#ue4-general

1 messages · Page 1118 of 1

surreal cloak
#

when I drag a jpeg image from my files into my unreal engine project for use, It immediately gets imported as a texture. Now it won't accept the file for image inputs since it is now a texture.

How do I get it to import as image?

rotund scroll
#

not sure how you mean? In what context do you need a non texture image?

surreal cloak
#

when the image gets imported into ue4, it sets it as a texture. Therefore, it will not accept it in this image slot

surreal cloak
rotund scroll
#

well, no. It doesn't say which file or asset type you need

surreal cloak
rotund scroll
#

yeah but I can't see which type it will accept in the screenshot you posted

#

probably a brush then. I think you can convert materials to brushes if they are in the UI domain

#

textures go into materials, and materials can then be displayed

viral dome
#

What could be the sudden drop?

rotund scroll
#

Textures are raw data, so no. But if you add the texture to a material then you can use the material as an image

tardy hedge
#

Game theory on whether a ranged unit should win vs a melee unit and how they should be statted

rancid yew
#

is it possible to create a first person POV (cod for example) on a "map" i made myself? (ik nothing about UE im trying to get the gist)

distant siren
#

I tried to export the game again, but the collection of the object collected in the version of the game exported before remains memorized .. what could be the reason?

fervent stag
#

Hello everyone, Does anyone know of any software conflicts related to Windows networking (adapter) and UE? After exhaustive troubleshooting UE 4.25.4 Engine crashing when project files are opened the only thing that allows progress is to completely Win10 networking. I've tried a virgin VM environment with just Win10, UE Launcher, UE 4.25.4, and perforce and things work fine, but that's not my production system.

plush yew
#

Can't save ../../../../MyGameProjects/MyFirstGame/Content/Map/Level_01.umap: Graph is linked to object(s) in external map.
External Object(s):
LandmassBrushManager_C_0

Try to find the chain of references to that object (may take some time)?

#

hi

#

i got a problen 😮

#

just doing the landmass thingy

#

it are all different levels but the landmass is new in the persistent and then i got the problem

pseudo hawk
#

I have a quick question. I'm downloading unreal engine from the epic games launcher. What boxes do I need to check/uncheck so I don't download the linux files.I'm on Windows 11

tardy hedge
#

I can’t seem to get my widget component button to receive input, once the controller gains focus the widget is ignored even with the no others widgets set to hit test visible so nothing is blocking it

pseudo hawk
#

ok, besides that are there any other files? I'm new to this so I apologize for obvious-answer questions

rose sleet
#

Hello, I’m new to unreal engine and I’m wondering if any of you have any great tutorials on how to learn the code of this platform. I tried to use Unity but I couldn’t get my head around the coding so I’m going to try here. Anything will help!

rose sleet
#

thank you.

bright sigil
fleet helm
dawn gull
#

My Quest 2 shows up in my device manager but when I click the arrow next to launch it doesnt show up there

rocky lintel
#

Hi guys, I do not know if this is the right place to ask this, I apologize if it is not, my question is the following, I would like to recreate the construction system that Fortnite has, I already have the building part completed, but I do not know how make the walls destroy if they are not connected to the ground, could anyone tell me how I could achieve this?

#

I'm using only blueprints, i need to learn c++?

tardy hedge
#

If I create a texture set for the paragon assets can I sell them, specifically any texture set or a texture set to be used as an instanced static mesh with vertex animation for optimization. Is simple but surely people who need many paragon figures in scene would buy it

fierce tulip
#

if they are unique, you might be able to, but since you are using the uv's of an existing model, you might need to email the mp-team and ask for specifics.

sonic granite
#

i'm using the foilage tool to scatter rocks on my landscape

#

im happy with the result and want to add some more trees too

#

but when i go to delete the rocks in my foilage tool, it deletes all the instances too

#

so my quesetion is, how do i make a new foilage "brush"

#

so i can only have my trees to paint with

tiny zodiac
#

I imported a huge 3d model from Revit Architecture.
All is looking great except it has this "Preview" label everywhere :(. What is this? How can i take that out 😦

bright sigil
tiny zodiac
#

😆 sorry

#

thanks @bright sigil

pearl badge
#

Hello guys!

I've been struggling with one problem for several hours now.

Has anyone encountered such a problem that the whole scene in the editor is normal, but all objects become visible on the render immediately?

modest trench
#

Perhaps hidden objects in the outline appear in rendering? Try hidden ingame settings on said actors?

#

I'm honestly not sure if rendering uses game visibility settings

sonic granite
#

how do i disable LOD switching based on distance?

#

my grass is popping in and out and it looks super weird

grim ore
#

remove all of the LOD's but 0? try using something like a dither fade so it looks better? adjust the LOD screen distance percent so it fades in farther away?

sonic granite
#

foilage.ForceLOD {level of LOD you want}

neon bough
#

yea but you don't want to do that really

sonic granite
#

pretty nifty

#

really

neon bough
#

may be nice for debug and working in editor, but the real solutions are what mathew mentioned

slate thicket
#

i accidentally deleted my startercontent so i decided to reinstall the engine and it still isnt there?

#

anyone happen to know how to get it back lol

burnt ether
#

Does anyone have a link for Unreals File System documentation ? IF theres one ? Atleast I can't seem to find it online

neon bough
#

so you can install it to your project from there

slate thicket
#

oh okay ty

charred blade
#

Zooming out my camera does not increase my fps, I was under the assumption that ue4 frames are reliant on the screen pixel percentage or whatever

#

Anyway to reduce the polys on a paragon mesh while keeping the weapon at max resolution

neon bough
#

only if zooming out forces another LOD to load

#

while also not adding more load, e.g.: other meshs which get visible due to the different viewport

tiny zodiac
#

https://streamable.com/vsfdza
I made a model in revit of a big interior similar to a storage yard.
I filled it with lights, and in revit i made them very intense so that we can see everything lit up ☀️
But when i imported it to unreal using datasmith, everything is dark.
We can see the lights are there but they dont seem to emit much light. I built the lights already but it didnt change much.
What should i do? When i click on the imported lights, they dont show anything that can increase their intensity 😦
Do i have to make all the lights from scratch in unreal ?? pls help

bright sigil
tiny zodiac
#

they are objects. Not lights lights

#

i click them and there isnt anything to increase light like there is in the normal lights

#

should have clicked them to show

#

so revit doesnt import lights properly

#

i will have to do them all from scratch :S

#

in unreal

#

or maybe i could just place some global lights here and there and that will simulate overall light

bright sigil
#

lights in unreal are their own thing, you'll know because they have a light sprite icon in the scene - they are not mesh objects.

it would be better regardless to make a few spot lights for each cluster of lights you have than to have a spot light for each one - especially if you plan to keep them moveable so dynamic shadows can be cast

trim mesa
#

ok, you help people and you are active in this server

#

why dont you get a role?

bright sigil
split delta
#

hey guys

#

Is anyone here familiar with oculus and unreal?

bright sigil
split delta
#

i'm dying rn figuring out player movement 🤣

bright sigil
trim mesa
#

not greedy for roles

#

just to help

bright sigil
trim mesa
plush yew
#

Fatal error: [File:D:\Build++UE4\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp] [Line: 826]
Rendering thread exception:
Fatal error: [File:D:\Build++UE4\Sync\Engine\Source\Runtime\Windows\D3D11RHI\Private\D3D11Util.cpp] [Line: 200]
Unreal Engine is exiting due to D3D device being lost. (Error: 0x887A0006 - 'HUNG')

0x00007fff08b14f69 KERNELBASE.dll!UnknownFunction []
0x00007ffec051cd1a UE4Editor-Core.dll!UnknownFunction []
0x00007ffec02fa967 UE4Editor-Core.dll!UnknownFunction []
0x00007ffec0230df7 UE4Editor-Core.dll!UnknownFunction []
0x00007ffed69cd32a UE4Editor-D3D11RHI.dll!UnknownFunction []
0x00007ffed69d0d64 UE4Editor-D3D11RHI.dll!UnknownFunction []
0x00007ffed69aeb8e UE4Editor-D3D11RHI.dll!UnknownFunction []
0x00007ffed69bc798 UE4Editor-D3D11RHI.dll!UnknownFunction []
0x00007ffed6733905 UE4Editor-RHI.dll!UnknownFunction []
0x00007ffed6733495 UE4Editor-RHI.dll!UnknownFunction []
0x00007ffed67345bc UE4Editor-RHI.dll!UnknownFunction []
0x00007ffed672ba45 UE4Editor-RHI.dll!UnknownFunction []
0x00007ffed689179e UE4Editor-SlateRHIRenderer.dll!UnknownFunction []
0x00007ffed68979ca UE4Editor-SlateRHIRenderer.dll!UnknownFunction []
0x00007ffec00c1798 UE4Editor-Core.dll!UnknownFunction []
0x00007ffec00c1c56 UE4Editor-Core.dll!UnknownFunction []
0x00007ffedd739af9 UE4Editor-RenderCore.dll!UnknownFunction []
0x00007ffedd73aa74 UE4Editor-RenderCore.dll!UnknownFunction []
0x00007ffec051c500 UE4Editor-Core.dll!UnknownFunction []
0x00007ffec050cac1 UE4Editor-Core.dll!UnknownFunction []
0x00007fff09817034 KERNEL32.DLL!UnknownFunction []
0x00007fff0b202651 ntdll.dll!UnknownFunction []

Crash in runnable thread RenderThread 1

#

how do i fix trying to create Pavlov VR map

#

@snow crown or @spare kernel ????

real dirge
#

Questionnn, got this PC for Christmas, has only 4 gigs of ram, will it be able to run Unreal Engine? xddd

plush yew
#

bruh

bright sigil
plush yew
#

dont even #rules me your just a random perosn

real dirge
bright sigil
plush yew
#

my bad

#

just kinda pissed ive worked on my pavlov map for months and now i cant even open

#

its pissing me off

plush yew
#

ima try to restart my pc

snow crown
#

dont ping moderators for development help

plush yew
acoustic quarry
#

very dumb question but can't seem to find an answer. Where do I change the default monitor for Unreal Engine 5 to open on. It keeps opening on the monitor I don't use

sonic granite
#

i built a little niagara system for bubbles, how do i scatter it around my level without manually placing each one?

neon grove
#

how can i change the name of the exe and pak file from being MyProject-Win64-Shipping?

bright sigil
#

i think its project settings > description

#

might have to read up on it through

neon grove
#

oh i left description blank but in project name i put it as the game name but it still builds with "MyProject" even tho the game name appears on the window bar and the task manager

bright sigil
#

weird, when i build, its the name of my project

#

is your project called MyProject?

rare pulsar
#

An Blueprint Actor with a Particle System Component that is "NOT VISIBLE" and "HIDDEN IN GAME" and is only activated on damage, will they still take performance when "NOT VISIBLE" and "HIDDEN IN GAME"? Like in the "Normal State" before any interactions?

neon grove
bright sigil
#

then it will be that name

#

not sure about getting rid of the win64 shipping part, but you can change the MyProject part

neon grove
#

dang how can i change it without breaking the game then

bright sigil
#

so for the MyProject part, that's coming from your uproject file

#

what you can do is:

  • shut down the editor
  • rename the uproject file (keep the .uproject extension)
  • if you want, delete the DerivedDataCache, Intermediate, and Saved folders (or move them if you're not sure) to clear away any references to the previous project name
  • then launch the engine again and it will have the new project name in the top right
#

which will build with that name

#

but as for Win64-Shipping, not sure

#

probably some ini file to edit somwhere

neon grove
#

inside the uproject file theres the project name too registered

#

also the inis

#

and the c++ files

#

man they should of made project renaming a bit easier

#

i did that once before when i was debugging build

#

tho i used the same name

#

i might try doing that again but this time renaming

#

lol i dont know why they made it so complicated to change your project name
most people starting to make games wont actually know what to name it until they have actually done something

hoary holly
#

A naming convention was one of the first things I made hahaha

neon grove
#

mine is called my project cuz i literally started with ue4 then made some tutorials to learn then i suddenly made a game and i liked it so much i decided to release it but now im stuck with MyProject

bright sigil
prime willow
#

@drowsy snow are you free for 10 seconds?

drowsy snow
prime willow
#

i want stylish action like combat

#

just the fighting bits

#

not anything else like stats etc

drowsy snow
#

And you want to have some anims?

prime willow
#

but cant think of good source to pull from

#

no

#

not the anims

#

just mechnically

#

block

#

parry

#

combos like in fighting games

#

hit stun

#

hit stun decay

#

that kind of stuff :/

#

i even have a grapple component i plan on using

drowsy snow
#

Shoot, I can't think of one, I personally making it myself

prime willow
#

yeh i cant find any good tutoirals for that

#

outside of C++

#

and if im using C++ im starting over and doing all of it again in C++ :/

pliant junco
#

ue4 crashing when building geomatry or lighting

#

how do i fix it?

drowsy snow
prime willow
#

😩

drowsy snow
#

For combos, you can use some kind of array of enum to read the sequence

#

Most of the meat in fighting games goes into the animation work. Backend logic sort of came second.

prime willow
#

buut i want fast paced action like combat

#

and idk which mechnical setup would be best i guess

#

at least when it comes to reaching my end goal

#

sdsfgf

#

none of the ones i have seem to have a combo hit decay or hit stun sort of setup

#

i guess i feel like if i start with one type of combat system and my needs are met

#

im fucked

#

and cant walk back as easily idk

drowsy snow
#

In most cases, combos are basically anim notifies controlling the timing and incrementing integer on well timed input. You could also add mash prevention so that players can't just button mash around, still using anim notifies.

As for animation cancelling, if you have the apply damage event in anim notifies, you could at least stop the montage and play the hit montage

#

Those can be done with lots of anim notifies.

prime willow
#

hmm

#

so technically any sort of combat system can be bent into a fighting game sort?

drowsy snow
#

Yeah. I mean, for all I know, fighting games are differ mainly on keeping track of button sequences, and you could do more than just incrementing int - adding into enum array that keeps track of the sequence.

prime willow
#

o-o

#

i see..

drowsy snow
#

Everything timing related can be off loaded to anim notifies to take care of.

prime willow
#

i seE

#

i can use anim notifes for

#

combo counters

#

length of stun

#

etc

#

than i guess rig funcitonality to when the anim noifty is applying

drowsy snow
#

Yups.

prime willow
#

thx ❤️

#

i guess ill see what i can do from here

drowsy snow
#

Actually that's a good point I brought up earlier
I remember how Vagrant Story has some timing based mechanics to prevent button mashing 🤔

prime willow
#

o-o

#

share when you find it pls

drowsy snow
# prime willow share when you find it pls

Well, you can look up some gameplay of it on YT, particularly on late parts where the mechanic fully kicks in.

So in the game, you have to press the next button only when exclamation mark pops up. Going too fast or too slow will break the combo. I guess it was kind of out of necessity because time freeze when anyone's taking attack, and ATB isn't a thing.

prime willow
#

ill look it up now

#

thank you so much~

#

appreciate the assists!

drowsy snow
#

No probsies ^^

fallow pollen
#

Because of one line of code that I DELETED whole UE4 crashed

#

and now it's forcing me to just create a new project

drowsy snow
fallow pollen
drowsy snow
#

Also it might be more helpful to install debug symbols.

fallow pollen
#

I did

#

@drowsy snow GetWorldTimerManager().SetTimer(TimerHandle_Fire, this, &AFPCharacter::ShotFire, TimeBetweenShots, true);

#

This is why it crashed I removed it and still didn't fix anything

#

Also waht does FPCharacter:25 mean?

#

That line has nothing to do with anything and it worked in previous compile

#

CharacterMesh->SetRelativeRotation(FRotator(5.f, -2.f, -20.f));

#

Is there a way to return to the previous version of the project?

#

I would rather loose lines of code then entire project

bright sigil
#

actually dont know if cpp gets autosaved like other assets...

bright sigil
#

if cpp code gets autosaved like anything else, then they're all in your Saved>Autosvae folder

#

kinda thinking its whatever is in the content folder so...

fallow pollen
#

I think that the problem is that it doesn't matter how much I change the code, it continously goes to the previous version of the code that already previously compiled

bright sigil
#

ive never done cpp so i dont know from there

fallow pollen
#

I could do in BP but I want to learn coding

#

But when stuff like these happen it makes me mad

bright sigil
#

not knocking it, just saying, i dont know what that part is like to problem solve

fallow pollen
#

I will solve it somehow I just need to find the way to compile the code

bright sigil
#

good luck

fallow pollen
#

Apparently you can't say for example

#

Camera->SetupAttachment(GetCapsuleComponent());

#

You must say

#

Camera->AttachToComponent(GetCapsuleComponent());

#

But UE4 still crashes

#

With the same line that no longer exists because I removed it with the problem that I also just now fixed

#

I think I did let me check it out again

#

Camera = CreateDefaultSubobject < UCameraComponent>(TEXT("Camera"));

#

If I remove that than I don't have a camera

#

This is making me mad and unmotivated

#

What if I nearly compelete my project and make an error like this

#

what now? My entire project is useless?

bright sigil
#

in the future, all i can say is to backup regularly, or use source control

#

sorry though, but im sure there's a way to rectify it

fallow pollen
#

To the source control thing app

bright sigil
#

its perforce and i think you have to pay for it

fallow pollen
#

I don't mind paying if it's contributing to my future

bright sigil
#

i hear that, i backup my stuff regularly so i just know it exists

raw harbor
#

tryna work on respawn for the game, i have everything done right and little shit dont wanna die nor respawn, so ama just leave this for today and make a new project

pliant junco
#

clearing swarm cast. so do i clear everything or just the cricled part?

balmy willow
#

Hello, im very new to unreal and wanted help with some basics. under what chat should i type in if i wanted asset/graphical help?

fierce tulip
#

@balmy willow check the pinned messages in this channel, its filled to the brim with getting started links.

ember raven
#

I deleted unreal engine Water material

#

Original source

#

And i do not know how to recover it back

#

I reactivated water plugin but still its not there

balmy willow
timber prawn
#

is unreal engine particularly unfriendly to having a gore system like the one in soldier of fortune 2, where enemies have many tiny removable chunks in addition to severable limbs? I think maximum action (unity) did this too.

but games that have gore like this are rare, I wonder if it's because they do something fundamental differently. is it particularly hard to have stuff like punching holes through meshes?

#

most games just have boring limb severing and decals, nothing other than that

fleet sparrow
#

Does the primary asset load automatically without using AsyncLoadPrimaryAssetList?

fierce tulip
desert widget
fierce tulip
#

hey hey @desert widget atm you cant, but you can repost it with edits. let me or another moderator know where the old post is and we'll remove it.

desert widget
fierce tulip
#

allrighty

silver badger
#

Hello everyone. I want to make water, and I'm using the official "water" plugin for that. But I have problems with what the camera sees underwater. How can I simulate what a real person sees underwater?

#

Sorry for the tautology

drowsy snow
silver badger
balmy willow
#

Anyone have any idea on why it says select two or more instances while trying to make a material blend using quixel in ue5?

plush yew
#

hi guys, happy holidays
I have a question for y'all, i do archviz stuff and recently i wanted to shift to unreal 5, previously i used to use lumion for rendering and animation in which, uv unwrapping was not needed
so my question is, is there anyway i can skip the uv unwrapping part in blender and unreal can directly uv unwrap my model in the software itself?

dawn gull
#

When I try to launch my VR game to my quest 2 it always stops at the Launching UAT section and I get this error:
couldnt find 32 bit or 64 bit versions of the android toolchain with NDKROOT
What does this mean? How can I fix it?

haughty steppe
#

Static - This mobility is reserved for Actors that are not intended to move or update in any way during gameplay

Is constructing complex SM actors (with several meshes procedurally spawned) considered update?
Or update is what is inside Tick function only?

lucid grove
#

Hey fellas. Does game instance variables stored when you exit game in cooked build?

drowsy snow
#

GameInstance persists through level change, but gets destroyed on Quit Game.

lucid grove
#

Aha, got it. Thank you.

fiery sluice
#

guys, I want to create distant mountains something like this image, in my level, can I use sculpting and distant fog to make them or should I manually paint some 2d mountain and add them on my scene??

#

And this is my scene

#

You mean local fog and adding them near the distance mountain right?

spare osprey
#

Hi I have recently upgraded to visual studio 2022 and when I click Package Project > Windows, it takes me to UE4 tutorial page of setting up visual studio. Any idea how to fix that?

fiery sluice
# spare osprey Hi I have recently upgraded to visual studio 2022 and when I click Package Proje...

Previous tutorial, how to download and install Unreal Engine: https://youtu.be/NKt03BhcKDQ
Next tutorial, how to build Unreal Engine from Source: https://youtu.be/MRJUWC90aJM

In this video, after installing Unreal Engine, we go over how to download, install, and run Visual Studio for Unreal Engine. We use the Visual Studio Installer to install ...

▶ Play video
fiery sluice
spare osprey
fiery sluice
#

oh

#

Is it available for free?

#

Ok I think we can do this by schultping and adding some depth fogs

#

Thanks for helping 🙂

#

k

plush yew
#

I have a question for people who have used Unreal Engine for movies/vfx

#

without raising samples for GI is there a way to make it less fuzzy

#

I know raytracing acts as a denoiser but is there a way to further denoise without raising samples because im already down to 30fps lol

drowsy snow
plush yew
#

for pre rendered cinematics would you use a pathtracer lol

drowsy snow
#

That's the point.
If you want more playable framerate, either use raytracing very sparingly, or use fully raster render with baked lighting/Lightmass (this is where you can leverage GPU Lightmass), or if you're in UE5, use Lumen.

#

Average consumer grade hardware has still a long way to go from using full path tracer, in playable framerate anyway

dim oriole
#

Any tips for scene assemblies?

What are your preferred ways to importing many-mesh objects and re-assembling them in UE?

#

@plush yew You should be a little more descriptive 🙂

I use actor to assemble, and then it is like one object in the outliner.

drowsy snow
#

As long as no Event Tick is involved, performance is of no concern. (You could even disable C++ tick for static mesh "prefabs")

dim oriole
#

But is there some more advanced way to export.

Lets say you have a large table full of items (apple, bottle, vase). Some repeat, some appear on the shelf in another room. You texture and import every object as invidual meshes.

Is there a way to have some sort of locator-cloud to avoid hand-placing those items across the table?

drowsy snow
#

Also, it's proper 5.0, not the Early Access versions.

dim oriole
#

@drowsy snow I have used Houdini Engine with landscape HDA to import and scatter foliage across the landscape.

Is this the same workflow?

silver badger
drowsy snow
real dirge
#

Ack, the choice to change my performance isn't in my viewport :/

drowsy snow
dim oriole
#

It is powerful, and interative, but not as fast as I would like to for very basic setups. Overkill for when I want to quickly do something like this:
(scattering candles on the table)

drowsy snow
real dirge
#

Thank you! :)

drowsy snow
#

Also make sure disable Monitor Editor Performance so that it won't lower the quality automatically

dim oriole
#

I should just probably make the Houdini asset to:
• Select the mesh to scatter points on (this mesh isn't rendered)
• Have paramenets for amount of points/density
• Select prototypes to instance into those points

But for some reason, it feels like these should be something similar built in UE4 because it is such a universal and basic tool for scene design.

silver badger
#

Perhaps I misunderstood you, but the end overlap event does not work at all

drowsy snow
dim oriole
#

@drowsy snow All the 3D programs I worked with had this.

One part of the tool is scattering points. Another part is copying prototype into those points.

And this isn't a modeling tool, it is assembly/scene management tool.

drowsy snow
#

Not sure if there's such thing in Blender.

dim oriole
#

@drowsy snow Come on, any program that has hair generation has the advanced version of this functionality.
It is what it is, this is why we have Houdini Engine to ease the pain of bringing content into UE

oblique quiver
#

@dim oriole @drowsy snow FYI Blender equivalent: Geometry Nodes to make the scattering tool and Altermesh to bring that into UE equivalent to Houdini Engine; both still quite new but developing fast https://altermesh.com/

plush yew
#

is it normal to near constantly need help after a few months of learning?

#

I'm a huge perfectionist so I'm kinda worried about asking my tutor for help lol

#

I feel like I shouldn't struggle this much

fluid lance
plush yew
#

oof lol

small holly
#

@everyone Hey guys. I havae a UE4 project that's pretty old in version compared to the newer unreal versions we have. Am I able to update my project to the newer version without having my assets and scripts be affected? I remember the last time I did this the project wasn't able to open up well, but I could be doing it wrong too.

thick loom
small holly
#

U mean to use git source control to change a ue project version?

#

I see what you mean but not what I was looking for. My ue project is 4.22. I want to bump that project version to say 4.25 or higher. Could I do this without it affecting my assets or scripts?

thick loom
drowsy snow
#

I think I had Epic's Automotive Material asset pack completely broke and unusable in 4.24+ (if not 4.26+, I skipped 4.25)

sour oak
#

Hey everyone, i've been helping an indie team develop their environments, and am utilizing World Partition. Is there a specific workflow I need to follow to remove actors from levels / cells to keep them from reloading? Ive attempted making sure all cells are loaded, deleting actors, and saving. Yet they either reload on a new launch, or when entering play mode

sour oak
#

Ah didn't see that, thank you. Just joined this server haha

main oak
#

Somehow managed to remove the variables window of an actor. How do I get it back? 😅

drowsy snow
main oak
#

It worked. Thanks

upper bison
#

Hi guys, I'm experiencing an issue where I have a full human skeleton for the base body of a asset yet the head is separate. The problem is that the head has no skeleton at all and i'm not sure if it is suppose to have one. On all my other models that are modular they do so i was wondering if it would be necessary or harmful if i can not assign one

#

I tried to assign another assets head even and it did not work

plush yew
#

@drowsy snow so I found out guilds and leaderboards are done by sdk's but you told me unreal 4.27 comes with free sub systems you'd have to pay for

main oak
#

Can someone explain to me why creating a Canvas Render Target during runtime will make the number increase not only when restarting the level, but also between preview sessions?!

Is there any way to delete unused Render targets?

mellow turret
#

is the version of the game specified in the project settings reflected somewhere in a packaged game/packaged server?

bright sigil
main oak
# bright sigil you want a singleton of this CRT?

I guess? I want every actor of a certain type to each have a canvas render target. For now I create it on begin play, then store it as reference, with the intent to feed the data into a dynamic material parameter.

bright sigil
main oak
bright sigil
#

you can have it on one actor, but like i said, dont reference it by string

#

or more specifically by display name, thats unreliable

main oak
bright sigil
#

i dunno what you mean by restart, if there is one called rendertarget_7 its going to make 8 next even if the previous numbers 1-6 dont exist

main oak
#

By restart I mean both restarting the level with everything being reset to default, and even stopping preview & hitting play again.

#

Good to know that a number 8 won't necessarily mean 1-7 exist. Thanks for letting me know

compact cloud
#

Is it possible to paint megascan grass (3d assets) on megascan rocks ? If so, how

prime willow
#

i want to have guilds and rankings

#

for pve and pvp play

#

but my issue is

#

i cant even figure out how i would setup player factions/guilds

#

let alone leaderboards

#

i think its apart of subs sytems maybe?

drowsy snow
prime willow
#

thats even more confusing...

drowsy snow
compact cloud
# drowsy snow As in mossy rocks?

I have a 'nordi beachy rock', Id like to place grass assets on. I can do it by hand, but that would take forever. I cant seem to get the foilage brush to work on the rock

prime willow
earnest tusk
#

Hey 👋 I'm pretty sure you guys are familiar with minecraft replay mod. is it possible to make such system for a ue4 project? not the editor but only the camera within the levels in a project going

drowsy snow
# prime willow ;O;

Multiplayer is hard, and it's a huge can of worm.

That's why I'm still focusing on single player with replication just for demorec.

earnest tusk
#

Oh what a brilliant feature! thanks a lot for directing!

drowsy snow
white bridge
#

Guys any tips for this issue, i want to play a sound with a specific moving character just while i possessed to it and when i posses to another character the sound disappear

fallow ivy
#

which channel would I use to ask people to playtest an early alpha I've got to get opinions

prime willow
#

because i want to create something never seen but yearned for for as long as ive played games

fallow ivy
#

thank you

prime willow
#

painfully so

#

yes

drowsy snow
prime willow
#

if i use C++ im starting over from scrtatch

drowsy snow
prime willow
#

;-;

drowsy snow
prime willow
#

o-o than why do people say to use what you want or both are feasible for game design

drowsy snow
bright sigil
prime willow
#

._.

bright sigil
#

so it depends on who you're listening to

prime willow
#

yay confusions~

drowsy snow
bright sigil
#

there is no such absolute answer to address every situation

gaunt abyss
#

In C++ you have pretty much infinite freedom to do whatever you want which isn't 100% the case with BPs and also more complex things are easier to implement in C++ (at least in my experience)

drowsy snow
#

But C++ can give slower iteration time.

bright sigil
#

fwiw, i made an mp "game" with nothing but bp

prime willow
bright sigil
#

as in, players could connect to one another via server-client model, all done in bp

prime willow
#

o.o

bright sigil
#

not to discourage, but you are wanting to make a game that is otherwise developed by a studio

prime willow
#

o.o;

bright sigil
#

no doubt, and i knew quite well to not go huge on systems 😉

gaunt abyss
# drowsy snow But C++ can give slower iteration time.

I'm much slower with BPs than C++ so in my case even if BPs are quicker to iterate I'll do the same task quicker in C++ just because I can implement it quicker

Ofc if it's something really simple I'm going straight for BPs, no point in trying to do it in C++

cedar wave
#

I can't wait
You have no choice but to wait 😈

gaunt abyss
#

Oh there are some changes to it coming?

prime willow
#

so

#

fighting game isnt possible

drowsy snow
prime willow
#

without C+++

gaunt abyss
#

Oh yeah that's been really useful, it handles adding parameters to functions no problem now

prime willow
#

but how much C++

bright sigil
prime willow
#

like half the game 20%

#

oh

drowsy snow
prime willow
#

do YOu mean

#

Replications

#

or like server like multiplayer stuff

drowsy snow
#

My own project, which is a single player action RPG, still mostly BP, with maybe 10% of C++, and replication just for replay system

prime willow
#

yes

#

but man itll be so cool

void siren
#

Hello! Does anyone know of any good links/videos/tutorials on how to add in-engine VFX for UE4? I'm just making cinematics. I would like to do them in-engine using sequencer and not have to goto After Effects. Thanks for any help!

bright sigil
cedar wave
#

co-op only for me. Don't care if ya'll cheat, have your fun.

drowsy snow
drowsy snow
drowsy snow
#

At least I do have some good starting point with replication, just for prepping for demorec

prime willow
#

o-o

drowsy snow
#

Also making single player games means less things to worry post launch, aside from delivering patches or looking for DLC opportunities

jolly granite
#

200 dollars for one course, cheaper option?

pure void
#

Udemy always has discounts

#

The courses really are 20 dollars

#

there are always discount codes online

jolly granite
#

excepts thats only for your first order

pure void
#

Nope

drowsy snow
# prime willow o-o

Now that I think about it, most of the "indie" MP game projects that goes more than just LAN MP, are either from industry veteran who have their name in the public, or having a huge funding from companies (e.g. Brendan Greene and PUBG)

pure void
#

They always have discount codes online somewhere

drowsy snow
#

Even then the former isn't guaranteed. cough CliffyB

bright sigil
jolly granite
#

how

pure void
#

Yeah exactly

jolly granite
#

ok

pure void
#

The courses really are worth it at that price

drowsy snow
jolly granite
pure void
#

I like the unreal online learning but it does not guide the learning process

#

Youre on your own with it

jolly granite
pure void
#

Its really good still dont get me wrong

pure void
#

Theyre all on udemy as well

bright sigil
#

why pay to learn from outdated engine tutorials when you can find them on yt?

drowsy snow
#

Simply put, Udemy's been lot more sus in recent months, if not past couple of years or so

bright sigil
#

the recent 24 months

pure void
#

Its for everyone to decide ofcourse but I found it to be an excellent way to get me started

rotund scroll
#

wait people pay money to learn UE4?!

drowsy snow
#

You guys have phones?

rotund scroll
#

Wait money exists?!

jolly granite
drowsy snow
#

Wait, no this isn't Blizzcon

pure void
#

Yeah, its silly they pretend their prices are higher but if you pick quality courses the value is still immense

#

at 20 dollars

drowsy snow
rotund scroll
pure void
#

Plus they have teaching assistants that will help you with very specific related questions

rotund scroll
#

so like this discord, but you front 200 bucks

pure void
#

Youtube tutorials often teach bad habits from my experience

#

Well Id never pay 200 bucks for it thats for sure

jolly granite
drowsy snow
drowsy snow
#

Except the NVIDIA links...

jolly granite
#

Ive been trying to learn game dev for what 2 years now and ive just been watching tutorials that never stuck in my braIN'

gaunt abyss
#

I mean even if you pay 200$ for UE course it still don't guarantee that it doesn't teach any "bad habits", even older official Epic's tutorials have some questionable things

drowsy snow
#

(jensen huang pls fix)

plush yew
#

hello, where the chat were i can ask questions?

prime willow
#

here

plush yew
#

oh

jolly granite
#

ik, is there any recommended way of learning?

drowsy snow
drowsy snow
jolly granite
#

2 years of that bud

bright sigil
drowsy snow
bright sigil
#

or 12

drowsy snow
gaunt abyss
prime willow
drowsy snow
#

*in irony

bright sigil
# prime willow seems like im going to viciously suffer lmao

ive made at least 10 little projects on my own that are nothing of "what i want to do" to learn a lot about the engine. definitely without all the best practices and all that. But after those little projects, ive worked on bigger ideas (though not all went well 😅 ) but its at the point where i am building it without a tutorial unless its something ive never done before, and often i wont find the answer so i do my best to solve the problem myself even if it is messy - ive always found that from the chaos, i can then optmize/fix things to make it better

gaunt abyss
plush yew
#

whenever i try downloading these files they either dont work or the character doesnt keep its color

#

how do you download the right format

prime willow
#

What do you mean?

gaunt abyss
#

Download from where?

plush yew
#

from the project

drowsy snow
#

Assuming it's about the meshes

plush yew
prime willow
#

so you mean if i have plans or ways of finishing the game?

drowsy snow
plush yew
#

whenever i export they export as copy or T3D

drowsy snow
#

Unreal Engine has a material editor, if that's what you're concerned about.

prime willow
#

So i guess I do; everything ive scaled back on to do is all things mechanically done since the super nintendo with tutorials for how to do most of that on the web, i have documented how i want the game to launch and every little and major detail.

my main issue is learning proper setup for multiplayer but i think it'll be managable even if it means putting more than 14+ hours already into this daily for 2+ years

#

honestly it isnt the worst if i have to use C++ im just super rusty with it after nearly a decade of touching it

#

i feel id fuck up more than id make or fix using it xD

drowsy snow
prime willow
#

I used to do intermediate stuff on the internet with C++*

pure void
#

Interesting font choice for a discord username

rotund scroll
bright sigil
#

you learn the entire cycle and can plan for better things the next timer

#

or expand on the current idea

#

its advice that so many disregard for their own stubborn dreams

rotund scroll
#

aye I do think it's the best way

bright sigil
#

lol, and many of them are the "same game"!

muted imp
#

I currently have a ue4 project utilizing ALS4 but I have a big environment in ue5. I want to combine the environment with the ALS4 gameplay I have in ue4 but it keeps crashing when moving ue4 to ue5 and the other way around

#

The ue5 environment is using world partition but its not working in ue4 as it crashes the engine but I moved als4 to ue5 but it won't work either

drowsy snow
#

But then UE5 Early Access isn't stable to begin with anyway

plush yew
#

Hello! im new to UE and I am currently learning UE5 and my file isnt letting me save because "Graph is linked to external private object Unknown" Now i do have a static mesh of water and a planar reflection under that. could that be why? because when i hit play i can see that the water has a grid on it.

muted imp
drowsy snow
plush yew
#

sorry, thanks!

tiny zodiac
#

Hi dear unrealists. Im trying to select all the lights of one type in my project. The problem is there are hundreds of them :(.
In revit there is a feature that filters selection, that is awesome. How can i select all those lights? They are point lights that are inside a StaticMeshActor. But i dont want to select all the lights in my project only the Lighting_Fixtures_light_donut_light_donut Point Lights

novel rose
#

Would anyone know any UE character assets (Paragon, Metahuman, free marketplace content) that use an additional UV map for details like stitches specifically? I'm trying to figure the implementation of it dissecting a pre-made asset first, since a client is asking me to do it.

kindred depot
#

Do you have to create a aim offset per gun/weapon? or is there some kind of easy blending

fierce tulip
light thunder
#

How do I fix this if it says none?

upper bison
#

Is there a such thing as Blender having a mod for using ZPRJ files in it's workflow?

tiny zodiac
kindred depot
#

hacky way of fixing that

#

bad practice.

#

it's not being referenced correctly.

fierce tulip
tiny zodiac
#

Ok. Thanks though

fierce tulip
tiny zodiac
#

i have seen it. but i wasnt able to make it work

fierce tulip
#

try stuff like
Intensity>10

tiny zodiac
#

i write Name="Light" and nothing shows up

fierce tulip
#

because none of them are exactly called "light"

#

" means exact

tiny zodiac
#

Name:Light...

#

so this should work too? ^

fierce tulip
#

i just know of the existence of syntax, i never use it myself.

#

and i dont have ue4 open to check or test

tiny zodiac
#

Intensity>10 isnt working either

#

maybe this is not working

kindred depot
#

I mean, if you wanna take my route what i do when things dont work.

fierce tulip
#

oh yea, totes forgot that one. i should install it XD

kindred depot
#

Its a great little thing to have haha

fierce tulip
#

i have so much content I often forget about 80% of it

plush yew
#

Hi I have been waiting for 5 min my un real Engine is stuck on this

fierce tulip
#

keep waiting :)

plush yew
fierce tulip
#

depending on computer either a few seconds up to an hour or more.

#

first time or heavy projects can take longer

plush yew
#

Greattt I say ima have to wait like 30 min to 2-hours this damn laptop has like a i3 processer and like 8 gigs ram

#

Luckley I’m getting a new pc once my paycheck post

pulsar bison
#

Possibly a dumb question, but can anyone tell me how to prevent UE from launching SteamVR every time I run it?

neon bough
#

anyone has an idea why my child actor wouldn't spawn?

#

it's visible in viewport, the child actor works fine when placed alone in the level, and it's set to always spawn and ignore collision

#

i have no idea what else could make trouble

#

when i change anything on the child actor component while the game is running, it spawns in -.-

tiny zodiac
#

Im importing a model from revit. With hundreds of StaticMeshActors.
How do i put them all inside a Blueprint Actor. Do i have to create a static mesh for each one and assign each one individually inside the Blueprint?
Or there's a better way?

neon bough
#

you can chose to merge mesh on import (at least if you import from FBX)

tiny zodiac
#

But there are some parts of it that i dont want merged

#

i didnt see that option though

neon bough
#

can't you merge in revit? (whatever that is...)

#

in unreal you can select all the meshes and rightclick should show an option to create a blueprint from selection

#

however, that will make a bloated blueprint with a ton of child actor components instead of static mesh components

tiny zodiac
#

well but i think thats best for now

#

i knew of that feature

neon bough
#

oh wait, theres also mesh merge in unreal

tiny zodiac
#

but im not being able to find it

#

i selected two StaticMeshActors (that are imported masses from revit)

#

then i right click it and cant find the blueprint from selection

neon bough
#

check the blueprints menu button in the top menue

#

it's been a while since i've used UE4, might be there

tiny zodiac
#

yes that worked

#

that menu above has it

#

also i can convert the main structure all to a static mesh, and leave out the elevators(need to be moved to transport the players above). Then create a blueprint from selection. Then import elevators individually.

#

😺 thank you ben

tiny zodiac
#

they are hundreds of static meshes actors

neon bough
#

you might be able to drag them in to a empty blueprint from the content browser

#

but not sure if it doesn't wrap them then

#

static meshs

#

oh sorry lorash, didnt mean to quote you

kindred depot
#

when importing your mesh into ue, why are you not merging them on import?

neon bough
#

i would prefer that way, too over a bunch of static meshs

tiny zodiac
neon bough
#

does revit => unreal use a bridge, or why don't you get that option?

#

oh i see

kindred depot
#

Oh its a datasmith asset

#

good luck.

neon bough
#

but you can still merge static mesh in unreal

#

i'm just not sure how in UE4 😄

kindred depot
#

Select all, merge

#

not the same tho

tiny zodiac
#

ok i see 🙂 so i merge all the structure. but leave out everything that needs to move or edit, like elevators and lights. is that right?

neon bough
#

or there's also a convert selection to static mesh, gotta test around what works best for you

tiny zodiac
#

there are 2 very similar options:
Convert actors to Static Mesh (worked already for some stuff). And:
Merge Actors

neon bough
#

merge actors gives you more options

#

like material merging, lightmap related things, etc.

tiny zodiac
#

ok will do that. but this cant be undone

#

so if i merge something that needs to move around or break in pieces in the future. then i will ahve to reimport it right?

neon bough
#

it will create a new asset, the old ones are kept

jade helm
#

How do I fix this ?

#

Can someone help pls

#

💀

random pendant
#

I have a skeletal mesh actor placed in a scene (its a character mesh) and then I dragged in a gun and put it in the characters hand by enabling snapping to sockets. The gun is positioned correctly but it doesn't move with the characters idle animation. Can skeletalmeshactors dragged into a scene be made moveable without blueprints?

jade helm
#

Help

random pendant
#

Ah got it, dragging the gun to the character mesh in the outline allowed me to parent it to the actor

#

Install xcode?

jade helm
#

Is this it ? @random pendant

last dune
last dune
last dune
#

xcode is on the app store

jade helm
last dune
jade helm
plush yew
#

Anyone wanna make me a Pavlov map I will pay 60 usd

#

Dm me if u wanna

prime willow
#

so

#

really silly question

#

but i feel its important for game design

#

because its game related and kind of something all game designers are gonna have to deal with regardless

#

where would i go on here or is there a server to talk about game design concepts

#

and or functionality in theoretical means

neon bough
prime willow
#

_>

#

isnt that the worst place to talk about game design concepts

#

i mean no offense lol

neon bough
#

xD

prime willow
#

like imagine going to louge and saying

#

OkAi GuYs I hAvE FaSt MoVeMenT AnD WaS WonDerinG what tHe LimIt sholUd Be fOr Top tier Mid Max'd GrowtH anD How It ExpResEs itself

#

and than someone posts a picture of sandwiches because its pretty

neon bough
#

i like the sandwich more

prime willow
#

same

#

you get the point

#

where the heck would i bring up these type of topics or is a discord server for talking aboutt hat stuff?

neon bough
#

the max speed is something you have to figure out yourself

#

which depends on your game style, animations, etc.

prime willow
#

well thats an example

neon bough
#

all has to play along

prime willow
#

but those kinds of conversations

#

like

bright sigil
#

most idea spitballing happens in lounge, yeh

prime willow
#

i wanted to go with something more tradtional skill/power wise where your protagnist has a signature ability maybe 2 what makes it feel more worth it and or possibly satisfying to use so it feels like this ability be it the hadouken or dragon fist from dbz feels like your special move that is used for when assault stuff is happening

#

i know having 100 abilities covers that concept but feels like a severe lack of identity at times with that relying on your class archetype and maybe appearance

#

idiots like my beautiful son yusuki uremashi just has spirit gun and maybe 2 other moves and it works in that anime matter

#

how would one go about representing that sort of feeling in a video game

#

^ this kind of conversations

#

I already have a sort of setup for that but i feel it would be super beneficial if there was a place where game designers here or maybe a discord for that existe

plush yew
#

How do I get someone to post my thing in there

prime willow
#

imo i feel game structure and or formula is also important to the end goal of consctructing it mechanically
and just your own opinion may be lacking perspective where you might be able to imrpove or truly evolve your design into something more unique and nuanced

neon bough
#

are people who use bright theme in discord the same who use dark theme in VS/Rider?

prime willow
#

ben you dumby head D:<

plush yew
prime willow
#

@drowsy snow any idea where or what the answer to my question would be

#

so far it seems like louge :C

bright sigil
#

i would say both of these channels have gone off the rails, but lounge is currently going for world record

neon bough
#

anyone has an idea why my child actor wouldn't spawn?
it's visible in viewport, the child actor works fine when placed alone in the level, and it's set to always spawn and ignore collision
i have no idea what else could make trouble
when i change anything on the child actor component while the game is running, it spawns in -.-

#

imma just repost this, to get back to channel topic :>

#

and still looking for a solution

bright sigil
#

you're smart Ben, you'll figure it out

neon bough
#

perhaps (at least the later one)

#

but i would also appreciate some hints -.-

prime willow
#

show me the blueprints ben and ill see what i can do

#

i promise not to let you down like you did me~

bright sigil
neon bough
#

it seems like the child actor component doesn't spawn it until i change something in the details (while game is running in PIE)

prime willow
#

is it reference properly?

neon bough
#

so i'm wondering what else could block the spawn, beside of collision

prime willow
#

the child blueprint

#

maybe the disconnect is the child isnt being remebered to come back

bright sigil
#

wait, is it a child actor or child actor component?

neon bough
#

an actor within an actor (child actor component)

bright sigil
#

i know what they both are, but you originally said "anyone has an idea why my child actor wouldn't spawn?"

neon bough
#

hm, sorry if that was misleading

bright sigil
#

so is there a child actor?

neon bough
#

it's child actor component

#

no

bright sigil
#

ok

#

thanks

prime willow
#

that is spawning it

bright sigil
#

so this cac spawns but is not visible until you change something or you change something and then it spawns? sounds like the former from what you said because if you changed something on it then it would have to exist already

neon bough
#

no, it spawns not

prime willow
#

this is typically a variable of some kind tied to soem nodes to keep track that this particular set of code exists and will be used constantly

bright sigil
#

then what are you affecting to make it magically spawn in?

prime willow
#

if the actor is properly referenced and being plugged into the spawning code

#

than the spawner would be broken

#

from my limited understanding of course ^^;

bright sigil
#

ditto

neon bough
#

see this "child" of the walloven

#

it only shows up when i change any flag of the child actor component in the wallOven Blueprint on runtime

#

like visibility

prime willow
#

i would assume

#

that particular one

#

isnt being referenced

#

but maybe the one up above is

#

walloven instead of doorwall refgriator

neon bough
#

the first hadn't when starting the game either

fiery sluice
#

Hey guys, I was making a cel-shader with the help of the tutorial by Primastica Dev, I made it and applied the material in post processing , but now my sky sphere bp dosent work well, and the fog and post processing like bloom and light shafts are also problematic! PLease Help!

neon bough
#

it just spawned when i changed a flag

prime willow
#

the main issue is i dont know what your code looks like

#

so i can only take guesses

prime willow
#

with gyazo you could screen shot and post it in seconds

#

no ben

fiery sluice
#

oh k

prime willow
#

let me take a look at your issue airi darling~

bright sigil
#

im getting so confused by these terms. what class is WallOven and what class is DoorWallRefridgerator?

neon bough
#

oh you are right

neon bough
#

they spawn somewhere else oO

prime willow
fiery sluice
#

Yup, it's unbounded

neon bough
prime willow
#

its a check box which can make the effects spread beyong the box

fiery sluice
#

yeah I know

#

It's checked

prime willow
#

did you try unchecking the box

#

@neon bough problem solved?

fiery sluice
bright sigil
prime willow
neon bough
#

the child spawns at 0,0,0 apparently

#

and when i change something it respawns at the correct position

#

for whatever reason

fiery sluice
#

No no, the iussue is that when I am imlementing the cel shader, the sky sphere bp and post process effects are problamatic

prime willow
fiery sluice
#

Here's a ss

#

With cel shader on

#

Without cel shader

prime willow
#

or possibly tie to spawn to the area intended by using world placements or even world location nodes @neon bough

#

You can further tie to the mesh or actor by association on the target than pick the position you want

bright sigil
prime willow
neon bough
#

no conrad

#

it's a child actor component, which is using the DoorWallRefri... class

prime willow
#

the top or bottom

neon bough
#

so i don't get why it would spawn in the middle of nowhere, instead of attached to its parent

bright sigil
#

oh holy shit the layers 🧅

fiery sluice
#

THe bottom on the top

prime willow
fiery sluice
#

Wait I am sending some more ss with relevant thingsa

prime willow
#

use a world position or actor spawn node and tie that child to the actor intended

prime willow
#

you can even link the variable to the target variable than plug it into the spawn node

neon bough
#

huh? the child actor component should always be relative to the parent?!

prime willow
fiery sluice
#

Yeah so the first one is without cel shading

#

second one is with cel shading

prime willow
#

um Airi are you trying to reduce the effect of the first or seecond picture

fiery sluice
#

kighting setup and everything is same

fiery sluice
#

with cel shading, but it looks like the second one

prime willow
#

ah

#

perhaps its the material or area effected

fiery sluice
#

yup

bright sigil
prime willow
#

try changing the bounds or picking a different post process effect

#

im not all that knowledgeable on materials in all honesty

fiery sluice
#

Tried that

#

Didn't work

prime willow
#

hmm

#

#visual-fx may be able to assist you better than i could

fiery sluice
#

I think if there is a way to make custom skybox in the post process material

#

it would be good

fiery sluice
prime willow
#

i have no idea how to make sky boxes nontheless im sorry for being of little service to you ^^;

neon bough
#

have you ever worked with CAC?

bright sigil
neon bough
#

i'm actually confused if i'm totally on the wrong track, or if you are assuming

bright sigil
neon bough
#

no

bright sigil
#

then spawn should have never been mentioned

neon bough
#

the CAC pretty much handles spawning and attaching to the parent

#

but apparently the location is messed up

prime willow
#

oh i thought you were handling basic spawn actor nodes

bright sigil
#

so all of this is placed in the level, by you, this WallOven, childed to it this Refridgerator actor which inside has a child actor component and it has a refrdigerator reference - do you see how this was never clear?

prime willow
#

than im not sure if i can assist you xD

neon bough
#

the oven is placed, and it has the CAC with the door

#

and the door spawns at 0,0,0

bright sigil
#

well you just said you are not using the spawn actor node anywhere, so the only way for this stuff to exist is being placed by you

neon bough
#

having the oven with a CAC with the door in the level will spawn the door actor

#

it's just managed by the oven/cac, not by me

#

however, the door shouldn't spawn at 0,0,0

#

but relative to it's parent

bright sigil
#

if your spawning something, show me the spawn bp

neon bough
#

i'm not spawning anything

#

the CAC does spawn that actor

prime willow
#

show him* that part

neon bough
#

which part?

prime willow
#

the CAC part that handles spawning

neon bough
#

so i should dig through the engine source now?

prime willow
#

im sure the code has to have the spawning part there somewhere

#

wait what

#

i thought it was a component?

neon bough
#

it is

prime willow
#

is this engine source code spawning, a plug and play component for spawning, or code you wrote yourself?

#

hi matheww!~

neon bough
#

you give the CAC a actor class, and it spawns that one

grim ore
#

have you eliminated the level as an issue? just a weird question but just the oven in a blank level and if it spawns normally

prime willow
#

very smart suggestion!

neon bough
#

no matheww, let me give that a try

prime willow
#

matheww big brain

last dune
bright sigil
prime willow
#

Same conrad but i'm trying~

grim ore
#

the child actor component creates/spawns in the class that it is set to use so it is correct its just auto handled by the component

last dune
prime willow
#

its ok love ❤️

#

their better suited for this than here

neon bough
#

yea seems to be not level related

#

may be a bug in ue5-main

grim ore
#

could be, could be a collision issue (which would be weird, but you could try eliminating that to test?)

#

generally collision causes that spawn at 0,0,0 issue. Its not likely its getting spawned before the parent as that would cause it as well

bright sigil
#

well, something that crossed my mind earlier was the offset not being relative but world or something funky like that, but im just so lost

bright sigil
grim ore
#

set the collision to nothing in the child class and see what happens..

neon bough
#

hm, tried with removed collision on the static mesh in the child, but maybe one of the other components in my door class are acting weird

bright sigil
neon bough
#

that btw. shows the issue

grim ore
#

@bright sigilyes, I have experience with what he is talking about

neon bough
#

good to know that it could be an collision issue, i'll try few more things

#

thank you MathewW

grim ore
#

i mean it could be a UE5 issue as well unfortunately lol

#

like.... for some reason the parent isnt valid when its creating the child component and it has no valid location to spawn to

#

but if you set it all to have no collision and it still does it.... 😦

neon bough
#

that's possible, as the door is initially not a child of the oven for some reason

#

but when i change a flag in the child actor component, it destroys the old door, spawns a new one (in the correct place) which is also attached to the oven

grim ore
#

yeah it should be tho as the parent actor should spawn and then it should create its components which means it should be valid when the CAC registers itself

#

all you could try is duplicating it in 4.x and seeing what happens

neon bough
#

i'm getting the same result with no collision on the door, so i guess the engine is doing something wonky

#

or me doing something wonky in the oven class xD

grim ore
#

definitely a possibility lol

prime willow
#

@grim ore weird question

#

if you dont mind of course

#

lets say i have an attack that deals 10 damage and chance to cause burn effect
but this attack has 3 stages each one deals a different effect or damage rate based on pressing it once twice or three times but only one of the 3 effects would occur

#

what would i do to delay damage or effect proc chance until the tier of attack has been settled

bright sigil
prime willow
#

wouldn't i have to make a check setup where once the attack occurs it checks if its finished and not going into the third or second setup and if finished than present* the effect and damage

grim ore
#

@prime willowmaybe set it up so the "effect" that will trigger is cached basically. default is nothing, when you start attacking and finish attack 1 then it becomes the effect for attack 1. this would repeat for each attack, continually updating that special effect to be the one based on the last finished attack. Once your "done" attacking it would then trigger whatever effect has been set

#

how you do this all it depends on your current setup for abilities and such

prime willow
#

o.o

#

oh i see

grim ore
#

the bad thing is the gameplay ability system is what should be used for something like this but... its not an easy system to learn or start using

prime willow
#

so something like this:
attack1 is active, -> cache the possible effects for the attack1 - attack 3 -> check which attack finished using anim notifes or some form of comfirmation that the attack use window has ended - > place effect based on which of the 1st to 3rd attacks are done right?

#

i hear alot about gameplay ability system but ive yet to check it out thoroughly i just keep hearing itll solve complex gameplay powers or abilties sort of stuff which excites me

#

but does my theory about how to set it up sound right?

grim ore
#

it requires C++ is the biggest issue

prime willow
#

oh

#

lol my C++ is rusty as heck

#

granted i dont mind using C++ if it means getting my goal done as intended just extra sufferance lol

grim ore
#

your way would work yeah, I dont know how I would implement it as it would depend on how I set my systems up

prime willow
#

well i want something akin to phantasy star universe's photon art systemss

#

where an attack has three stages but the difference is i only want one of the attacks to proc for damage and effect

#

★☆★☆ Check Video Description For Details ☆★☆★

My Psupedia Page - http://psupedia.info/User:Cloudstrife_xx

Striking Photon Arts

  • time-stamps -
    Knuckles - 0:20
    Twin Saber - 2:03
    Twin Claw - 3:27
    Twin Dagger - 4:59
    Whip - 6:23
    Sword - 7:20
    Spear - 8:27
    Double Saber - 9:26
    Axe - 10:41
    Saber - 11:47
    Dagger - 12:39
    Claw - 13:17
    Slicer - 14:17

I ...

▶ Play video
#

^ this kind of thing

grim ore
#

gameplay abilities would be would help with what you want. Its designed to do things like what you want when set up. You would do an attack, then queue up the special ability, then if you attacked again you would just replace it with the 2nd attacks ability, and repeat until you are done then apply whatever effect you queued up

prime willow
#

so i definitely want to touch that asap than since im finally moving to combat systems!

#

speaking of which have you seen my movement system yet~?

grim ore
#

if I was doing this lazily off the top of my head just to mke something working I would have an enum with all of those "effects" and a variable like "queuedeffect" that would be none. every attack would set the "queuedeffect" variable to the enum value associated with it and once you are done you would basically have an enum to check which effect to do

prime willow
#

ooo thats even smarter!

#

my way would of been stupid clunky lol

#

just gotta set it up about 14 more times for each gender species and age range

grim ore
#

but its got some limitations (only one effect "queued" up unless you set it to a bitmask) but if only one is needed then its an easy implementation

prime willow
#

ah i see

#

well that would mess with how i want to setup my elemental systems sadfgh

grim ore
#

the movement looks nice

prime willow
#

thank you ❤️

#

its a prototype but its alot better after i fixed some bugs and cleaned up the stuff

#

still need to get prettier animations for the human race

#

to really capture that human nature and indomitable spirit >:3

#

than do it 5 times over for each age range and gender than double that lmao for every species sweet god* lmao

#

thank you so much ill pin and note this coversation since im touching combat finally!

grim ore
#

yeah the Gamplay Abilities plugin is a really nice system its just..... super robust so trying to jump into it is an evil mess of learning

outer solar
#

Is there a way to get at least the files to the Matrix demo on pc?

grim ore
#

yes

split valley
#

If I want to make a Star Fox-like game where the player's space ship can only move on an imaginary 2D plane BUT I'd like that plane to follow a path like a roller coaster and even twist/rotate should I make the imaginary plane the Pawn and attach the ship to it or should the ship be the Pawn and I handle the imaginary plane movement some other way?

drowsy snow
outer solar
grim ore
#

work for Epic Games, they have a copy of it

outer solar
#

wow thanks.

grim ore
#

shrug all you asked was "Is there a way" and there is

drowsy snow
#

Epic even made HighResShot of the demo in the project editor for press kit

rancid lynx
#

HMD is my main character blueprint that possess the controller. so I can call Event MovementAxis X - Y from HMD. how do i make it so that i can ALSO call movement axis from the Mcontroller blueprints ?

#

I can call "turn left" in the HMD, but I cant put that same Turn left code into the Mcontroller. Id like HMD to be the main character, but share some controller input with the Mcontroller, like jump or grab

grim ore
#

is HMD a pawn possessed by MController?

#

IF the issue is the red input event is not working in both blueprints, click on the event and in the details panel tell it to not consume input. This will let the same input work more than once per input event.

#

Otherwise, input should go into a player controller then passed into the pawn that is controlled automatically. If you need the controller to tell the pawn to do something, then you should take the input in the controller then tell its controlled pawn to do something (custom event)

fallow iris
#

Hey I recently bought a uasset of a pixel art how do I extract it so I can have the art as an png

grim ore
#

load the item into the editor, then you can right click them and export the image

#

wherever you bought the asset from should tell you how to get it to work in the editor

fallow iris
#

I’m sorry I never used unreal engine before

drowsy snow
#

Sometimes the asset pack provide PNG files somewhere in the project folder (if it's Complete Project)

grim ore
#

there is a button in the launcher for adding it to your project

fallow iris
#

I’ve added it

grim ore
#

then right click the assets and find the export option

fallow iris
drowsy snow
fallow iris
#

In my desktop or through unreal engine

#

When I go into the files there’s no export as png option only TGA, PCX, HDR, BMP, COPY, and T3D

drowsy snow
fallow iris
#

Yessssss

#

Thank you so much

solemn yacht
#

Hey friends, I am running into something that I can't quite wrap my brain around. My engine is crashes, but there are no crash logs. I'm using 4.27.2 and it happens consistently when I exit VR Playmode, but not immediately. I can stay in the editor as long as I want until I enter playmode. Once I exit and take off the headset, even if I don't touch a single button... somewhere around 40 to 50 seconds later the engine simply closes and brings up the epic games launcher. Any thoughts?

primal tendon
#

So I'm trying to set the weather preset from a widget bp to ultra dynamic sky weather, how to do this?

rancid lynx
#

Oh my goodness. Show bubble is unchecked by default, after all these years. ue4.27 ue5 X_x

#

automatic comments on comments was a bit redundant.

slim escarp
#

Guys, I am new in Game Development and I'm actually working on a Bike using the WheeledVehicle class. I was wondering if there is a way to do a sequential shifter (change gear without use the gear 0)

simple burrow
#

I am working on painting some set of foliages on a static mesh object. But those foliages are getting places only in Z axis direction. I want the foliages to be placed in all directions. And also in some places of the static mesh the foliages are not getting painted. Can anyone help me in fixing these.

simple burrow
drowsy snow
#

The foliage tool was really meant for upward surfaces in mind, not a bendy looking pipe thing

sinful burrow
#

hi. In ue4.27.2, when I open the engine scalability settings, the engine crashes

drowsy snow
simple burrow
plush yew
#

Anyone have any luck making your own photoscanned assets? And what is the limit for what you can use photo scans for? Can you use it to create humans, animals, cars, the like?

drowsy snow
# plush yew Anyone have any luck making your own photoscanned assets? And what is the limit...

Basically anything, you just have to retopo and optimise them properly, if you're not using Nanite and/or it's not a static prop (Nanite can't do deformable meshes)

Some tuts for photoscanning with Blender and some free tools (Capturing Reality is now cheap BTW)
https://youtu.be/6VjA9EfkFSc
https://youtu.be/dKo0rWXVAlc

plush yew
#

Im self taught and new

#

Just saw that video, haha

#

Just wanted to ask someone about it, cool beans though.

#

Thanks!

#

I just saw, the max map size is 20x20 km, is this still the case, or can I expand it much further now that UE5 is available

drowsy snow
plush yew
#

guess ill look into it then

#

thank you

simple burrow
dawn gull
#

What NDK version does UE4.26.2 require?

dawn gull
atomic moon
#

I've got a little unreal app that takes screenshots in packaged builds.
When I run it on my machine, it works obviously and I get notifications on the bottom right saying that a screenshot has been taken.
However when I send them to my friends to run the same program, for some reason it DOES NOT take a screenshot even though when they run it, the game 'pauses' to indicate that something has happened.

I thought that maybe they hadn't installed the "UE4PrereqSetup_x64" and "VC_redist.x64"
But they installed it, and still the game can't take screenshots for them.
So I'm thinking maybe they haven't installed something on their system yet that my system has, but I don't know what it may be...
Has anyone encountered this?

dull girder
#

how can I change the dedicated server port?

tender ember
#

hello. I'm trying to import my blender rig to UE but the mesh is not one mesh but several meshes parented to the armature. will it work or should I join everything so it is one mesh?

frozen stratus
#

Is there a way in widget text fields to force each character/number to always occupy a fixed space? As in 1 is no thinner than 8. Or is this solely question of the font used? Letter spacing has no difference to this

drowsy snow
frozen stratus
#

@plush yew @drowsy snow Thanks guys, I'll try to change the font then

pine vessel
#

Hello, I made a few models and 2-3 of them are having weird, intense shadows at some places like this one

#

what can cause this or is it possible to find out what is causing it?

frozen stratus
pine vessel
#

I will try changing it now thank you!

#

it worked! thank you very much!

knotty summit
#

Do DataAssets cost too much memory or have noticeable negative effect on the performance if we have a lot of them? Let's say I have over 5000 inventory items and all data assets are stored in an array inside GameState.

livid hazel
#

my character is flipped and i cant unflip the normals in blender, as every tutorial seems to be outdated or doing nothing and i cant see if anything changes in blender because the model looks perfectly fine there. Only in unreal engine i realize its flipped inside out

livid hazel
#

blender paint mixamo all show it correctly. I gathered from the internet that the normals have to be flipped

#

mabye im not even sure anymore

knotty summit
#

Thanks for replying. Is there a specific way to look at the size it takes? .uasset seems like 3KB but I'm not sure if it's the correct place to look.

dark karma
#

Could someone help?
I am trying to find a.. "SunDirection" node for one of my setups to work

#

Well the correct name would be "Input SunDirection (vector3)" but I know how to set the input type

lucid grove
#

Hey! I'm a bit stuck with the logic of loading saves from the main menu of another map.

I have a main menu with different save slots. When saving the game, I also save a few variables: location name, screenshot, etc to show it loading menu.

The problem is that the start menu is a separate map and I can't get data from these saves.

I'm probably missing something. Is there a way to get data from the save file before loading the map?

dull girder
#

How to change the default port of dedicated server?

lucid grove
#

That easy? Goddammit. Thanks @plush yew!

hybrid ice
#

Why UE is such a hard to learn? 😥

drowsy snow
#

It's going to hard to learn without patience and strong will to learn.

hybrid ice
# drowsy snow How long have you learned UE?

Few months ago I started. I still don't know many things. I think maybe I'm not even know basics good. Just everything seems so compliceted, I really impressed by peoples who can do / build something in UE.

autumn latch
#

which one should i use

drowsy snow
autumn latch
#

which one is more good?

drowsy snow
#

Not even comparable

autumn latch
#

okey thx

drowsy snow
#

Use Fixed Framerate makes everything pretty much framerate dependant. If the user suffers from low framerate, lower than the target, everything slows down to a crawl, and vice versa.

pseudo hawk
#

I'm downloading unreal engine on my brand-new Windows 11 computer. What checkboxes I need to untick for this?