#ue4-general
1 messages Ā· Page 1119 of 1
Anyone have any other tips for begginers?
ok, I just unchecked them all (target platform) let you know how the installation goes!!
Don't afraid to experiment. If shit breaks, you can always create a new project.
i just hit intall on unreal engine i hope to create a multiplayer game based around csgo and metal gear solid
Have fun
Start with simple singleplayer minigames then
alright
quite happy with this so far :)
@plush yew learn to package your game early rather than when your "done"
Multiplayer is like its own can of worms, especially when dedicated server is put into consideration
You gonna dedicate your life to it
And sanity
You'll start wearing programmer socks too
That's gonna be your life
The socks are as seen on Visual Studio 2022 features video
Though I still don't wear any socks.
Maybe BP Ninja had a pair of it, maybe
Blueprint Socks with Hot Reload all over them
Maybe you'll find some coal in them too for being naughty
Speaking of which, they had Hot Reload being the new feature in VS'22, and the comments praised on it.
All I can say is, hope it doesn't suck
Seen that, but will most likely stay faaar away from it too before Unreal Engine has a seizure somehow cause it always finds a way to
I already had some problems compiling with the new MSBuild of VS22 complaining about csproj files where 'string' was not a valid arguement, nopped out after that
Spooky stuff, new toys are scary
I'm getting failed to load assets but when I hover over the item, it says NONE - how can I fix this?
Alrrady tried to see if fixing redirectors does anything?
Yeah, multiple times
How did this happen?
Deleted stuff the right way?
Moved stuff?
I replied to them sarcastically btw
And granted, MS don't showcase Hot Reloads with UE in particular, and majority of the video's comment section are most likely not using Unreal anyway
Yeah, just gonna stick to Live Coding
something definitely borked with your cosmetic valve, start hooking them back up....
Ask blessings from prophet Gabe, he shall free the BP from those errors...
Wait, wrong valve
There seems to be plenty of references broken over there all over the place
Could try visualizing references directly too, see if there's orphan ones around
But yeah, check if the assets in question are in the vicinity
How to get reference to actor in level inside game base blueprint?
Is the actor in the world when you start it? How does the actor get there?
it's a static mesh in a level named Level1
https://www.youtube.com/watch?v=EM_HYqQdToE&t=279s&ab_channel=UnrealEngine if you watch this video you will gain about 10 levels in your abilities
Announce Post: https://forums.unrealengine.com/showthread.php?101051
This Training Stream takes a look at Blueprint Communication. We find that Unreal Developers of all levels can sometimes struggle through the concepts behind moving data between objects. So in this video we'll take a look at the different ways to make Blueprints talk to one an...
I originally followed a tutorial and they said to put it inside level blueprint, but thought I would want to make it into common for all level, so thought of moving to game base blueprint....
seriously though, this #ue4-general message
2 hours... well I'll watch it tomorrow, it's too late today...
Mostly one of the things you could do to get a reference of something in particular in the level like in the Level BP and have it work in different levels too would be
Give the StaticMeshActor a Tag
GetAllActorsOfClassWithTag(StaticMeshActor)
Pretty slow operation tho, it really depends on what you need to do with it too so indeed watch the video for possible infinitely better solutions
(Bump)
sounds like you have the idea down, have you tested any of this yet?
I am trying the plane as Pawn design but it makes it really complicated when trying to have components on the attached ship actor when it's not a pawn
Hi, I was wondering if anyone here could kindly help me? I'm not sure where to post this and I've not found a solution online and have always had better feedback on here.. sooo since I've upgraded from a 1080Ti to a 3090, Unreal Engine 4, after 20 or 30 mins, flickers black and the menus all go black and I have to restart the programme every time and this gets really really annoying when you're working on a project 10 hours a day.. it appears to be an issue that's been around for a long time... any solutions out there? this is driving me mad. I'm working on 3 screens... all drivers are up to date as is everything else. What graphics cards are compatible with UE4 because the 3090 isn't.
I don't have a good idea of how to implement the alternative where the ship is the Pawn and is the only Pawn/Actor
yeah, sounds pretty confusing to me
try #hardware
Does this help? https://twitter.com/joewintergreen/status/1475727613687599104?t=Af4c_CgbERTlbCgQv-OcCQ&s=19
leaving this link here for myself with some convenient keywords so i can search it up next time i have the ISSUE where certain UI elements in unreal editor FLICKER (FLICKERING) on NVIDIA because i need to disable MULTIPLANE OVERLAY https://t.co/LNPpeVN1wD
thanks for the very quick response! I'll take a look!
did you get this fixed? I'm having the same issue...
stumped on how to remove these failed asset reference
thanks, I'll take a look
can you still work on a multi user project if one of the collaborators is not connected? when they connect, will the project sync up for them?
oh its a struct? check the bp that uses it and make sure it has the same stuff as the struct itself, sometimes it clears. you can also try a resaveAll on the folder the struct lives in (resave can take a while, sit tight)
and if the resaveAll doesnt do it on the folder, try on your Content (even longer)
cant help you if its some kookiness with structs in structs however
if an actor in a sub level is unloaded, is it possible to call and event from it? As far as I can tell even on destroyed isn't called
I want to unload several actors spawned from a spawner in a sub level
I'll give it a shot, thanks
@grim ore thought you would have had more, you prolific helper you 60k messages dude lol
heh - sorry about the bandwidth - searching for that took discord like a minute
I know they aren't all questions/answers, many are inane comments - but I feel like I should know more for having 16k messages ....
is it possible to create custom filters in the content browser?
check marketplace maybe? seems like plugin territory - i know you can select individual asset types but in terms of saving that group of asset types, I don't know
Does anyone know why unreal engine keeps crashing every 15 minutes or so using it please?
I always get this error
Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Windows/D3D11RHI/Private/D3D11Util.cpp] [Line: 198] Unreal Engine is exiting due to D3D device being lost. (Error: 0x887A0020 - 'INTERNAL_ERROR')
UE4Editor_D3D11RHI
UE4Editor_D3D11RHI
UE4Editor_D3D11RHI
UE4Editor_D3D11RHI
UE4Editor_D3D11RHI
UE4Editor_RHI
UE4Editor
UE4Editor
UE4Editor_Core
UE4Editor_Core
UE4Editor_RenderCore
UE4Editor_RenderCore
UE4Editor_Core
UE4Editor_Core
kernel32
ntdll
didnt find any but GameplayTags FTW
What could the "DM" pre/post-fix be short for? Dynamic Material? Anything else?
Gameplaytags can be used, but Im sure there's plugins that do the job better.
oh seems like you found them already my bad :D
yo
i made a door that goes up and down
im very very new to ue4
for some reason its not going all the way down
can someone help me with it?
Learning you can build your whole game based off tags makes me hate the hacky and bullcrap i added. ugh š¦ gamedev makes my mind go crazy
Can you screenshot the blueprint or send a snippet of code to appropriate channels? You're more likely to get a response than by sending the entire project.
Also I'm too lazy to download a full project.
ah
sure gimme 5min
the height of door is 50
1st screenshot is of the graph of sliding down
2nd screenshot is of the graph of sliding up when player goes out of the box
Why not use the same timeline for both if you're just reversing the flow and using its output?
You're using timeline Door_Open and Timeline_0
i was following a tutorial for this so i followed what she told me
Aah.
guys ive got a question, im using i think the datasmith addon or something else to export blender into unreal, when importing a rigged character do i place both the character and rig into the rig folder or the character in mesh and rig in rig? and when i export will it automatically be rigged?
Does the door fully open normally?
Might be the door simply isn't the height you think it is. Looks like the timeline goes from 1 to -1, and you're multiplying it by 50... so a height of 50 to -50
I'd suggest manually moving the door to its open and closed states, recording its positions there and using that as your reference for what values you need.
i thought of that
the door is not the height
but
You scaled it by 1.25, I wonder if that might have an effect.
lemme show u with stock size
Dumb idea but change that 50 in the graph output multiplier to 62.5
wut
stock size
Let me know if that does anything in the absolute slightest.
and still
lol
ok do not spam the button... for the sake of ur sanity
May hop into one of the chats in a moment to talk it through.
sure just tag me in the chat and i will be there š
Okay @dense stream gonna hop into Programmer Parlor
šŗšø
I tried to build my lighting and this error came up. Does anyone know what this means and what I have to do?
it means that you need to rebuild the lighting
i imported a rig and opened a skeleton because i dont see how i can edit the bones in the viewport, ive posed it in some kind of skeleton editor tab but how do i make it update my original mesh too?
@plush yew#animation might be better, but you can't change the skeleton in the editor. What are you trying to do?
what do you mean by pose it? unreal uses animation sequences for animations
you can adjust an animation, or make a new animation, but the skeleton isnt really something you pose
what?
what are you posing your skeleton for? what are you trying to do
Te muestro como crear poses y gestos estaticos para tus juegos, tambien como exportar las poses en imagenes de alta calidad!
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pose it
thats it
i dont get why its so difficult to understand
so did you follow that video then? its just making a new static mesh
its not a skeletal mesh, its not a skeleton
slams desk
Control Rig.
so i have a question: if c++ is better performance is it possible to convert bp into c++
and why not?
Yes, Nativization, but the setup sucks.
It's that sucks, that UE5 ditched it entirely.
Nativization converts BP to C++, but not in a human readable way. Somewhat similar to reverse engineering software like Ghidra.
These sound very interesting! Definitely gonna watch them
Nvidia GPU? Roll back your driver.
i did a foilage pass on my terrain, and i want to make another version of it with reduced amount.
how do i do this without deleting my original foilage?
like i want to have the foilage on a layer and just hide it, and paint a new one on another layer
Foliages can have density scaling, you might want to look for that so that it can be controlled with scalability settings.
i dont want that though
i wish it was a foilage object in my world outliner so i can hide it and enable it to compare
say i paint 10 different versions and compare them together
i see me doing this a lot at work when presenting versions
i can't just change the density each time and get a different seeded result each time
they have to be exact that's why i want to "save it"
Simple question : Is it worth it to start a project in UE5 or is it still too early (in terms of bugs, features not being there, not being able to publish the game,... ?
is there a feather that's uncessary for ur game? if not use 4.27
It's too early to start with UE5, unless you're a filmmaker.
I don't understand
Filmmakers don't care about getting a working game out of it, thus Nanite and Lumen comes first for them
I think I would need nanite to optimize my game, but it's not necessary
literally nobody needs nanite
you've not built your game and you're already thinking about optimization?
UE5 Early Access is also way outdated compared to 5.0 branch, but the latter is still hit or miss as to whether the editor will compile or not
I personally had my own 5.0 fork just to setup the modification
just use ue4 to save urself a lot of time and suffering
now back to the more important topic of "saving" foilage
how do i do this?! š¦
saving foliage?
TSR, Metasounds, and new anim features do be lookin nice, but it's just difficult to take UE5 seriously for now
yeah, because I don't want to mess that up by having a nice game (visually, mechanicly,...) but the optimization is trash
Optimisation come second.
say i painted foilage at 100%, now i want to have a version at 50% without deleting the 100% version
a wise man once said premature optimization is the root of all evil
and i want a version of 25% density without chaning the previous versions
It's okay to have optimisation in mind, but you better get the damn system working first before optimising it.
just... change the density and paint over?
that is one way, but it's not deterministic, i get a different result each time
i need the seed to be exactly the same
don't think the default foliage brush allows for that
i work in cinematics so i need to have replicatable results when i change versions
is there a way to bake the foilage out?
right now i don't even see it in my world outliner
i have literally hid everything in my world outliner and my foilage is still in my viewport =\
it's not in my outliner T_T
that person is right, but could change it to premature optimization is the root of all evil, when your game is done get damn back to check everything you'v done and good luck to optimize it
I don't know if you can conventionally hide it. but why not search for foliage and see what comes up?
if you're focused on optimization before even starting the project, you're not doing it right
Funny, but you're wrong.
optimize as you build, this is the way, u never know how you're going to implement something
dont overoptimize, but def make content with optimization in mind.
so it's worthless to think of it before hand
else your tech-artists will cry
that's when you have text-artists, but when you're alone, you're alone on your own crap you made
text artists
clearly
Heck, text mode games and demoscene are things
ok comrades, i have abanoned the use the foliage, as it's not workable iterative wise
i can't even do multiple passes of it, say a layer for grass , a layer for rocks, and a layer for props
it's all contained in the same goddamn foilage thing
time to make an instance HDA in houdini engine =\
yeah all the foliage is in one instance to minimize drawcalls
isn't drawcalls based on the # of mesh ur instancing?
i don't see why a useful feature such as layers will increase draw calls in any meaningful manner
instancing makes all meshes of the instance type 1 drawcall
well, not one drawcall, but one set of drawcalls
you'll still get multiple calls for different materials, shadows, etc
is there any channel where i can ask for help im having some trouble extracting paks
its just for the music for personal use
but oh well
mega oof
how do i import .mat file into UE 4
it says unknown extension or something
you cant, its not supported.
anyone know of a way to check if code runs in BlueprintEditor or Level?
print string node @neon bough
no, i want to run different code in the blueprint editor, but i found another workaround for my problem
hi i dont want to do something bad
the right is the tutorial like you see
i first did do all links away
so i did ctrl z 3X what shall i pick ?
to get to the point in the tutorial, remove the link to "gate" on the melee special
I am making a game with a procedural tile system, so like, 200 "tiles" in a big box, and the tiles have a bunch of actors on them. I need 3 layers of actors, so like BedroomTile >> Bed >> Pillow How can I do this with actors?
I tried a actor as the tile, and everything else as children, but then the "pillow" of the "bed" didnt match the position of the "bed"
What does it mean when the result of get owner is not valid?
My thoughts were that every actor has an owner, either the server or a client
Hey is anyone using the valve index for tracking in UE4 I have some question on using it
is there a way to move an actor by a specific amount? Kinda like in blender where you can press g, then z and type in an amount?
@native driftin the editor? or in game
in the editor...I'm trying to duplicate and move actors by a known amount
static meshes specifically
in the details pane, so select the actor in the outliner and look for the transform section
you can also change the snapping number to something like 100
yup...I've been doing the math for each field and typing in the value...it would be nice to be able to move it exactly 457.2 cm in X which is 15 feet without having to do the math
change the number snap increments then
you might find it easier to give up on the ancient British imperil system and go metric, just thought š
This building was built in imperial system in the late 1800's...all the math has to be done somewhere no matter what
snap increments of 15.4 woudl be nice...that would be half foot...but I can't use custom snap values...
yea, bummer, I would break out a spread sheet and get it to do the math so then you just need to type the values in
best bet would be to change these, remember its still metric
I figured it out! I can select all the things I want to move, right click, then choose transform and then delta transform.
yay!
Thats cool, I would never have thought they could be changed
Hi, Iām new here & I didnāt see āhelpā section, so I hope this is a good place for a question. Iām having an issue installing UE5 (ea) & even updating UE4.. I had it running today but had to restart my Pc 5% in & since, I havenāt been able to get started again.. error msg is : MD-DL..
Any advice?
if you are new new avoid ue5 and stick with the ue4 branch
Thatās not an issue.. I know itās early access & I cam deal with that.. I just want to know why itās not installing anymore.. & I canāt update UE4 either so I have to get this problem addressed before I cam use either
Do you have any error with the launcher?
maybe uninstall the launcher, delete all it's folders and try again
Seems to be.. I was in UE4 earlier, then picked up the UE5 . Started installing, then had to do a restart, now I canāt get it started or update UE4.. restarted the PC & no change.. but I will reinstall the launcher & see if that helps..
Will that affect all the games I have in the launcher?
Or will all that stay the same
I assume thatās tru the account not the launcher
you can download the UE5 source from GitHub, no need for the launcher and it has matured a lot since the EA release in the launcher
uninstalling the launcher has no effect on the items you own from epic store other than maybe having to re-download them
EA is unbearable
When I tried that the page was missing..
you have to login to github and link your account to epic
My account is linked but I might not have been logged in.. Iāll confirm
Yea.. Iām logged in & no page when I go thru the link
Try going through the linking process again
So I have this huge building I'm working on. It has a bunch of windows and doors. I have the Windows and Doors modeled in blender already with LOD...I know I can make Actors for those easily, but is there a way I can specify some kind of placeholder in Blender like an empty in the center of each window and have the engine replace those empties with windows snapped to the orientation/location of the empty?
Also...notice the building is floating above the ground...there's a cellar level I have yet to import that sits about 2 feet above ground. I'll have to add a visibility layer to the landscape for the cellar...Is it possible to use the footprint of the cellar to paint the visibility mask as opposed to just using a brush? I'd like to make it precise so there's a nice transition to the concrete pad around the base of the building.
Not with FBX workflow, at least. Blender's FBX exporter has no idea about point clouds, nor Unreal's importer knowing anything about Blender's Empty entities.
yeah I did discover that empties didn't import at all.
that's why I said "like" an empty...I was wondering if there were any alternatives.
Any suggestions for placing hundreds of windows?
I'd recommend to at least separate each major parts of the building, and/or just have it the outer shell for the interiors (though bounding for culling might be an issue)
I do have it quite separated....As you can see here the building is modular and each part of the building is separated into ceiling, floor, walls, window/door frames, exterior walls, etc...
Im trying to add collision to this triangle platform. But all i get is a box. How can i edit this box so that it becomes a triangle platform? Is the complex collision the only way?
Hello guys
Don't eat candy before breakfast
Thanks
you cant tell me how to live my life
If the mesh doesn't have physics sim going on, then yes.
well played..
Ive created a rotating rock with blueprint, simple set up. It rotates in simulation, but Id like to actually have it play in the sequencer to export with the movie queue. How do I get it to play in the sequencer mode, here is my set up
current set up
crosspost from #blueprint if someone knows, they will help you
thank you
can someone tell me what this error means?
oo Why is that? If it has physics simulation is there an issue? Because its more performance intensive? Its a platform and in the future it will rotate and hit players šŗ . is it ok?
it means the thing that the engine is trying to get (what you have told it to get in bp) does not exist at that time
None means it didn't find anything. It Accessed "None" so it cant do the logic that operates on that reference (the hit)
I told the engine to a line trace check and see if it hit a child of a parent bp
this is what my bp looks like
when that error happens, go to the very end of the error line, it should underline the problem node
so its either the hit actor or the get parent thats failing
id assume its the hit actor though
since that doesnt exist when retrieved
I got the error when interacting with an actor that's a child to BP_Interactable
"Create child blueprint class" makes a child actor right?
try a print string right after the line trace of the hit actor
Physics simulation (as in the object itself behaves like a rigid body) with complex collision just won't work.
like this?
take the hit actor output and drag that to the pink string input
that should make a GetDisplayName node so you can see what prints out
also, this logic is called from the player right?
Ok. still dont understand why would that be different for complex collision. But ok, i can then make a static mesh and make the collision from a static mesh, because i saw something like that option
yeah it is, and where would the string show?
itll print in the top left of your game
nothing printed
I'm needing to transfer my widgets from level to level in UE4. I utilize the hud but i create a 'WorldWidget' within the hud but when i transition to a level the hud gets reset. is it safe to store the widget that gets created in the hud in the game instance? the when i transfer to another level add the widget to viewport?
new to unreal and just noticed that my GPU usage runs up to about 80% when opening the unreal engine 5 editor. Have a 3080, is this normal?
I was told something would be an issue with the life cycle of the widget being stored in the game instance that it would get destroyed no matter how many references it has?
should at least say None
@surreal falcon i run a 580 and im at 99% in ue5 lol just in the editor
on another note, it might also be good to only allow it to succeed on the branch by checking if there was a hit.
like this?
suppose you could, ive never tried to store a widget in the game instance. Maybe just store the variables you need if it doesnt work
Thats gonna be a shitload of variables :l
sort of, use an and boolean node to qualify both
yeah i assumed so. The widget doesn't really possess the data though
If i have to do that i basically have to make myservers refresh all the data which is alot considering its a mmo
ohhh, try #multiplayer
yeah my networking is custom that wont do me any good @bright sigil
still not showing anything
I wrote all my networking
it should be here right?
yup that's the area, play the game so it prints
yeah it doesn't print, and I still get the error even without clicking
dunno then, mp is not my forte, i'd say put it in a struct but maybe you can do it how you want
This is madness! Never experienced my gpu so loud
so the line trace doesn't go off but you get the error? maybe its not that code
@surreal falcon yeah im at the point i need a new gpu so if it bricks or explodes i'll have a reason to get a new one
just gonna kinda send it at this point
it should be since that's the bp the error mentions
Lol, hope it breaks soon then haha. do you know any ways of reducing it? According to task manager it is mostly the 3D port
yeah and if thats the only hit event
Honestly i have no clue i haven't really debugged it tbh with you
np, read something about fps capping at 60 in the viewport? Couldnt find the settings yet tho
ah, you know what, i think i see now. You're checking to see if the hit actor is of a Class, but that's a check for an existing object, which it doesn't. You should get the class of the GetParent and use an isEqual class not object (its the purple one)
@surreal falcon some say disable lumen and global illumination aand nanite
but then you're basically disabling ue5 lmfao
console t.maxfps 60
just replace the == with the isEqual class?
try this
so
i think i misunderstood it, but you do want to get the parent actor of the hit?
i have a really retarded question
some top tier stupid
but its important
sort of i hope
so i want a weapon system duh everyone does
Welcome
but i want characters to also have animations that sort of look or appeal like their species or whatever
now its all quiet again hahaha
you might have todo that anytime you start up the engine or add it in the .ini @surreal falcon
Great tip!
weapon system means they can hold a weapon or punch/kick?
still shows error without line trace
so i want to have to hand to hand weapon so fighting styles can change
than a secondary weapon which would be an active weapon like rifle/ gunfu claymore or sword and shield
so like a full fighting style but you have two unarmed which is switchable and an equipable weapon
disconnect from the event, lol, if this is your only line trace this is super weird
but weirdly enough i want you to have a balance between gundam looking like a gundam whilst using swordds or humans using swords as humans
that kind of thing
well if you define the system as "the character always has a weapon" then you can have the weapon dictate the animation sets to use
this is what I changed it too, and yeah this is the first time I'm trying something without a tutorial lol
well of course i believe
if the print isnt firing, then thats the first problem, that should be doing something to tell you that its being called
as for switching between two weapons sets - unarmed to a sword for example, you would need to keep track of which is equipped to swap between them (sort of like an inventory)
sort a equipment setup essetionaly
yeah, it could be an array, even if its just two, this would let you scale it to three or more if desired, or keep it as two
yeah it's not showing the string
you can try setting the debug on the line trace to see if it goes off as well, otherwise try some strings earlier up the chain of executions - maybe even to the input event itself
probably best to use a struct to define all the "stats" of the weapon so you can pass that around
unless you want to use GameplayTags, DataAssets, or GAS
ok so i sort of have a system that happens
equipment
inventories
and equipping stuff on and off
maybe I'm not even hitting the actor, I haven't added a crosshair yet, but it should still return a string even if it didn't hit anything right?
i guess the part im interesting in is
if i wanted to figure out is what term am i looking for to create sort of blend
between one pose and the weapon stance
yes, where the string is hooked up, it should fire something because the line trace is being called. Maybe you could detach the GetDisplayName and put something in the string field of the PrintString (i know, i said to plug it in, but maybe its blank 𤷠)
is there a blend setup i know i heard overlaying works too ish?
I tried that and it's displaying the debug nonstop
so the line trace is being called every frame?
well, for the weapon class, hands or sword or w/e, they could have a reference to the owner's anim bp to set the anims for the locomotion state machine. You'd have to expose those as variables so they can be changed. I dont know about the smoothing part though, unless maybe a montage can handle that transition so it would be "on top" of the locomotion animations.
ah okay cool, so the print string is showing. looks like it is being called every frame. Did you say its a player input or tick?
it's an input axis set to left click
input axis events do fire on a tick
@bright sigil ā¤ļø
input action events do not
appreciate your love
no problem š
even if you dont hear it enough know youre irreplaceable and i appreciate your efforts
you cool Snowie
so I should replace the axis with an action?
thats based on the kind of input you want to have happen š
a single input when left mouse button is pressed
sounds like an action then
nice
the line trace wasn't far enough -w-
indeed, 50 is rather short š
yup I changed it to 200 and it works now
the string returns the name of the actor it hit
the show debug on the line trace should also help you see how long it is
sounds like it might be working for the most part
it still gave the same error, only once
same error?
and at the end of the error line?
its the purple one, so your checking class
so my guess is the get parent actor node
i dont think you need that so let me ask you
is what you're line tracing for an actor? or is it a child actor component of another actor?
child actor. If the actor hit by the line trace is a child of BP_Interactable, it gets attached to the players camera
or maybe, to put it another way, try without the get parent, just plug in hit actor to the get class
then i think what you are thinking you want to do is to check and see if this actor of the line trace is of a certain class, getting parent isnt quite the idea and im guessing thats where its failing
I guess so
im pretty sure you just want this
get parent is to get the parent this actor would be attached to (or a child of)
different than checking to see if it is a child class
ohhhh, so get parent actor doesn't return the name of the parent actor?
well... it does. if the actor you line trace against is a child of another actor, it would give you what it is childed to
if you want to know if this is a child of a class, then check for that instead
if this is still not working, or if you're confused, show my the setup for the BP_Interactable, specifically the components tab
well I haven't done anything in BP_Interactable, it's just a blank actor
now that I think about it, probably best to add the attaching code in that instead of the player
then try this node
i guess that brings me to the inevitable question: what are you trying to do?
I'm trying to have the player pick up an item via line trace. All items that can be picked up are children of BP_Interactable. When the players line trace hits a child of BP_Interactable, they will be attached to the scene location "ItemLocatioN", which is part of the players camera
right now this is how I have it set up
oh god it works! thanks so much!
now only problem is it blocks the players movement since it has collision -w-
is there a node that disables an actors collision?
best to change this on your bp class
anyone know of a way i can create multiple shortcuts for multiple UE versions? currently in the launcher if i create a shortcut it just replaces rather than creates a new one.
launching different projects?
bingo
one last thing, what exactly is a "class"? I still don't get it
is it just any kind of physical object in the scene? because I thought that's what actors are
actors are a class
actors are anything you can put into the world as well
player, for example, is an actor
it extends from the actor class
when you right click to make a bp class, those are classes you can make. the lower section of the create window lets you see the entire hierarchy of classes
Hi guys, not sure which is the right section, but I have an instanced foliage actor which is just grass. I made it using the Foliage tools. Problem is, there is nothing in the world outliner that I can select it by. I can only select is by clicking on the visual aspect of it in the viewport. Now the problem with this is that after I merged my main structure, I moved the unmerged stuff to a sublevel (dump level). Problem is that the grass is somehow connected to the unmerged structure and won't go back to the main level. What do I do?
Hey guys, I'm new to unreal engine, I installed the quixel bridge, but it keeps saying that I'm offline. Any suggestions?
multiply your normal map with a vector but keep the B as 1. e.g. 0.5,0.5,1.0 = half strength
Anyone?
what do i type to get a vector
quick question
how do recoil animations are made in unreal?
do they have like multiple recoil variations in them and blend them with a animBP or what?
probably simpler than that
but your approach would be so much prettier and high quality than standard
alright
i wouldnt say it would be more high quality since i have no idea how to use animBP
you could make a blendspace or montage plug it into the gun animation after shooting reset it via do once after the shot and recoil animation plays than rinse and repeat or else
Can be done with some procedural anims
^
can i do both though?
like the gun itself will have the animation
all 3 lol
but the body is procedural
i have no idea if doing the ones i said above is possible or not
Why not.
You can have the actual aim recoil procedural, while gun anims doing its own thing
At least that's what oldskool-ish FPS games done for like two decades now
how do you scale mesh from center in ue4 material if pivot is not in the center of object
vertex normal not working in this case
ObjectPositionWS and some float3 operations, I think
@ashen brook helped me out with this. it works fine now.
Hi, I'm new to unreal engine 4, so I added a spriting animation to the enemy to chase the play. But when I press play to test everything, the enemy stays in its idol state, and I'm unsure what to do.
ai needs a navmesh to move.do you have any navmesh in your level ?
I don't think so. Someone told me to change everything, and they sent me a blurry screenshot, so I couldn't make out what was in the screenshot.
follow this tutorial,it explains everything
Thank you ill check this out
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)
Someone know how to do that?
anybaady š
guys do i really need to have a Mac OS to be able to package for iOS?
or is there a sdk that i can work with from windows to simply package a iOS project
lots of questions, and little answers eh?! š
is anyone even here right now? lol
generally just be patient :)
also, we have a packaging channel. #packaging
hi guys any idea to fix this?
Does anyone knows why the icon on UE 4.27 looks broken it is my first time trying out that version and I installed it today
It's evolving into UE5
Does it cause any serious problems tho? It's just an icon
I have serious problem
Is there a way to Play sounds coming from client and client at the same time? I want to be able to hear the sounds coming from both windows not just the active window
how to fix video won't close the game process?
if I run a media video in the game and then quit the game, the process won't close, it will say the game is still running
Maybe it might mean my PC isn't getting supported
It's time to try out UE5
hi everyone. i want to try to learn UE5 for graphics, rendering,maybe some simple vfx. Not games basically. Where should i start? I have an expirience with 3d and 2d apps.
basically i dont understand what people do with EU. with blender for example you can model, with after effects you do 2d motion graphics, with houdini you do procedural stuff and vfx.
and in ue4 you combine those results for --generally-- realtime applications.
check the pinned messages for getting-started content.
it is advised to start with ue4 though, until ue5 leaves EA.
kickstart series? also what kind of job i can expect if i spend time learning these things?
that depends on what you focus on
And if i want to make games/be part of dev team should i learn c++ and something else?
Honestly i just heard that eu is a future but i still doent understand why
i cant imagine in my mind what exactly people do
you can make movies, games, archvis walktroughs, architectural design, and what not with the engine.
some people are making comic books in it, 2d games, interactive stories, use niagara to make vfx for movies, even the witcher season 2 uses ue5 for some scenes.
use niagara to make vfx for movies"
What is the best place to start? As the latest 3d app i worked with were houdini. maybe it would be easier for me to get in
Is there a way for me to detect hand shakes in VR? So like if you shake your right controller it toggles something on and if you do it again it toggles
you can use houdini to create content that runs in real-time in niagara, and using in-camera vfx results in being able to see all the explosions your actual actors run away from.
the niagara channel has some pinned messages with getting started (with niagara) content.
also check the unreal engine youtube channel, there is a lot of info there.
Thanks, last question. Is gtx 1060 decent for unreal engine? Using non realtime renderers even fast ones like redshift is pain in the ass with 1060.
its okay, not great, but unless you use ue5's nanite and lumen, you should be okay for the time being.
wasn't the whole point of nanite that it isn't performance intensive?
not an unreal problem but
can someone export the animations in this file please? and then import it back to blender or unreal
my blender cant export the animations for some reason
everytime i double check it in blender it just doesnt work
it still needs a baseline.
Whats the best software to make pixel art in. I can't be using microsoft paint and zoom in 100x to draw pixel by pixel then enlarge the picture everytime
how do I go about procedurally creating the exposure metering mask in this doc: https://docs.unrealengine.com/4.27/en-US/RenderingAndGraphics/PostProcessEffects/AutomaticExposure/ ? I know how to add a radial gradient to a material, but it's looking for a texture not a material. Is there a procedural way to create that mask?
left project is default tpp
right project is mine porject
why i cant change mesh transform
like left
so weird question character macro libraries
nvm
im stupid
im already accessing it xD
nvm
good ol fashion copy paste did the trick
2 for 2 on how stupid i am lmao
Hi! I am developing a game with a procedural map. This map will consist of 64 by 64 tiles, each tile is the same size, put together in a grid pattern. The hierarchy would go like this: World >> TileA >> Bed >> Pillow
The issue is that if I do this with child actors, I am unable to change the actors rotation. How can I make it so I can have dozens of tiles that are organized in the hierarchy?
manager/director subsystem
look at the description for them and see which one fits your needs best
I think the game instance one, although it isnt showing up in my context menu
subsystems are exclusively cpp
dang
but they are exposable in BP
idk a lick of cpp
is there any other way?
to do what I want?
wait
I think I have a idea
it's going to be difficult because you need those things at editor time. actors won't be active, or you could have used an actor manager. maybe some sort of editor blueprint, but I doubt it has everything you need exposed
generally what you're trying to do is way beyond what BP is ordinarily capable of though
perhaps there's a plugin somewhere, but I don't personally know any
I realized that those objects need to be able to be moved around the map, so they dont need to be inside a "tile", they can just be a actor in the world
meaning they dont have to be in a complicated hierarchy
now
the issue is
I have actors for each tile, kinda like a preset, and I want to loop through the children and spawn a actor at their relative location in the preset + their world location
and I am currently trying to make that wokr
how can I look at a actors children without spawning it in?
not sure what you're asking?
I want to loop through a actors children without physically spawning in that actor
you can't?
idk how
an actor needs to be instantiated
Hello everyone. I'm new, should I ask all questions about UE4 in this chat?
How to copy selected object in UE? xD
@grim ore So if youre online i have a really technical question that i cannot figure out the answer for the life of me
not really asking for the way to do it but if its a possible sequence if you dont mind please point me in the right direction:
I have an anim montage, but i want particular logic to activate when the anim montage is ever played
i want these logics to be specific to each and every montage for each weapon
like sword leg sweep causes knock down logic on target
sword uppercut causes target to luanch
sword stab causes block to break or stamina drain
however i have a different system calling the montages to play
is there a way to link the logic to the montage itself so when something calls that particular montage the logic will check for it than play upon that logic getting called from any source?
@drowsy snow if you know the answer or terms i need to figure it out pls poke me in here or dms
I have 1 easy question: How can I connect two Follow Camera and FirstPersonCamera lines so that these two lines converge and get into GetWorldLocation?
i have wanted to know that same question for a long time xD
Haha, in the end you didn't understand how?
nope lol
started making 1 variable that calls all multiplcations
than seperating what could happen when that variable is called
like follow camera is the main variable but when i want it to enter first person ill make a socket attach it in front of the characters eyes, than call the socket move the camera to the world position of the socket via socket name variable
than after positioning it and adding whatever code i need ill make the rest of the system that would use the socket to simulate first person view
Do you think I understand these clever words?
when it ends return the camera to original position
in laymen's* terms
make code to make the follow camera pretend to be first person
when your mechanic finishes being first person return it to third person where it was
I already made a camera from the third and first person, I want to do the construction
by construction you mean mixing the two variables right?
In general, I meant literally building from blocks (for example, Minecraft)
I think I figured out what I can do
sorry
?
for being of little use to you ^^
I hope you find a suitable solution sooner than later~
You pushed me to an idea with a solution to my problem. I am just using FirstPersonCamera
I have a procedural world with a number of "tiles", each tile consists of a few static mesh objects. I need a way to spawn in those static meshes without spawning in the tile actor, how can I do this? (all I want is a easy way to create presets and then load what is inside of them)
anyone know why launcher isn't remembering login info tho I have remember me checked ? I tried unchecking, rechecking and still won't, its been this way for a while now.
I didn't quite understand, but I got the essence
I originally wanted to do the construction from both the third person view and the first person view
But I realized that a first-person camera is enough
I have already done
It's too dreary and I already did it stupidly in the first person
hiiiiii
im making an thingy
big enough map
online
and i am thinking of checking that little box client side thingy
is that needed?
Full Multiplayer Support (Lan, P2P, Steam, Dedicated Server) going to use the dedicated server i think
minimum 100 players right?
I love how the evolution of people wanting to create their own game went from "I want to make a full SP campaign" to "I want an MMO" to "I want to make fortnite but for 100 people"
I thought regular fortnite was less
I've never played, I'll readily admit
welp
recent battlesomething sums up about 90% of the market
fps bros out there pulling the games industry towards one direction only
Are you spawning them on server?
In a single player game, I can even jump on them, in a network game I fall through them.
That is, the server for some reason does not see my blocks and I do not know what to do with it.
Are you doing any RPC?
What's this?
Remote Procedure Call
You gotta do "networking" to make it work, singleplayer code won't work for multiplayer
I just started to master multiplayer and don't understand it yet. No, I probably didn't do that. I think I understood the reason for my mistake, I made the construction of blocks relative to the character in the Event Graph, I followed the guide.
Can you please tell me where to drag all this?
I suggest understanding it all before doing anything with it
You may be right, but everyone has their own teaching method. I will try to search for information about this
#multiplayer pinned messages
Oh, you mean it. OK, thank you
bump
Prefabricator Plugin may help with that
thanks, I will look into that!
If you use Source Build you may be able to compile it for 5
anyone making something psychedelic, trashy or experimental using UT? would be very curious to see the work
Could someone help me out with a texturing problem?
is there a way to transfer meshes inside an actor into the main scene without importing the actor itself?
Just go to the mesh asset directly and put it into the scene.
yeah, but there are several objects with different coordinates
i want to be able to take those out and put them into the scene without going down the list 1 by 1 and manually orienting them
its giving me a bunch of errors using the included .bat
The dev behind Northern Journey has been posting devlogs of his new game that kind of get at this (https://www.youtube.com/channel/UCNBzq8B9E84RoCbsgUAmeBw) ā really cool work that gets away from the 'conventional UE' look
Make the capsule fatter (increase the radius)
Googled with keyword "free terrain sculpting brushes" and already got it in first search result.
this is a good idea but is it have other solution to this?
Push back the character š¤·āāļø
Hmm thanks for ideas :)
this is better form this i think
PROTIP: Don't be too strict with the keyword š¤
Hey guys, quick question. Is it possible to delete all my procedurally spawned foliage without deleting all of my handpainted foliage? If I select the forests in question it also targets all my handpainted meshes
Anyone know why a Alembic file would turn into a voxelized in UE? I even tried importing into Maya, and worked fine. Something in UE is converting it to a VDB/Volume. I've searched all the help docs and forum and nothing. Any help would be awesome!!!!
That's what i'm getting in UE
Quick question : I just created a small escape game in unreal engine as a school project and I used minecraft textures (because it's the graphic style I chose). And now I want to make my game testable by streamers and youtubers. But the question is this : Could I publish it to steam (of course for free as the textures aren't mine) just for people to test it or will I get in trouble in terms of copyright and law stuff.
I'm asking this because I saw someone creating a game being Squid Game with some of the mini-games being the same as the show and just renamed that to Crab Game and got distributed for free on steam, and didn't get any trouble. So could I do the same ?
Please ping me if any answer š
Better make original textures for them.
Minecraft textures aren't that complex, I'm sure you can make few of them with Megascans textures scaled down
Nope have no time and I'm not a texture artist, and nope I don't want to use Megascans because megascans is too realistic and I want it to be this style
Your call.
But it doesn't answer my question still
This is your answer.
At least if you want to play safe, because ideas can be copied and reused around, but not assets
But if you want to screw the legal aspect, then it's your call.
yeah but I' making no money from it and my game is a small escape game with 2 puzzle and 2 rooms
If you have issues with making the textures yourself or even looking for more legal alternatives, then who am I to say anything else
Again, the issue here is the assets, not the idea of Squid Game itself.
Ideas/mechanics can be imitated and copied around (unless it's patented), but not assets that are fall under copyrighted material.
Oh I'm gonna use Kenney's pack to solve this š
Hey, if I have a bunch of materials (they all only have a base color texture) can I somehow make them Instances of another material without having to set up all the base color textures from scratch?
Hey, I'm new to UE, I'm following a tutorial vid right now and I think what's happening in this involves my particle system not spawning on top of my scene in the viewport in the blueprint editor for my character. I'm having a laser beam shoot out of my gun, and even when I enter the same coordinates for it, it's in a completely different spot. Any ideas or solutions as to what might be happening?
It kind of baffles me how UE4/5 is at the point of true photorealism, and it's got all these amazing features, but some really basic and semi-basic but still probably common things that you'd think it would be capable of are all but impossible. It's really putting roadblocks in the way sometimes.
Like having a transparent interface in the world attached to the camera that doesn't get blurred to hell when the camera moves.
It's one of those things that I can remember I've had issues with multiple times over the many years I've been at this, and if I keep running into that issue, I'm sure plenty of others do too.
maybe someone could help me out I try to import FBX 3d finished 3d model into unreal, but textures are separate jpg. How to put them on top of the object?
I look forward to learning
and gaining some good tips in the process
can somebody help i want only the pupil to glow but on youtube theres only videos for emissive color
new to UE
why do i get all these erros when i make a c++ script when using visual studio code
when i just use visual studio it's fine
do i have to use visual studio?
or do i have to do smt to get other editors to work?
ig ill just visual studios then :(
rlly dislike it but ig it will do
Anyone done any work with Universal Character Customizer plugin?
@upper torrent Rider for UE4. Check it out. It's much better than VS imo.
i tried but it made the entire thing white
what are these called?
will this emission still work with that tutorial
do i just copy it or
sorry im not good with unreal
Anything Ć 0 is always 0. This is also roundabout, just plug in the emissive map to the ouput
can you dumb that down for me im really dumb when it comes to unreal
Do what you did for your base color map. Literally remove everything that isnt textures
can u take a photo a circle what i remove
sorry
Not at pc
whats the difference between a "level" and a "stream level"?
hey guys, ive imported an animated mesh into UE, but I cant figure out how to animate the collision. anyone got experience with this
How do I stop this sword from entering the block ? I tried a physics constraint, and that adds a force that pushes it out, but it vibrates and looks like trash. how do I completely stop this from entering the block ? Im using Motion controllers in VR. Physics constraints seem to be a very weak option.
its attempting to push the sword away, but doing an impressively low quality job, for something so as advanced as Unreal Engine.
9 trillion polygons with nanite. cant even keep 2 blocks from pushing into each other.
so i've got a text render that i've set visibility off for, but EVERY time i start the level, its visible, any idea why?
swing limit seems set near zero seems to be a huge help
someone could help me in #packaging, if it works i u give 3 dollars
Hey folks! I have an old iphone game that I'm trying to convert to UE4 and get it back up on the app store. It's a simple single-player game, originally built with a framework called Cocos2d-objc that has long gone extinct.
So I've been reviewing UE classes like GameInstance, GameState and GameMode, and I'm trying to understand which of these should hold code that maintains overall game state. For example, timers that trigger periodic "special" enemies to appear, certain game-level state changes that need to happen based on certain events, like that.
So far it looks like GameInstance is the right choice, but I'm having trouble finding out if GameInstance has a "tick" event handler where I can put my state-maintenance code.
If anyone knows the answer, or if i'm completely barking up the wrong tree, I would greatly appreciate a bit of guidance. Thanks in advance!
i dont think game instance has tick, could be wrong. But game instance does keep variables that wont be lost between level loading if that matters (i believe its the one one that can do this). Game mode and state can have tick.
Think of Game Instance more as the game's memory, not something you drive logic from.
Anyone using optitrack. I'm yet again finding myself beating my head against a wall because of poor decisions previous devs made. Whoever set this up must have had the plugin installed to engine and not project. Project won't open because it's missing this plugin. Issue is, the plugin itself seems inherently 'broken'. The latest version from optitrack is 2.27 (for 4.26) The build.cs files inside the plugin all reference a directory (the plugin is 3 parts) part/private. However none of the parts actually have that /private/ directory inside them. Even if I fix those references and remove the /private the project won't build because of "unresolves externals" the funnest UE4 error ever.
Hi I have a question for someone who is good with cameras. I'm making a sidescroller and I'm trying to get the camera to lag behind the player in a specific way. I can get it to lag behind but I want the camera to also rotate so that the player still remains at the center of the screen.
pretty sure springarm + camera does that
Yea thats what im currently using the problem is that it doesnt actually rotate to focus on the player
ah right, the springarm lags behind..
Kinda of like.... while the player is standing still the camera is watching the side of him but as he moves forward it lags behind and watches his rear
im not too good with cameras so someone else can provide something that might be better. Only thing i can think of is to rotate the camera based on the delta rotation between the offset/lag of the spring arm and player's location
might just be easier to not have a springarm though, dunno
There is a rotationlag setting but I think thats for third person rotation of the character
yeah, thats for when the player rotates
it will lag a bit to get back to behind the character
dont think that will help for side-scroller
Is your camera just moving left and right or up and down as well?
up and down too
I can get it to lag behind but I want the camera to also rotate so that the player still remains at the center of the screen.
I'm a little bit confused about your intended effect here. Do you want the camera to lag behind or to keep the character at the center of the screen?
the spring arm lags behind, so the character is not at the center of the camera - needs to have it lag back but still keep player in the center ala rotation
both haha. Im not doing a very good job at describing it sorry
Do you have an example from another game in video form?
Not that I can think of
i was thinking little nightmares, player is not always centered, but there is that "parallax"
He wants the character always center though.
right
Do you want the camera pinned to the character or do you want there to be a little give if the player moves slightly on screen?
Ill try to make a little depiction give me a bit
which is why im thinking the lookat rotation can maybe work as a delta since the springarm rotates the camera technically
like for example the character can move back and forth say 1-200 units before the camera starts following him.
Making a mockup in Blender might help a bit here
So this is what the camera would see if the user is not moving
This is what it would move to as hes moving
Ah you want it to rotate back as the character moves forward?
Just adjust the rotation based on speed and use an interp to make it smooth.
Oooh, side scroller. Could be as simple as rotating the spring arm over time
on tick if Speed > x then finterp to target Yaw rotation, if speed < x rotate back to default Yaw rotation.
Alright ill try that
You can check his direction and have it rotate the other way if they're moving left as well.
Yea thats the plan. Im going to try and implement a some sort of camera moves behind him during combat too
Merge actors has always been bugged, you cant have Texture Binning if you dont have "Reuse Mesh Lightmap UVs", anyone knows a solution?
Trying to recreate the blurred background like in this model.. any idea how to do it? https://sketchfab.com/3d-models/cartoon-building-435df25a299a4b78a5f031960b9a6c6a
In unreal engine ofcourse. I have a model viewer in my game and I want the background to look like this
plenty of sky mat tuts or check out the engine sky mat
Or use HDRI Backdrop plugin (built in) and use a low res HDRI
Hdri plug-in works but bloats up my game size and causes a build error when I package. Iām staying away from it
I have a sky mat in my game now but Iām not able to blur it like the example from sketchfab
bummer
how do i make a vr game WITHOUT a vr headset???
cause i had to ship mine back to facebook and i still havnt gotten it back so how do i make a vr game
Wait
Yo shouldnt need a headset to do it
How were u even making games on an oculus?
Thanks, I already fixed the font with FontForge but I'm sure this script will come handy later
Hello everyone, someone has come across such a bug, when you create a action the window immediately disappears and I don't even have time to select it. This happens when I press the right mouse button or when I create relative to another action
GIF shows more slowly, in real time this window disappears instantly
:no_entry_sign: LEOOOO#8102 was banned.
Other windows also instantly close, after restarting UE4 everything is fine, but over time it appears again
are you resizing the UI with the widget reflector?
I don't know, probably not
Consider that I opened UE4, created a couple of actions and a problem appears
I do not speak English well and can make mistakes in words, I apologize for that
If it was me, I'd check batteries on my mouse, unplug and reconnect any input devices. Maybe open an app that shows input.
Everything is fine with the mouse, maybe I have some kind of application that presses ESC or a virus
But even if so, there is no such error outside the application, and after a reboot everything works.
I think that I activate some kind of keyboard shortcut and I get this, but there are a million such hotkeys, I need to know the person who came across this
what you can try is hit alt or ctrl or shift once (that fixes it sometimes for me on linux, not sure if its the same issue as on windows)
Can anyone tell me how to use RecompileOnLoad for unreal engine
So uhh, the editor just crashed saying exiting due to D3D device being lost while i was working on my game and i have no idea what to do it's not even the first time this happened šļø š šļø
This engine is more unstable than my relationships
If so, how can this be solved?
I will try
"D3D device being lost" is mainly hardware related issue.
You're blessed by the best decision
Do you got a game controller/joystick connected to your computer?
Generally yes, but the gamepad itself is turned off
try to disconnect it fully
You use NVIDIA GPU?
Yes
I did not download drivers specifically for UE4
I need some help, when I start my walking animations everything is normal, but when I crouch also everything is normal. Problem is after crouching my character moves with speed of crouch animation. Any ideas what's wrong?
I've NVIDIA gpu and don't have such problems
Still have absolutely no clue on what to do-
How do you setup your crouching in your animBP?
Hello, I am a high school student as of 2022 who wants to start Unreal. I want to start, but it is difficult because there are not many materials.
Me too, lol, except that Im in primary school, last grade.
Fixed.
im trying AR in ue4, but the sdk blueprint throws an error and says the that 'Get all AR tracked images' is deprecated
cpp has basic knowledge
guess ill just use get all ar geometries then
why did chat grind to a halt š
Here's your materials.
https://www.unrealengine.com/en-US/onlinelearning-courses
Also plenty more of them in the pinned messages of this very channel, and more on other channels in Content Creation and Programming section in this server.
So, do you have any first recommendations for Unreal Engine?
heyy, how to make unreal engine full screen? i just want simple preview of models i put together instead of small boxy default view?
alt+enter doesnt work š
also on youtube there is complex tutorials for fullscreen gameplays, but there must be a simple way just to view it on full screen
no ?
Alt+Enter is not the magic key for the editor.
but there must be a simple way just to enter full screen, no?
or i should follow this https://www.youtube.com/watch?v=RGxGmYMiKKY ?
What is the Game User Settings: Fullscreen Mode Node in Unreal Engine 4
Source Files: https://github.com/MWadstein/wtf-hdi-files
Shift+F11 fullscreens the main editor window, and that's about it.
F11 to full screen the viewport only works with main viewport, not from the asset editors.
its complex
This is for runtime, standalone game process, not the editor.
I can not find anything on procedural animations in unreal engine with power ik does anyone know of any good videos or something showing how to do it
Cook fails with this error
here's the log.txt
I don't know how to fix this, I tried to remove all possible malicious actors or plugins
see log C:\Users\miche\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.27\Cook-2021.12.30-14.05.47.txt
@hollow palm
Did you read the file yourself first?
I see some warnings but not errors
WAZAP Y'ALL
hi, where can the "Generate Lightmap UVs" be found in UE5?
it says "in build settings" but have checked this and its not there
or maybe blind O_O
hello, I am not sure where to ask that question. I have been banging my head against the wall for like 3 hours at this point
so basically I am trying to use inbuilt quixel bridge for my needs for UE5, but this just keeps popping up and closing, I can't login, or anything.
All fixes that were -> deleting bridge folders in appdata roaming, trying to update the plugin (I didn't have that option in epic games library) as you can guess, didn't work
what is odd is that it used to work but now it just straight up doesnt and I have no idea why
ah sorry was checking the skeletal mesh, not the static
not used to UE in general tbh
thanks
ah cool thanks
one last thing @plush yew do you happen to know where the setting for Light map coordinate index is?
in the updated UE5 dialog
or is that now 'source lightmap index'?
cool ty, am following a tutorial from UE4 so just figuring out where it is
ahh brill cheers!
why the plane have no collision
Would i be better off keeping objects of the same type in a higharchical instanced static mesh or should i just make them all normal static meshes?
HISM
Wondering what this plugin does
UATHelper: Packaging (Windows (64-bit)): ********** BUILD COMMAND STARTED **********
UATHelper: Packaging (Windows (64-bit)): Running: C:\Program Files\Epic Games\UE_4.26\Engine\Binaries\DotNET\UnrealBuildTool.exe ShooterClient Win64 Development -Project="C:\Users\niloy\Documents\Unreal Projects\ShooterGame2\ShooterGame2.uproject" -Manifest="C:\Users\niloy\Documents\Unreal Projects\ShooterGame2\Intermediate\Build\Manifest.xml" -nobuilduht -N
oHotReload -xgeexport "C:\Users\niloy\Documents\Unreal Projects\ShooterGame2\ShooterGame2.uproject" -NoUBTMakefiles -remoteini="C:\Users\niloy\Documents\Unreal Projects\ShooterGame2" -skipdeploy -log="C:\Users\niloy\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.26\UBT-ShooterClient-Win64-Development.txt"
UATHelper: Packaging (Windows (64-bit)): ERROR: Client targets are not currently supported from this engine distribution.
PackagingResults: Error: Client targets are not currently supported from this engine distribution.
UATHelper: Packaging (Windows (64-bit)): Took 36.3693387s to run UnrealBuildTool.exe, ExitCode=6
UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool failed. See log for more details. (C:\Users\niloy\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.26\UBT-ShooterClient-Win64-Development.txt)
UATHelper: Packaging (Windows (64-bit)): AutomationTool exiting with ExitCode=6 (6)
UATHelper: Packaging (Windows (64-bit)): BUILD FAILED
PackagingResults: Error: Unknown Error```
help
i am tring to export a game which has a dedicated server. i am packageing the client.. it does this error
you wanna put that in a spoiler?
please for the love of god I still have no idea why doesn't that feature work, like I see the assets, but I can't log in and that error in the left keeps popping up every 10 seconds
it's driving me nuts
??
also yeah this
help..
i get this error when i try to save my project "The asset '/Game/FirstPersonBP/Blueprints/SwatCharacter' (SwatCharacter.uasset) failed to save.
Cancel: Stop saving all assets and return to the editor.
Retry: Attempt to save the asset again.
Continue: Skip saving this asset only."
ok ill try it
i dont can save anything.
how do u remove the win64 shipping when you build the project?
show what you mean?
we don't talk about reverse engineering in this Discord server, and the legality of it will depend on your local laws; we can't answer that here either.
ask the people who made the product?
so no one made it? and your asking about "UE Explorer", ask the people who made that
it's made by an indie dev
Ah shit, here we go again...
I don't know him personally
You want to rip the game content, right? Then look for underground modding forums on Google.
Case closed.
It may not be illegal, but not every devs are consent of having their Unreal game contents ripped without permission.
If you just want the assets, or want to know the specific of the development, reach out to the devs directly, especially that you said it's a "free" game made by "indie dev".
Did I say I want to rip his game though? I just wanted some info on the matter since while I was playing it I thought "Oh that's cool I wonder how he did it"
Indie devs typically should be easier to reach out than AAA studio.
Ask him about it either by e-mail or his social media channels. Saves you the hassle of going through the underground ways.
yeah that seems about right
lets not continue this discussion.
Iām just starting out with Unreal, Iām a C++ developer by trade. Any cons to doing most things by coding them myself vs using blueprints?
Not many cons, since Unreal C++ can go lower level, but some things are legit easier to do in BP than C++, like asset loading. Not to mention iteration times can be slower than BP (fast iteration is key to prototyping)
Some things are more accessible via blueprints, find the right balance
It's nigh impossible to make a UE4 game in 100% C++, Blueprints are going to be involved one way or the other nonetheless.
Hi guys,
I'm looking for PixelStreaming in combination with Multiplayer š
Can someone send me an hint if this is possible or not yet?
Theoretically possible, but practically not so much. Pixel Streaming is very dependant on the server you're hosting the app on and its bandwidth, and so far the main use of it are mostly for product configurators or virtual showrooms, where interactivity matters, but not low latency, as opposed to actual games.
ok, thanks
Thaanks mate for this information š
I will definitly looking into the topic and maybe there is a good way to use PixelStreaming in Multiplayer applications
Cool. I donāt mind using blueprints, it just looks kind of messy at times. Like yesterday, I wanted to setup a character with WASD, Jump, and Crouch movements from scratch. It took me longer to do it in blueprints. But something like having a player opening a door was faster using blueprints.
did it take longer as you didnt know how to do it in BP, or because it took longer to do the same steps?
Probably cause it didnāt know how to do it in BP. Maybe I need to sit down and learn it
if you intend on using UE4 for more than exploring, it might be best. Its generally a good path to learn the editor, then learn how blueprints function in the editor and engine, then if you want you start adding in C++. Every BP has backing C++ code so one path is to do the first two parts then you can "port" your Blueprints to C++ as you update the project to learn how that part works. in the end you get a basic understanding of how it all goes together and you should be able to see what works well in BP and what works well in C++
Hey! I apologize in advance if this isn't the right channel to post this question.
I'm wanting to make an animated video series to throw up on yt, I've read that Unity is better for 2d, but I'd like to learn and work with Unreal because I have another project in the future that I think would best pair with Unreal.
So I'm looking to use unreal for this animated video series, I'm thinking maybe 2d because I'm hoping that's easier than 3d, but if it's about the same workload idc about the graphics exactly, it doesn't need to be realistic at all, anyways!
Whole point of my question would Unreal engine 4 be acceptable for a beginner to use a 2d animated video? If so where's the best place to start? I've started an online course to kind of take me through the engine, I know it's going to be a lot of hours of just learning g and I'm okay with that
the engine is expandable, you can do whatever you want with enough effort. the 2D systems in UE4 are quite "basic" out of the box, but can be enough for most things with some effort. Depending on what you want to do with this animated series you might not even need it to be using 2D if this is just something as simple as images moving
learn the engine with the official tutorials, which you might already be doing, the figure out the next part you need to learn and learn that. It might be the virtual production or film courses next
would I need to dig into source or an ini to add icon to editor, for like save all ( dont want to deal with keys if I don't have to) ? ;)))
Hello guys.
hi
I'm about to start making my first game in UE. I think I have a pretty good idea. I don't want to post it hire, but I need some feedback/opinion. So if you are interested, please contact me in DM.
Does anyone else take like 6 or 7 tries before their projects open? is it just me?
meaning what
click the project open, loads for a bit then does nothing
ouch
bout 6 or 7 times before it works
never seen that happen before, sorry ---thats,,,weird
is the project still where it should be on your ssd
oir hdd
or hdd
hmm, i would validate files like in steam for that unreal version but it doesnt seem to have that option, and yeah they're all still there
so this is a steam version or something
I've never dealt with steam so I dunno how much I can aid you
no no lmao, just using that as a fame of reference, im sure this is just something dumb like i have to reinstall
probably a good idea too
crossing fingers
open task manager next time and see what it's doing when you open it
just checked actually, looks like its opening at most 2 instances of ue4 and crashreporter respectively, but weird thing is, theres like 9 instances of epic games launcher now. i've never encountered something like this tbh
id restart your pc and try from scratch, see what happens the first time
yeah i just did, im thinking its time to reinstall the epic games launcher and see if that fixes something, eugh, even in the future nothing works
