions too

coarse gale
worthy elbow
#

On mouse click, add value on actor rotation with "++" then clamp it to a certain point

worthy elbow
#

I'm sorry if I can't be much help, I'm still at work but try checking this one out

#

Hey guys, in today's video, I'm going to be showing you how to create an on screen prompt, or tutorial, to tell the player how to interact with objects, items or doors in your game. It will appear and disappear based on your distance from it, and we can change it's colour for when you do interact with it.

#Ue4 #UnrealEngine4 #Ue4Tutorial
______...

โ–ถ Play video
#

You can just then customize his blueprint to make it work like how you want to
replace the rotate actor with rotate but just add +int on certain direction

coarse gale
#

He didn't say anything about rotation in that video

trim mesa
#

@fleet marten

#

see, in this video, when i am through the door

trim mesa
#

i mean getting through the door is perfect

#

but the door acts unusual when i exit from it

#

it doesnt let me exit from the door

trim mesa
#

so i will be glad

bright sigil
coarse gale
trim mesa
trim mesa
trim mesa
bright sigil
trim mesa
trim mesa
#

conrad

bright sigil
#

it has bad framerate, i dont understand

trim mesa
#

maybe you can understand

bright sigil
#

im not sure what to read through up there, link?

trim mesa
#

the door, closes, and opens, and closes and opens when i try to exit from it, and it doesnt let me exit, its like in real ife the door is punching you on your face and not letting you exit

trim mesa
coarse gale
# bright sigil

I don't understand what this is going to accomplish at all. I'm just confused by it

bright sigil
bright sigil
# trim mesa conrad

let me see if i understand.... you have a door and the player can open it, but it does not close properly?

fleet marten
#

@trim mesa I'd make it so the door can only open once and stay open afterwards

#

I'm sure there's a better solution though lol

bright sigil
fleet marten
#

Make sure your timeline isn't looping for the door opening