#ue4-general

1 messages Ā· Page 1119 of 1

bright sigil
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Installation-wise any platform you dont plan to build for. Gtg otherwise

hybrid ice
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Anyone have any other tips for begginers?

pseudo hawk
drowsy snow
plush yew
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i just hit intall on unreal engine i hope to create a multiplayer game based around csgo and metal gear solid

autumn flame
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Have fun

plush yew
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ill try i do know anything about ue4 lol

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dont

autumn flame
#

Start with simple singleplayer minigames then

plush yew
#

alright

wild warren
bright sigil
#

@plush yew learn to package your game early rather than when your "done"

drowsy snow
#

Multiplayer is like its own can of worms, especially when dedicated server is put into consideration

autumn flame
#

You gonna dedicate your life to it
And sanity

You'll start wearing programmer socks too

That's gonna be your life

drowsy snow
#

Though I still don't wear any socks.
Maybe BP Ninja had a pair of it, maybe

autumn flame
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Blueprint Socks with Hot Reload all over them

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Maybe you'll find some coal in them too for being naughty

drowsy snow
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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

autumn flame
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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

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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

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Spooky stuff, new toys are scary

light thunder
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I'm getting failed to load assets but when I hover over the item, it says NONE - how can I fix this?

autumn flame
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Alrrady tried to see if fixing redirectors does anything?

light thunder
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Yeah, multiple times

autumn flame
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How did this happen?

Deleted stuff the right way?
Moved stuff?

light thunder
#

not, undoubtedly did not

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I'm sure i deleted something the wrong way

drowsy snow
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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

autumn flame
#

Yeah, just gonna stick to Live Coding

bright sigil
drowsy snow
#

Ask blessings from prophet Gabe, he shall free the BP from those errors...

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Wait, wrong valve

autumn flame
#

There seems to be plenty of references broken over there all over the place

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Could try visualizing references directly too, see if there's orphan ones around

drowsy snow
primal tendon
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How to get reference to actor in level inside game base blueprint?

light thunder
primal tendon
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it's a static mesh in a level named Level1

light thunder
#

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...

ā–¶ Play video
primal tendon
#

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....

primal tendon
#

2 hours... well I'll watch it tomorrow, it's too late today...

autumn flame
#

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

ionic prairie
#

Hello

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everyone

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@everyone

split valley
#

(Bump)

bright sigil
split valley
#

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

ashen delta
#

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.

split valley
#

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

bright sigil
split valley
# ashen delta Hi, I was wondering if anyone here could kindly help me? I'm not sure where to p...

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

ashen delta
#

did you get this fixed? I'm having the same issue...

light thunder
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stumped on how to remove these failed asset reference

ashen delta
#

thanks, I'll take a look

bold rivet
#

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?

bright sigil
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and if the resaveAll doesnt do it on the folder, try on your Content (even longer)

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cant help you if its some kookiness with structs in structs however

merry gazelle
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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

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I want to unload several actors spawned from a spawner in a sub level

light thunder
#

@grim ore thought you would have had more, you prolific helper you 60k messages dude lol

fierce tulip
#

we secretly clean his history, else we reach the limit :p

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(we dont)

light thunder
#

heh - sorry about the bandwidth - searching for that took discord like a minute

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I know they aren't all questions/answers, many are inane comments - but I feel like I should know more for having 16k messages ....

fierce tulip
light thunder
#

bah, most of those are admin threats/abuse of power

devout edge
#

is it possible to create custom filters in the content browser?

light thunder
#

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

lean oracle
#

Does anyone know why unreal engine keeps crashing every 15 minutes or so using it please?

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I always get this error

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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

devout edge
south edge
#

What could the "DM" pre/post-fix be short for? Dynamic Material? Anything else?

south edge
#

oh seems like you found them already my bad :D

dense stream
#

yo

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i made a door that goes up and down

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im very very new to ue4

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for some reason its not going all the way down

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can someone help me with it?

kindred depot
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Learning you can build your whole game based off tags makes me hate the hacky and bullcrap i added. ugh 😦 gamedev makes my mind go crazy

unreal widget
#

Also I'm too lazy to download a full project.

dense stream
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1st screenshot is of the graph of sliding down

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2nd screenshot is of the graph of sliding up when player goes out of the box

unreal widget
#

Why not use the same timeline for both if you're just reversing the flow and using its output?

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You're using timeline Door_Open and Timeline_0

dense stream
unreal widget
#

Aah.

plush yew
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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?

unreal widget
#

Does the door fully open normally?

dense stream
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its not opening fully

unreal widget
#

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

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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.

dense stream
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the door is not the height

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but

unreal widget
#

You scaled it by 1.25, I wonder if that might have an effect.

dense stream
unreal widget
#

Dumb idea but change that 50 in the graph output multiplier to 62.5

dense stream
dense stream
unreal widget
#

That up/down height * 50 going into new location z

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Change that 50 to 62.5

dense stream
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ye

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ok

unreal widget
#

Let me know if that does anything in the absolute slightest.

dense stream
unreal widget
#

oh my.

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Okay give me a few minutes to download the project.

dense stream
#

and still

dense stream
#

ok do not spam the button... for the sake of ur sanity

unreal widget
#

May hop into one of the chats in a moment to talk it through.

dense stream
#

sure just tag me in the chat and i will be there šŸ˜„

unreal widget
#

Okay @dense stream gonna hop into Programmer Parlor

earnest gyro
#

šŸ‡ŗšŸ‡ø

tidal shale
#

I tried to build my lighting and this error came up. Does anyone know what this means and what I have to do?

earnest gyro
#

it means that you need to rebuild the lighting

plush yew
#

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?

grim ore
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@plush yew#animation might be better, but you can't change the skeleton in the editor. What are you trying to do?

plush yew
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pose it

grim ore
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what do you mean by pose it? unreal uses animation sequences for animations

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you can adjust an animation, or make a new animation, but the skeleton isnt really something you pose

plush yew
#

what?

grim ore
#

what are you posing your skeleton for? what are you trying to do

plush yew
#

pose it

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thats it

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i dont get why its so difficult to understand

grim ore
#

so did you follow that video then? its just making a new static mesh

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its not a skeletal mesh, its not a skeleton

drowsy snow
devout edge
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so i have a question: if c++ is better performance is it possible to convert bp into c++

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and why not?

drowsy snow
#

It's that sucks, that UE5 ditched it entirely.

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Nativization converts BP to C++, but not in a human readable way. Somewhat similar to reverse engineering software like Ghidra.

pure void
true ridge
sonic granite
#

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?

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like i want to have the foilage on a layer and just hide it, and paint a new one on another layer

drowsy snow
sonic granite
#

i dont want that though

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i wish it was a foilage object in my world outliner so i can hide it and enable it to compare

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say i paint 10 different versions and compare them together

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i see me doing this a lot at work when presenting versions

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i can't just change the density each time and get a different seeded result each time

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they have to be exact that's why i want to "save it"

small pewter
#

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,... ?

sonic granite
drowsy snow
small pewter
sonic granite
#

do u need lumens/gi

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if not use 4.27

drowsy snow
#

Filmmakers don't care about getting a working game out of it, thus Nanite and Lumen comes first for them

small pewter
sonic granite
rotund scroll
#

you've not built your game and you're already thinking about optimization?

drowsy snow
#

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

sonic granite
#

just use ue4 to save urself a lot of time and suffering

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now back to the more important topic of "saving" foilage

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how do i do this?! 😦

rotund scroll
#

saving foliage?

drowsy snow
#

TSR, Metasounds, and new anim features do be lookin nice, but it's just difficult to take UE5 seriously for now

small pewter
sonic granite
rotund scroll
sonic granite
#

and i want a version of 25% density without chaning the previous versions

drowsy snow
rotund scroll
#

just... change the density and paint over?

sonic granite
#

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

rotund scroll
#

don't think the default foliage brush allows for that

sonic granite
#

i work in cinematics so i need to have replicatable results when i change versions

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is there a way to bake the foilage out?

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right now i don't even see it in my world outliner

rotund scroll
#

all foliage is saved in a single instance

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so you should see it

sonic granite
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i have literally hid everything in my world outliner and my foilage is still in my viewport =\

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it's not in my outliner T_T

small pewter
rotund scroll
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I don't know if you can conventionally hide it. but why not search for foliage and see what comes up?

rotund scroll
sonic granite
fierce tulip
#

dont overoptimize, but def make content with optimization in mind.

sonic granite
#

so it's worthless to think of it before hand

fierce tulip
#

else your tech-artists will cry

small pewter
rotund scroll
#

text artists

sonic granite
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text artists

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he's making an ascii game

rotund scroll
#

clearly

sonic granite
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u dont need to optimize that

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any potato computer can handle that

drowsy snow
#

Heck, text mode games and demoscene are things

sonic granite
#

ok comrades, i have abanoned the use the foliage, as it's not workable iterative wise

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i can't even do multiple passes of it, say a layer for grass , a layer for rocks, and a layer for props

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it's all contained in the same goddamn foilage thing

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time to make an instance HDA in houdini engine =\

rotund scroll
sonic granite
#

isn't drawcalls based on the # of mesh ur instancing?

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i don't see why a useful feature such as layers will increase draw calls in any meaningful manner

rotund scroll
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instancing makes all meshes of the instance type 1 drawcall

wary wave
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well, not one drawcall, but one set of drawcalls

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you'll still get multiple calls for different materials, shadows, etc

brittle python
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is there any channel where i can ask for help im having some trouble extracting paks

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its just for the music for personal use

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but oh well

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mega oof

tacit urchin
#

how do i import .mat file into UE 4
it says unknown extension or something

grim ore
#

you cant, its not supported.

neon bough
#

anyone know of a way to check if code runs in BlueprintEditor or Level?

barren coyote
#

print string node @neon bough

neon bough
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no, i want to run different code in the blueprint editor, but i found another workaround for my problem

plush yew
#

hi i dont want to do something bad

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the right is the tutorial like you see

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i first did do all links away

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so i did ctrl z 3X what shall i pick ?

native niche
# plush yew

to get to the point in the tutorial, remove the link to "gate" on the melee special

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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?

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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"

barren coyote
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What does it mean when the result of get owner is not valid?

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My thoughts were that every actor has an owner, either the server or a client

fallow spoke
#

Hey is anyone using the valve index for tracking in UE4 I have some question on using it

native drift
#

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?

barren coyote
#

@native driftin the editor? or in game

native drift
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in the editor...I'm trying to duplicate and move actors by a known amount

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static meshes specifically

barren coyote
#

in the details pane, so select the actor in the outliner and look for the transform section

bright sigil
#

you can also change the snapping number to something like 100

native drift
#

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

bright sigil
#

change the number snap increments then

barren coyote
#

you might find it easier to give up on the ancient British imperil system and go metric, just thought šŸ˜†

native drift
#

This building was built in imperial system in the late 1800's...all the math has to be done somewhere no matter what

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snap increments of 15.4 woudl be nice...that would be half foot...but I can't use custom snap values...

barren coyote
#

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

bright sigil
native drift
#

I figured it out! I can select all the things I want to move, right click, then choose transform and then delta transform.

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yay!

barren coyote
olive orchid
#

Hi, I’m new here & I didn’t see ā€œhelpā€ section, so I hope this is a good place for a question. I’m having an issue installing UE5 (ea) & even updating UE4.. I had it running today but had to restart my Pc 5% in & since, I haven’t been able to get started again.. error msg is : MD-DL..

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Any advice?

barren coyote
#

if you are new new avoid ue5 and stick with the ue4 branch

olive orchid
#

That’s not an issue.. I know it’s early access & I cam deal with that.. I just want to know why it’s not installing anymore.. & I can’t update UE4 either so I have to get this problem addressed before I cam use either

drowsy snow
barren coyote
#

maybe uninstall the launcher, delete all it's folders and try again

olive orchid
#

Seems to be.. I was in UE4 earlier, then picked up the UE5 . Started installing, then had to do a restart, now I can’t get it started or update UE4.. restarted the PC & no change.. but I will reinstall the launcher & see if that helps..

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Will that affect all the games I have in the launcher?

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Or will all that stay the same

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I assume that’s tru the account not the launcher

barren coyote
#

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

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uninstalling the launcher has no effect on the items you own from epic store other than maybe having to re-download them

neon bough
#

EA is unbearable

olive orchid
#

When I tried that the page was missing..

neon bough
#

you have to login to github and link your account to epic

olive orchid
#

My account is linked but I might not have been logged in.. I’ll confirm

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Yea.. I’m logged in & no page when I go thru the link

drowsy snow
#

Try going through the linking process again

native drift
#

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.

drowsy snow
native drift
#

yeah I did discover that empties didn't import at all.

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that's why I said "like" an empty...I was wondering if there were any alternatives.

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Any suggestions for placing hundreds of windows?

drowsy snow
#

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)

native drift
#

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...

tiny zodiac
#

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?

sterile tulip
#

Hello guys
Don't eat candy before breakfast

cloud stone
#

Thanks

prime willow
#

i wont tell you what to do if you make my game right now

drowsy snow
compact cloud
#

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

bright sigil
rustic saddle
#

can someone tell me what this error means?

tiny zodiac
bright sigil
bright sigil
rustic saddle
#

this is what my bp looks like

bright sigil
rustic saddle
#

oh it says the branch

bright sigil
#

so its either the hit actor or the get parent thats failing

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id assume its the hit actor though

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since that doesnt exist when retrieved

rustic saddle
#

I got the error when interacting with an actor that's a child to BP_Interactable

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"Create child blueprint class" makes a child actor right?

bright sigil
#

uhh

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im not following

bright sigil
drowsy snow
bright sigil
#

take the hit actor output and drag that to the pink string input

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that should make a GetDisplayName node so you can see what prints out

bright sigil
tiny zodiac
rustic saddle
tiny zodiac
#

ops sorry rip my english

#

😺

bright sigil
rustic saddle
#

nothing printed

tawdry wren
#

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?

surreal falcon
#

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?

tawdry wren
#

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?

bright sigil
tawdry wren
#

@surreal falcon i run a 580 and im at 99% in ue5 lol just in the editor

bright sigil
# rustic saddle like this?

on another note, it might also be good to only allow it to succeed on the branch by checking if there was a hit.

bright sigil
tawdry wren
#

Thats gonna be a shitload of variables :l

bright sigil
bright sigil
tawdry wren
#

If i have to do that i basically have to make myservers refresh all the data which is alot considering its a mmo

tawdry wren
#

yeah my networking is custom that wont do me any good @bright sigil

rustic saddle
tawdry wren
#

I wrote all my networking

rustic saddle
#

it should be here right?

bright sigil
rustic saddle
#

yeah it doesn't print, and I still get the error even without clicking

bright sigil
surreal falcon
bright sigil
tawdry wren
#

@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

rustic saddle
surreal falcon
#

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

bright sigil
tawdry wren
#

Honestly i have no clue i haven't really debugged it tbh with you

surreal falcon
bright sigil
tawdry wren
#

@surreal falcon some say disable lumen and global illumination aand nanite

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but then you're basically disabling ue5 lmfao

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console t.maxfps 60

rustic saddle
bright sigil
prime willow
#

so

bright sigil
#

i think i misunderstood it, but you do want to get the parent actor of the hit?

prime willow
#

i have a really retarded question

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some top tier stupid

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but its important

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sort of i hope

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so i want a weapon system duh everyone does

surreal falcon
#

that fixed it

tawdry wren
#

Welcome

prime willow
#

but i want characters to also have animations that sort of look or appeal like their species or whatever

surreal falcon
#

now its all quiet again hahaha

prime willow
#

how would you merge the two

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would you just overlay animations via bones?

tawdry wren
#

you might have todo that anytime you start up the engine or add it in the .ini @surreal falcon

prime willow
#

@drowsy snow ^

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or a sort of blend pose

bright sigil
rustic saddle
prime willow
#

so like a full fighting style but you have two unarmed which is switchable and an equipable weapon

bright sigil
prime willow
#

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

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that kind of thing

bright sigil
rustic saddle
prime willow
#

well of course i believe

bright sigil
prime willow
#

hmm

#

hmm

bright sigil
# prime willow well of course i believe

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)

prime willow
#

sort a equipment setup essetionaly

bright sigil
#

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

rustic saddle
bright sigil
bright sigil
#

unless you want to use GameplayTags, DataAssets, or GAS

prime willow
#

ok so i sort of have a system that happens

#

equipment

#

inventories

#

and equipping stuff on and off

rustic saddle
prime willow
#

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

bright sigil
prime willow
#

is there a blend setup i know i heard overlaying works too ish?

rustic saddle
#

so the line trace is being called every frame?

bright sigil
prime willow
#

oh

#

i think i get what youre saying

bright sigil
rustic saddle
bright sigil
prime willow
#

@bright sigil ā¤ļø

bright sigil
#

input action events do not

prime willow
#

appreciate your love

bright sigil
#

no problem šŸ˜›

prime willow
#

even if you dont hear it enough know youre irreplaceable and i appreciate your efforts

bright sigil
#

you cool Snowie

rustic saddle
bright sigil
rustic saddle
#

a single input when left mouse button is pressed

bright sigil
rustic saddle
#

ohhhhh that makes so much more senseeeee

#

I see the problem now

bright sigil
#

nice

rustic saddle
#

the line trace wasn't far enough -w-

bright sigil
#

indeed, 50 is rather short šŸ˜›

rustic saddle
#

yup I changed it to 200 and it works now

#

the string returns the name of the actor it hit

bright sigil
#

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

rustic saddle
#

it still gave the same error, only once

bright sigil
#

same error?

rustic saddle
bright sigil
rustic saddle
#

still the branch

#

is it maybe because the isEquals is only set to actor?

bright sigil
#

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?

rustic saddle
#

child actor. If the actor hit by the line trace is a child of BP_Interactable, it gets attached to the players camera

bright sigil
#

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

rustic saddle
#

I guess so

bright sigil
#

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

rustic saddle
#

ohhhh, so get parent actor doesn't return the name of the parent actor?

bright sigil
#

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

rustic saddle
#

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

bright sigil
#

then try this node

bright sigil
rustic saddle
#

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

bright sigil
#

oops, sorry

#

alternatively you can cast it to the class you want šŸ™‚

rustic saddle
#

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?

bright sigil
late verge
#

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.

bright sigil
late verge
#

oh right, i can just create shortcuts of the uproject

#

derp

rustic saddle
#

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

bright sigil
#

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

neon magnet
#

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?

trail cedar
#

Hey guys, I'm new to unreal engine, I installed the quixel bridge, but it keeps saying that I'm offline. Any suggestions?

plush yew
#

is there a normal slider?

#

blender has its own strength setting

neon magnet
cinder knot
#

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?

prime willow
#

but your approach would be so much prettier and high quality than standard

cinder knot
#

alright

#

i wouldnt say it would be more high quality since i have no idea how to use animBP

prime willow
#

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

drowsy snow
prime willow
#

^

cinder knot
#

can i do both though?

prime willow
#

yes

#

xD

cinder knot
#

like the gun itself will have the animation

prime willow
#

all 3 lol

cinder knot
#

but the body is procedural

#

i have no idea if doing the ones i said above is possible or not

drowsy snow
#

At least that's what oldskool-ish FPS games done for like two decades now

cinder knot
#

i see

#

alright then

oak leaf
#

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

drowsy snow
oak leaf
#

@ashen brook helped me out with this. it works fine now.

novel holly
#

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.

gleaming aurora
novel holly
gleaming aurora
#

follow this tutorial,it explains everything

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)

#

Someone know how to do that?

plush yew
#

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?! šŸ˜„

#

is anyone even here right now? lol

fierce tulip
#

generally just be patient :)
also, we have a packaging channel. #packaging

vale grove
#

hi guys any idea to fix this?

gray basin
#

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

autumn flame
#

It's evolving into UE5

gray basin
#

any serious answers ?

#

Is it to do with my computer being on WIn 8.1 ?

autumn flame
#

Does it cause any serious problems tho? It's just an icon

vale grove
#

I have serious problem

kindred depot
#

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

sharp crest
#

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

gray basin
#

Maybe it might mean my PC isn't getting supported

narrow minnow
#

It's time to try out UE5

plush yew
#

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.

fierce tulip
#

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.

plush yew
#

kickstart series? also what kind of job i can expect if i spend time learning these things?

fierce tulip
#

that depends on what you focus on

plush yew
#

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

fierce tulip
#

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.

plush yew
dawn gull
#

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

fierce tulip
#

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.

plush yew
#

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.

fierce tulip
#

its okay, not great, but unless you use ue5's nanite and lumen, you should be okay for the time being.

rotund scroll
#

wasn't the whole point of nanite that it isn't performance intensive?

cinder knot
#

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

fierce tulip
fiery basalt
#

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

native drift
autumn latch
#

left project is default tpp

#

right project is mine porject

#

why i cant change mesh transform

#

like left

prime willow
#

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

native niche
#

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?

rotund scroll
#

manager/director subsystem

native niche
#

can you provide a link to the docs?

#

google didnt give me anything useful

native niche
#

thanks, which one would I use?

#

the game instance subsystem?

rotund scroll
#

look at the description for them and see which one fits your needs best

native niche
#

I think the game instance one, although it isnt showing up in my context menu

rotund scroll
#

subsystems are exclusively cpp

native niche
#

dang

rotund scroll
#

but they are exposable in BP

native niche
#

idk a lick of cpp

#

is there any other way?

#

to do what I want?

#

wait

#

I think I have a idea

rotund scroll
#

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

native niche
#

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?

rotund scroll
#

not sure what you're asking?

native niche
#

I want to loop through a actors children without physically spawning in that actor

rotund scroll
#

you can't?

native niche
#

idk how

rotund scroll
#

an actor needs to be instantiated

native niche
#

oh

#

ok

#

that anwers that

#

thanks for your help

hollow scaffold
#

Hello everyone. I'm new, should I ask all questions about UE4 in this chat?

hybrid ice
#

How to copy selected object in UE? xD

prime willow
#

@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

hollow scaffold
#

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?

prime willow
hollow scaffold
prime willow
#

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

hollow scaffold
prime willow
#

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

hollow scaffold
prime willow
#

by construction you mean mixing the two variables right?

hollow scaffold
#

I think I figured out what I can do

prime willow
#

sorry

hollow scaffold
prime willow
#

for being of little use to you ^^

#

I hope you find a suitable solution sooner than later~

hollow scaffold
native niche
#

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)

midnight root
#

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.

hollow scaffold
#

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

plush yew
#

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

rotund scroll
#

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

hollow scaffold
#

Why, when I put blocks, they are not seen by another online character?

autumn flame
#

Are you spawning them on server?

hollow scaffold
#

That is, the server for some reason does not see my blocks and I do not know what to do with it.

autumn flame
#

Are you doing any RPC?

hollow scaffold
autumn flame
#

Remote Procedure Call

#

You gotta do "networking" to make it work, singleplayer code won't work for multiplayer

hollow scaffold
# autumn flame Remote Procedure Call

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.

autumn flame
#

Yeah, there's nothing replicated there at all

#

It won't work

hollow scaffold
autumn flame
#

I suggest understanding it all before doing anything with it

hollow scaffold
autumn flame
hollow scaffold
#

Oh, you mean it. OK, thank you

autumn flame
#

Prefabricator Plugin may help with that

native niche
#

thanks, I will look into that!

native niche
#

its not for UE 5

#

unfortunately

autumn flame
#

If you use Source Build you may be able to compile it for 5

vagrant ocean
#

anyone making something psychedelic, trashy or experimental using UT? would be very curious to see the work

sullen steeple
#

Could someone help me out with a texturing problem?

real patrol
#

is there a way to transfer meshes inside an actor into the main scene without importing the actor itself?

drowsy snow
real patrol
#

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

native niche
dry pebble
drowsy snow
autumn latch
drowsy snow
#

Googled with keyword "free terrain sculpting brushes" and already got it in first search result.

autumn latch
drowsy snow
autumn latch
#

Hmm thanks for ideas :)

autumn latch
drowsy snow
#

PROTIP: Don't be too strict with the keyword 🤭

mint umbra
#

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

thorny warren
#

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

small pewter
#

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 šŸ™‚

drowsy snow
#

Minecraft textures aren't that complex, I'm sure you can make few of them with Megascans textures scaled down

small pewter
drowsy snow
#

Your call.

small pewter
#

But it doesn't answer my question still

drowsy snow
#

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.

small pewter
#

yeah but I' making no money from it and my game is a small escape game with 2 puzzle and 2 rooms

drowsy snow
#

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.

small pewter
#

Oh I'm gonna use Kenney's pack to solve this šŸ˜„

hot thistle
#

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?

primal sundial
#

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?

shell compass
#

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.

vagrant ocean
#

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?

grave flint
#

I look forward to learning unreal and gaining some good tips in the process

plush yew
#

hi

#

why cant i use foliage on the ground ?

#

even the foliage spawner does nothing

willow minnow
#

can somebody help i want only the pupil to glow but on youtube theres only videos for emissive color

upper torrent
#

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

lucid gorge
#

Anyone done any work with Universal Character Customizer plugin?

shell compass
#

@upper torrent Rider for UE4. Check it out. It's much better than VS imo.

upper torrent
#

lemme check

#

this sounds pretty good yeah thanks
imma try this

willow minnow
#

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

bright sigil
#

Anything Ɨ 0 is always 0. This is also roundabout, just plug in the emissive map to the ouput

willow minnow
bright sigil
willow minnow
#

sorry

bright sigil
#

Not at pc

lucid gorge
#

whats the difference between a "level" and a "stream level"?

lost yarrow
#

hey guys, ive imported an animated mesh into UE, but I cant figure out how to animate the collision. anyone got experience with this

rancid lynx
#

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.

tropic beacon
#

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?

rancid lynx
#

set hidden in game, hides in game, set visible might be for editor runtime

#

maybe

rancid lynx
last dune
#

someone could help me in #packaging, if it works i u give 3 dollars

dense plank
#

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!

bright sigil
drowsy snow
dire fjord
#

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.

lilac oak
#

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.

bright sigil
#

pretty sure springarm + camera does that

lilac oak
#

Yea thats what im currently using the problem is that it doesnt actually rotate to focus on the player

bright sigil
#

ah right, the springarm lags behind..

lilac oak
#

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

bright sigil
#

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

lilac oak
#

There is a rotationlag setting but I think thats for third person rotation of the character

bright sigil
#

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

dire fjord
#

Is your camera just moving left and right or up and down as well?

lilac oak
#

up and down too

dire fjord
#

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?

bright sigil
lilac oak
#

both haha. Im not doing a very good job at describing it sorry

dire fjord
#

Do you have an example from another game in video form?

lilac oak
#

Not that I can think of

bright sigil
#

i was thinking little nightmares, player is not always centered, but there is that "parallax"

dire fjord
#

He wants the character always center though.

bright sigil
#

right

dire fjord
#

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?

lilac oak
#

Ill try to make a little depiction give me a bit

bright sigil
#

which is why im thinking the lookat rotation can maybe work as a delta since the springarm rotates the camera technically

dire fjord
#

like for example the character can move back and forth say 1-200 units before the camera starts following him.

drowsy snow
lilac oak
#

So this is what the camera would see if the user is not moving

#

This is what it would move to as hes moving

dire fjord
#

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.

drowsy snow
#

Oooh, side scroller. Could be as simple as rotating the spring arm over time

dire fjord
#

on tick if Speed > x then finterp to target Yaw rotation, if speed < x rotate back to default Yaw rotation.

lilac oak
#

Alright ill try that

dire fjord
#

You can check his direction and have it rotate the other way if they're moving left as well.

lilac oak
#

Yea thats the plan. Im going to try and implement a some sort of camera moves behind him during combat too

narrow wraith
#

Merge actors has always been bugged, you cant have Texture Binning if you dont have "Reuse Mesh Lightmap UVs", anyone knows a solution?

vocal flume
#

In unreal engine ofcourse. I have a model viewer in my game and I want the background to look like this

bright sigil
drowsy snow
vocal flume
#

Hdri plug-in works but bloats up my game size and causes a build error when I package. I’m staying away from it

#

I have a sky mat in my game now but I’m not able to blur it like the example from sketchfab

bright sigil
#

bummer

willow minnow
#

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

normal burrow
#

Wait

lilac oak
#

How were u even making games on an oculus?

frozen stratus
#

Thanks, I already fixed the font with FontForge but I'm sure this script will come handy later

hollow scaffold
#

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

buoyant graniteBOT
#

:no_entry_sign: LEOOOO#8102 was banned.

hollow scaffold
#

Other windows also instantly close, after restarting UE4 everything is fine, but over time it appears again

scarlet birch
#

are you resizing the UI with the widget reflector?

hollow scaffold
#

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

scarlet birch
#

If it was me, I'd check batteries on my mouse, unplug and reconnect any input devices. Maybe open an app that shows input.

hollow scaffold
hollow scaffold
#

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

neon bough
#

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)

plush yew
#

Can anyone tell me how to use RecompileOnLoad for unreal engine

humble sentinel
#

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 šŸ‘ļø šŸ‘„ šŸ‘ļø

#

This engine is more unstable than my relationships

hollow scaffold
#

If so, how can this be solved?

drowsy snow
#

You're blessed by the best decision

whole quarry
hollow scaffold
whole quarry
#

try to disconnect it fully

drowsy snow
hollow scaffold
#

I did not download drivers specifically for UE4

drowsy snow
#

It's NVIDIA driver's fault.

tribal nimbus
#

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?

whole quarry
#

I've NVIDIA gpu and don't have such problems

humble sentinel
hollow scaffold
#

Here's how, should I reinstall it as it says in this post?

#

I'll try, thanks

drowsy snow
plush yew
#

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.

tribal nimbus
tribal nimbus
plush yew
#

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 šŸ˜„

drowsy snow
plush yew
#

So, do you have any first recommendations for Unreal Engine?

vagrant ocean
#

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 šŸ˜„

#

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 ?

drowsy snow
vagrant ocean
drowsy snow
#

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.

vagrant ocean
#

its complex

drowsy snow
vagrant ocean
#

niice f11 what i was looking for

#

amazing

#

thank you

#

!

hot beacon
#

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

hollow palm
#

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

whole quarry
#

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

hollow palm
#

@whole quarry

whole quarry
#

Did you read the file yourself first?

hollow palm
shut harbor
#

WAZAP Y'ALL

lusty lance
#

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

brittle sail
#

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

lusty lance
#

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!

lost pier
real patrol
#

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?

autumn flame
#

HISM

dense knoll
#

Wondering what this plugin does

dull girder
#
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

jade surge
#

you wanna put that in a spoiler?

brittle sail
#

it's driving me nuts

dull girder
brittle sail
#

also yeah this

ebon palm
#

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."

sweet acorn
#

guys is UE Explorer decompiler safe?

#

and legal?

ebon palm
neon grove
#

how do u remove the win64 shipping when you build the project?

grim ore
#

show what you mean?

wary wave
sweet acorn
#

ok seems fair

#

where can I get an answer though?

grim ore
#

ask the people who made the product?

sweet acorn
#

it's a game I downloaded for free

#

indie game

grim ore
#

so no one made it? and your asking about "UE Explorer", ask the people who made that

sweet acorn
#

it's made by an indie dev

drowsy snow
#

Ah shit, here we go again...

sweet acorn
#

I don't know him personally

drowsy snow
sweet acorn
#

I don't want to do anything illegal

#

I just asked

drowsy snow
# sweet acorn I don't want to do anything illegal

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".

sweet acorn
#

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"

drowsy snow
#

Indie devs typically should be easier to reach out than AAA studio.

drowsy snow
sweet acorn
#

yeah that seems about right

fierce tulip
#

lets not continue this discussion.

plush yew
#

I’m just starting out with Unreal, I’m a C++ developer by trade. Any cons to doing most things by coding them myself vs using blueprints?

drowsy snow
autumn flame
#

Some things are more accessible via blueprints, find the right balance

drowsy snow
surreal briar
#

Hi guys,
I'm looking for PixelStreaming in combination with Multiplayer šŸ˜‰
Can someone send me an hint if this is possible or not yet?

drowsy snow
leaden violet
#

ok, thanks

surreal briar
#

I will definitly looking into the topic and maybe there is a good way to use PixelStreaming in Multiplayer applications

plush yew
grim ore
#

did it take longer as you didnt know how to do it in BP, or because it took longer to do the same steps?

plush yew
grim ore
#

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++

heady oyster
#

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

grim ore
#

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

midnight root
#

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) ? ;)))

forest apex
#

Hello guys.

midnight root
#

hi

forest apex
#

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.

tropic beacon
#

Does anyone else take like 6 or 7 tries before their projects open? is it just me?

midnight root
#

meaning what

tropic beacon
#

click the project open, loads for a bit then does nothing

midnight root
#

ouch

tropic beacon
#

bout 6 or 7 times before it works

midnight root
#

never seen that happen before, sorry ---thats,,,weird

#

is the project still where it should be on your ssd

#

oir hdd

#

or hdd

tropic beacon
#

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

midnight root
#

so this is a steam version or something

#

I've never dealt with steam so I dunno how much I can aid you

tropic beacon
#

no no lmao, just using that as a fame of reference, im sure this is just something dumb like i have to reinstall

midnight root
#

start project maybe , from file explorer

#

maybe, we'll see

tropic beacon
#

probably a good idea too

midnight root
#

crossing fingers

grim ore
#

open task manager next time and see what it's doing when you open it

tropic beacon
grim ore
#

id restart your pc and try from scratch, see what happens the first time

tropic beacon
#

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