#ue4-general
1 messages · Page 1120 of 1
you could try the verify like suggested first, or try launching the uproject directly
heh
buttons mysteriously greyed out unfortunately
doing the project directly would remove the launcher as an issue
oh yeah i forgot that was mentioned!
if its greyed out it thinks the engine is running
Hey, hoping for some help - I have a CameraBoom (Springarm) as a child to a character. Boom is set to Use Pawn COntrol Rotation and inherit Pitch/Yaw/Roll, but when I rotate the actor, the camera does not rotate with him.
Is there another setting I should be aware of?
Lol u dont want the springarm to rotate exactly with the player
Thanks for the reply! I'm looking to do a full on multiple characters moving and talking + images moving. Maybe the characters stand in place when they talk, and when they do move like say I have Bob kick Paul have that be a still image? Just whatever the engine allows me to do
Well I do for now
jesus freakin christ, i think i figured it out. i looked into system monitor and saw my HDD was at 100% usage, turns out that radeon ReLive *the streaming software that comes with radeon devices" was just creating one giant GIF on startup and not stopping
How can I get remove one of UE4.27 from my Epic launcher? If I try to remove one of them, it tries to uninstall it.
id say let it uninstall and see if it just gets rid of one
I forgot to mention that there's only one installed folder.
I have an increasing value (velocity) that I use to do calculations. However I wan't to limit the received value into the calculation without putting a limit on the velocity itself.
So far I tried several blueprint things that has the world clamp in it. I also tried using branches that when received a number higher then what I want simply rewrote the value to the limit. Also tried normalization where the 100% was the limit number.
Nothing seems to work. As I always ask the camera to move to the location of a followed target + the limited value. However my camera always decide to go to orbit.
As I believe a get world location + add a supposed to be limited value then set world location shouldn't be wrong. And no matter how I obtain the value that should have a limit shouldn't matter either as if the limit in place it should never leave the followed thing more then the limit. Then the only other thing that can be wrong is how I limit the number. Which has several ways to do and im sure I failed to do it in all occasion.
Help please.
im using the third person character template and i want to change one of the fingers to make the gun holding look realisitic. How would i do that?
are you in (G)ame mode?
Thanks I was
@hearty galleonyou would have to modiry the animation manually in UE, or edit it in the external program that it was created in (if this is a template animation, you wont be able to do this). You can open the animation in UE, move to the first frame, change the bone(s), then apply a new additive key frame and save out the animation. If you dont want to change the default, duplicate the animation first and change it
thanks
@livid wolfyou might need to show your code on what you have done. a clamp sounds right, it limits an input to a upper and lower value
Why isn’t my virtual texture working? Instead of the texture is just white which is blending
Press the panic button
Where?
Under your desk
??
this isnt a UE question, this is Xcode which is apple.
Good changes just click yes
Ik
Comes with every install of Xcode
so i have a question I tried to start up Unreal but it said there was a NET problem
so i assume it's a microsoft visual studio failure
what did it say?
"ERROR: Could not find NetFxSDK install dir; this will prevent SwarmInterface from installing. Install a version of .NET Framework SDK at 4.6.0 or higher."
and when does this show up?
whenever i try to load up/create my first project
so the engine is installed in the launcher?
yes
and you click launch, it loads the browser, you create a new project and that comes up and closes the editor?
yes
is this a C++ project?
you can try installing the SDK here https://dotnet.microsoft.com/en-us/download/dotnet-framework/thank-you/net46-developer-pack-offline-installer
I'm new to UE and trying to draw a rectangle on the HUD when left-click and drag the mouse. For some reason when clicking the mouse cursor disappears and it seems like the mouse position is reset every frame to the initial click position. Why is this?
@half estuarywhen you let go of the mouse button, does the cursor come back?
Still can’t get virtual textures to work 😥
Yes it does. At the initial position where the first click happened.
are you trying to do this when your game is running or in the editor?
The yellow circle indicates when I am clicking and holding the left mouse button. Then I am trying to move my mouse while holding the left button. The rectangle is drawed somewhat. On release the mouse cursor just wents back to initial position. When I print the mouse position on every frame, it almost never moves. Only sometimes, when the blue rectangle is visible for one frame.
I am running the game in the editor
what is your input mode set to? and is show cursor enabled
"Show mouse cursor" is enabled and I called "Set Input Mode Game And UI" with InMouseLockMode to "Lock Always"
Oh ok I think I found my error. I enabled "Hide Cursor During Capture". I just unchecked that and it is working now.
that would do it yep
Thank you for your help and thanks for your great YouTube Tutorials 👍
really hard to understand what is going on there. What are you trying to do?
I try to make a "simple" way for the camera to go ahead of the pawn so it shows whats ahead of it.
I saw several tutorials and but for some reason my camera won't stop moving it just keeps going forever. The small clip shows with the number 1500 set to 100.
At this point I don't even care where the numbers come from I just want a way to make sure the camera never gets relocated away more then a specific distance from a moving object. (ship mesh component from the default twinstickshooter template)
I think the issue is your dont understand the clamp node
your in a and b are the max for your values you want to check
changing the b to 100 just makes it worse, not better as your aways going to have the max value for the velocity to add
you want a to be the lowest (0) so no change, and b to be the largest value that will be coming in (your max speed more than likely)
then your issue is your out range should be a smaller number representing how much you want it to be moved based on the speed
for example you might find 0.2 in B gives you a better result
if your max velocity is 600, and your B is 1.0, then your going to offset your camera 600 units
thats quite a bit
if your max is 1500 and your going 1500 and your B is 1.0, then your going to offset it 1500 which is a very large amount
if your max (B) is 100 and your velocity is 1500 and your B is 1.0, your going to offset it 1500
since your not offsetting it by your clamp input, but your offsetting it by the veloctity itself and a multiplier (the B)
I understand the clamp much better now thank you. And I think i know where the problem is. At the multiplication it receives a vector that is not clamped and continously growing with speed. I have to clamp that vector too.
you dont need to, but i you do then there is no need to do the multiply if your just going to clamp the velocity
the multiply is lowering your velocity to a smaller % based on the B the way you are doing it, which is fine
Thank you very much!
Hello, I'd like to make a game, however, I have two current roadblocks.
-
Unfortunately, the only PC I currently have access to is fairly low power. How can I reduce/remove the graphical effects in the viewport (motion blur, environment lighting, etc.) in order to get a better framerate?
-
Also, I plan for my game to resemble a GameCube game. Is this possible? Can I implement the phong reflection model in UE4, either through the engine's tools or through code?
thank you.
- engine scalability, its in the settings menu. You can set it t low. You can also try something like using forward rendering or mobile emulation. 2) yep
thank you
After Godot 4 will be delayed for at least another year and a half I am back looking for an engine to port my current game to. It is currently written in C# but I have about 1Meg C++ sources from the UE 4 days and another ported 1Meg C# from unity and about 2MB from the current Godot 3 version. Since C# is at least 10 times faster to develop the complex game logic in, I would like to stick to C# so it comes to UnrealCLR which is a nice addition to the Unreal ecosystem.
I took the last two days to have a refresher of how Unreal manages things and I started to feel at home quite quickly (havent gotten into the weeds of C++ yet so no shared pointers for me yet). Looking at the core mechanisms and how UnrealCLR works it was a painless experience to get it working.
Since the plugin is basically maintained by a single person, I would like to ask if the developer is active here in the discord or how else one get into contact with him.
the Contact link on the github repo?
It's right in the README.md file
Though I guess reading README.md is getting out of fashion?
I only see twitter which I dont use
The friendly Internet! ... I am finally home...
I haven't expected seeing something in the readme.md and I have expected for such an important plugin he would be a kind of a celebrity here on the discord.
maybe its not that important of a plugin?
Anyway thanks for pointing it out. Does anyone know if the plugin is used by the Rocket Boys Everywhere (so there is a main product behind it?)
perhaps they hang out in #plugin-dev ?
I have searched the server havent found message of him thats why I asked in the general section.
I don't think it's the same person
I saw a some rant regarding it and its the same problem I have with it (no console support and single developer of failure)
The ranting persons didnt sounded like the developer
At least UnrealCLR being open source, there's no Patent Pending(TM)
Yeah, he and his cohort is not the same person as UnrealCLR's creator.
its got good intentions, I just wouldnt count on any major project using it due to its limitations
there's the source, fork it, make PR's and voila, two developers
At least I had better times with Lua (though I'm still thinking about getting Hazelight's AngelScript implementation - my main concern is ease of moddability)
(and I kinda hate Lua's formatting)
Probably not until 5.x's mid life
I hope that the company he works for uses it as the do this Everywhere based on Unreal. So maybe they just opensourced a core part of their buildpipeline to be used by others.
ive seen people use megascan trees in ue5, but my epic games says it doesnt work with the newest version?
doesnt work, or not compatible engine installed?
Same why I ditched C++ and was looking into Unreal + C# two years ago and the main plugin of those days was kind of dead causing me to switch to unity. Unity was okay but it is a mess when thinking about how they have 3+ solutions for everything and all those are either broken, preview or underdocumented
correct, so choose 4.27 and hit add to project
but im using ue5
then dont choose 4.27 and dont use it
closest alternative version
why ask for help if you arent going to listen...
is EA2 based on 4.27?
But considering that 5.0EA compatible with 4.26 but not 4.27 anyway...
also, if the assets are for 4.27 they arent going to work in EA
Nope.
no, ue5ea is 426
I got one question
Anyway. Thanks everyone, I will drop him an email and ask about the status of it. If it works out I will port my stuff and help him with the UI Slate porting part if I am able to. The stuff that is there seems to work flawlessly.
UE5EA is not the same as UE5EA2 is not the same as UE5-main is not the same as UE4 is not the same as UE5.0 is not the same as.... dear god 5.0 release cannot come soon enough
Nah. I keep using C++ 😛
Adding mod support without handing over dumbed down UnrealEd is my primary concern to add a third (non-compiled) scripting language. It's not for my own programming language snobbery sake.
@wraith bridge Is there a timetable when UE5 release hits the public?
yes. 2022
Do you think (as a programmer) to challenge myself to create a game all by myself
depends on a scale
Probably, you'd still need some assets tho
Also, the trees should work with EA. just add them as 4.26
Are there any plans to extend the phyton scripting capabilities for the editor to the game engine?
nothing publicly announced at this time
Not in foreseeable future, considering how sloooooooooooooooooooooooow Python is
I heard that they plan to implement their own scripting language for UE5
they do not
and have not said they would be
people are infering it
https://docs.unrealengine.com/5.0/en-US/ReleaseNotes/ this is all thats really been publicly acknowldged for UE 5.0 release
So Verse really just for Fortnite modding?
Verse has been announced for Fortnite
its only ever been referred to for Fortnite as far as I have seen, I could have missed something but shrug
Well Phyton was about to get a state of the art VM last time I check. I am quite sure that Epic would be able to get a fast implementation going for their game engine but in the end I do not understand why C# is not supported... would be an instant win.
But I am wining again
people just see it and that they are using a build of the editor for fortnite and its automatically *NEW SCRIPTING LANGUAGE!!!!"1!"!
Editor scripting doesn't concern performance tho, but eh, whatevs sails your boat.
I was checking out FlaxEngine and I was impressed but its the single Developer problem again.
I mean Phyton code would make modding a UE4 game way more easy.
Thats why I stick with C#
Ah yes, Skooma Script 😛
Right Verse was the name. Maybe their version of a dumbed down C# language.
Well, the misspelling was (probably) unintentional Elder Scrolls reference...
I'm down for th challenge
Your call.
Anyone can make a game, the key is to... you know... actually to do it
It's not like game jam entries made by single person is an outlandish thing
yarp yarp
Look for some relaxed game jam here.
https://itch.io/jam/
man I would love a web based UE editor tho lke Godot has, its fun to just play around with it without needing to install anything
+1 for a web-based material editor (that works)
Godot editor is web based??
(or at least standalone BP mock up tool, so that I don't have to compromise my project files)
they have one yeah https://editor.godotengine.org/
and yeah a working BP tool would be nice, there is the web one but its just visualish
pretty much any light way to work with UE would be nice in the future, even breaking it into like usable modules would be fun. Niagara, Materials, BP, could all be nice for tinkering
I havent played with an amazon gpu instance in a while, I wonder how well those might work with a full UE5 build
when i try to install the quixel bridge plugin to ue 4.27, it says that it has already been installed to all compatible engines. is 4.27 not compatible?
oh wait yeah it isnt compatible
It is compatible.
Except if you're talking about 5.0's Bridge plugin.
UE4 still have to go through standalone Quixel Bridge app.
Im trying to make a quest 2 game
but this comes up
and
it comes up here but not
here
What do i do?
to fix this
I wanna take my time on this one
I'mma make a bootleg escape from tarkov
If it actually looks good I might work on it with other ppl 👀
how do i make animation blueprints? cause i want my main character to have an idle and run animation but i cant figure out how to get his walk to work
Except game jam requires you to follow the theme and make almost everything from blank slate.
I'mma start from blank
I always do
I'mma need some inspiration though
Easy trap.
But sounds like game jams aren't for you anyway.
I'm not gonna post it or anything
It's just yk a challenge
But I'll see
Yk
A game jam looks nice
I'mma try one
Drink some holy water
Jk jk pls don't
window -> reset
there are no graphs on interfaces
you cant put code inside an interface, there is a visualizer for function signature but its not necessary, its Window -> Load -> defaults
not if it was on this interface
not reset
Hello guyz, i got a problem, can someone help me.
i have made a vr project in ue 4.27.2 and packaged it for ASTC (.apk file) to run on quest 2 but when i opern the app in quest after installing ,it give error that the app keeps crashing.
Any solution?
How can I populate a Shared DerivedDataCache for FeaturePacks/Samples? https://docs.unrealengine.com/4.27/en-US/ProductionPipelines/DerivedDataCache/#buildingderiveddata only describes for a Game itself, but I've created 30+ FeaturePacks under Samples that I'd like to build the DDC for due to some slower PC's on the network. Can FeaturePacks/Samples even utilise the DDC?
can i ask why my ue4.27.2 is taking up 350+ gb of space?
kreeivo also mention that its a clean install and no projects
launcher install or source install?
you can use something like space sniffer to figure out what's taking up all the geebees
Got it, I appreciate the clarification!
he did launcher
im installling ue4.27.2 from epic gmaes launcher
superb! Thanks for the guidance. I believe I'll store the less dynamic stuff in Instance, then, and use a state object for the code I used to have in my main game loop in my old codebase. Thanks once again for the help!
check the folder itself
unless you checked everything in options it shouldnt be near that
Hi does anybody know how i can change my code so that when the ai chase reaches me it changes to idle animation ,or when its not moving its idle animation
85% 77.8gb
cause i also want to add a jumpscare when it touches the player so it locks the camera and plays an animation
Someone please help with this
i go to downloads and operations are blank however space is still being lost
@robust forge
@robust forgego to where you installed it and right click and properties, see how big your UE_4.27 folder is
will try it
ok
it says 0bytes !?
oh wait one min
it says size 37.7gb
but size on disk is 309gb
in engine folder alone
jet engine
thats your disk issue, your cluster size is too big you can see how my size and on disk is much closer
how does one reduce it?
one doesnt without formatting as far as I know
what operating system are you running?
if you read this it might help show you, mine for example is 4k https://stackoverflow.com/questions/81236/how-can-i-view-the-allocation-unit-size-of-a-ntfs-partition-in-vista
and its a drive thing. its the mininum size a file can be on disk
so if your file is tiny, say just contains some text but your cluster size is 1mb then 1000 tiny files will take up 1GB
instead of say 400k
oh
still not sure what you mean
my bytes per cluster is 2097152
@grim ore can i reduce that?
as far as I know you cant, but I never tried. and yes... that is way too big
deleting the source folder from the engine install might help as its tons of smaller files, go back into the options in the editor and remove the source checkbox and any other platforms you dont need
click the drop down next to the engine in the launcher and go to the options to change it
it didnt give me that
you can do it now in the launcher, click the down arrow next to it in the library and change it in there
Hmmz, I suddenly have a CPU stall of 45ms each frame, devastating. IDK what it is.. it comes when I start my game with several computer players, not without computer players..
I've had issues before with sudden framerate drops and have had to copy old maps from backup. Even though I haven't changed the maps something just happens sometimes that "corrupt" them or something..
But this time not the maps..
does unreal engine automatically place a Player Start PIE in your world when you click play and there is none present?
could be a asset issue?
seen it in other games
the assets are over budget and the game ran like 15fps low settings on a 2060
and not much better on a 3060
mmm
Yeah, I have added one new building. It isn't much tris though.. And a few new textures.. 2K textures.. if I hit some roof IDK.. Hope not.
Got to debug/profile I guess.. Mem use etc..
It doesn't happen without computer players, and that means there's less data since it makes custom materials and whatnot for each player
and instances a bit of things...
possibly an issue with the computerised players then and what they are seeing etc
and possibly the streaming of assets
streaming yes.. streaming levels I get lower fps now.
profile it
Working on it 🙂
It is to do with a scenecapture2D probably. I have experienced sudden corruption in settings before, like had to re-turn-off capture-every-frame
Hmm, well the time spent was in Capture ..in profiling. I've checked the usual suspects.. No capture every frame on hmmz..
Computer players don't have interface/UMG or anything either..
The mystery .. what could be capturing for computer players.. all units have their own scenecapture2D, which I know is a bit awkward.. but they're all turned off.
And the fact that I can't recall having done anything since it worked to do with captures..
UE5 performance?
I’m still just learning UE4, but I’m wondering if UE5 is better to move to.
Questions I’m having:
-How much more performance do I get with UE5?
-What’s the big deal they made about polygons?
-How much better is lumen if I want to have VR with at least 144 fps gameplay?
-Is lumen just like RTX? More or less gpu intensive?
Is it worth it for VR when It’s still has early adoption instability?
@feral patio UE5 isn't production ready, it performs worse than UE4 I heard, well things aren't finished yet. I would go for UE4 for now
I will wait with UE5 till it is released.. Excited about features, lumen, nanites etc, but I can wait.
Can you tell me about Limen and Nanites possible impacts for VR/PC projects?
just read the docs for UE5 to answer the questions https://docs.unrealengine.com/5.0/en-US/Welcome/
and lumen and nanite will not be usable for VR
Hi, i can't compile my game for ue4 editor , someone please can help me
can somebody help me out? i'm trying to limit my ai's chase view so that when im behind the wall it just roams, but even when im behind the wall it still finds me, i tried changing the view capsule thingy and it didnt nothing
Does UE4 provide a way to measure how much time is being spent in each function or call stack, and then give a breakdown report sorting descending by those that take up the most processing time? I am trying to figure out why one particular level takes so long to load and I think it is not the content. Might be a logic problem that hapoens due to including or trying to load progress on certain assets or just the way they are used in that level.
The profiler system should be a start for that.
someone please 🤞
I have a ton of textures and meshes from a prop pack, how do I associate the textures with the meshes automatically? Currently my project looks like this:
After dragging in one of the meshes, it has no textures:
I also have some maps, but they aren't working with the meshes and the meshes are just empty
Drag the texture file onto the mesh
If there is one
There is over 600 meshes
Thanks
Ah, broken references.
How do I fix the references?
Does anyone know if substance Plugin coming to Unreal 5?
Delete them all, and follow the copy instructions (if any)
There was none provided
When UE5 is fully released 🙂
thank you
Shit, really?
Okay, so those four folders, they usually contained in a folder named after the asset pack's name, copy the container folder directly to your project's Content folder.
Alright
I'll let you knwo when the project is done loading. it's massive so it may take a bit
Kinda odd they don't use UE marketplace to let the launcher do the import work.
@drowsy snow Okay, that almost worked
Quick question :
For people pretending for the Mega Grant, is it authorized for people being indie and working alone on a game to do a presentation of their game to Epic by using copyrighted stuff like textures, just to show how good could the game be when it has nice visual and to show to Epic that the person need the mega grant to hire a professional artist to make customized assets, then replace all those copyrighted assest by the ones made by the artist ?
Please ping me if any answer 🙂
this motion controller has no STATIC-STATIONARY-MOVEABLE setting . its moveable by default. somehow I accidently bugged it into STATIC. how the ffffk can i return it to MOVEABLE? when i click on ANY component, there are NO Static, stationary or moveable options.
Anyone used amd ryzen 5950x vs 5900x? Any noticeable or large difference in compiling etc? Thanks
im a terrible guesser, but surely its only 5 percent difference.
tomshardware.com knows
Thanks was trying to find a benchmark for ue specifically. Either u have large clock vs 4 more cores, also other open programs as well.
that probably isnt what you need. sorry
but i see a 1 percent difference on this page
Hey guys, Quick Question. Best Practice. Multiplayer respawn. On death, Destroy actor and create a new one? Or disable it and re-enable it and reset all it's settings?
I'm assuming destroy the character completely and leave the controller in limbo until creating a totallt new character. No issues with variables then.
was wondering how I can make it so when I highlight over an item its description is shown in a box like in the old style Resident Evils
I already have the whole inventory system the issue Im havin is having the text show up on screen
@drowsy snow soooo
hi, my project is saying the following modules are missing or out of date
but i successfully built the project in VS multiple times
and the error still shows
Hi, for landscape texture painting, is there a way to paint only on surface with non layer info? like black area
how can i download the entire megascans canyon pack at once? i was watching this video where he had all the assets in one folder as blueprints
is it ok to have nothing on my bp_BaseAnimal, besides the default character stuff?
I have it all on the controller, because I figured when I make children I will just have to put that controller on the childs, and change the mesh and collision, since all the animals are basically gonna do the same thing, eat and look around, idle, and run away when you get close
and if I have 1 of them attack, since I have wolf in the asset pack I got, I can just easily add that to that child
idk if thats the best way to go about it, im still new
Hello Guy,I hope you're all doing well.My clients asked me for the unreal file of his project.I was wondering if there is a way to make the project assets not migratable?
free tomb raider via this link where you have to give me your creditcard details followed by your bank account address and place where you find your key https://www.epicgames.com/store/en-US/free-games
how do i use manny to post in ?
Hello guys why does it keep saying lighting needs to be rebuilt
Where do I find the unbuilt object
Hi, I'm looking for a way to get an .xml object into unreal engine
On the top Nav Bar
Build -> Build Lighting Only
Thx
What difference does it make?
Now the lighting needs to be rebuilt thing disappear
It bakes the light aka you see the full quality of the light
Everytime you make a change to the Level it needs to be rebaked
This happens when the light Source is Static / Stationary vs Movable
Ok, thanks man
If you want to completely avoid and have it calculated in real time, set light to Movable
So if I change the mobility of the sky sphere from static to movable, the rebuilt notification will stop popping up?
Sky Light
Directional Light
Any other light sources in the level
yes, switch to movable will turn it to dynamic light, will also cost on performance
There's no way. You have to either let it migrateable even if it's cooked, or package it but not distributing the project files.
Even then in most cases, product configurators are expected to have the models and materials switchable in runtime.
How can I make my character mesh be soft?
Like a fry for example, to deform accordingly to physics
I dont know how to turn a stiff mesh in a soft / sloppy one
Unless you somehow get FEM FX working on latest UE4 versions, it's not possible to make soft bodies without resorting to skeleton tricks.
Side note: back then UE3 touted to have soft body physics with collisions, but I'm sure this is using god knows what kind of third party solver that can't be open sourced.
Unreal Engine 3 Tech Demo showcased at GDC 2008. High Quality version here:
http://streamingmovies.ign.com/xbox360/article/853/853573/unreal_techdemo_022008_wmvhighwide.wmv
I thought it is going to be easier
Easier in offline non-realtime rendering, yes, but not in realtime rendering, with fully dynamic collisions.
If you want to have it prebaked/predetermined animations, at the very least you can make some vertex animation textures, chained morph targets, or alembic data. But I'm assuming you want the fully dynamic realtime one.
Cant physics animations make something similar?
Cause I will be adding a skeleton to the mesh
I do mention "skeleton tricks".
Essentially what I want to make is the mesh to be like a ragdoll
generally in life and in gamedev, things turn out harder than easier
ragdoll is a physics tickbox afaik
on the mesh itself
Its not what I mean
if it's just visuals you could look into material displacement. but beyond that you're probably out of luck short of some expensive third party plugins
Alright thanks
If you're using Megascans' free Unreal plan, final renders has to be made using Unreal Engine. That's it.
I see
@drowsy snow what If i had to like make a concept render for a commissions and render it in unreal and use megascans
I don't know what the stance of epic is on megascans outside of games. I think this is one for their legal department
Final renders of megascans have to be made with Unreal Engine, for any purpose, including editing them elsewhere to be put in Unreal project, with the free unlimited Unreal licence.
Final renders made elsewhere have to use a different account and licence.
@drowsy snow ohhh, thanks
NVIDIA PhysX, IDK if it works on newer versions though and it's kind of a pain in the ass because you have to compile the entire engine from source with it
hi all, really basic q - is there a way to use MMB to pan in 2D view, like the material graph, rather than RMB?
used to MMB from using Maya, etc.
WUZZ GUDD FAM
right mouse click and add adjacend landscape
i hate that soooo hard
isnt there any better thing ?
i litteraly have to make maybe 50 levels
every level has it mesh maps etc
am i doing a good thing or is there a better thing to do ?
its going to be a server were everyone can log in
Hey peeps, im having a little trouble setting up Unreal 4.27.2 on linux
i keep getting this error after a few seconds of having a project open
(am running arch btw)
already reinstalled vulkan drivers because i thought that might be causing it but sadly, no difference
also tried running with the - opengl4 flag but again, no difference...
perhaps... #linux
some quixel content being really over exposed compared to the rest of my scene?
Anyone like to share their experience with UE5 EA? Is it usable, is it buggy or do we need to shy away from it? I am about to port my current game to UE so question goes, should I jump on UE5 directly? I will take at least another 6 months before showing it off so I recon UE5 will be released till then. Right?
Use UE4. 5EA is buggy as hell.
@thick herald Thanks for the input. I feared this would be the case. I was just wondering as some games like Fortnite seems to already use it for production. Are those games running on another branch/version?
undoubtedly
you can't expect the same access as epic proprietary games
hi all another basic q - how do you import an fbx as a combined mesh?
I've googled but the docs are for the UE4 and before that, says check 'combined mesh' on fbx import dialog but didn't see an option on there
ahh keep doing that, thanks
forgetting there's a 'more options' arrow
hey can anyone help. i am moving an object with rotation but between the two keyframes the objects jumps to anotehr random location like 2 miles away from where theyre set. thanks
Yup. While it may be possible for some people to get access, you'd need extensive experience in cpp to overcome any issues.
i need help. so im trying to make a system where the players animation will change depending on what type of weapon in their hand. so i want the idle, attack, and movment animations to change depending on if like they have a one handed weapon or a 2 handed weapon. i already know how to detect the type of weapon in the players hand for my inventory system with enums. I just dont know how to actually change the animation. And also have it be replicated. thanks for your help
Anyone know why when importing and FBX mocap file from blender into Unreal I get multiple models with different keyframes?
Am I not selecting something?
this one only has 297 keyframes, my mocap in blender has 1000
4.26.2, is anyone else seeing launcher continuallly forget login info ? SO annoying
Thank you so damn much @plush yew
I don't suppose there's way to have the LMB+WSAD motion to be restricted to the XY plane, and not move along Z?
how to make a mesh bigger? so when i drag it from the content browser its bigger and i dont have to keep scaling it up?
how do you make a game without a budget like for levels?
adjust scale of mesh in your 3d application
its from quixel megascans
yeah but id rather do it in ue4
not export and then reinport
where would you get your assets for free that is as well
quixel megascans
wait do i need to download it or
megascans has trees
doubt you will find free assets for everything though
like an entire town or buildings youre gonna have to make yourself either using blender or ue
thanks
you can try free3d , highend3d
Could someone give me the basics of how I would find what blueprint inherits is and how it works?
Like is there a way in the engine like finding references to show me what blueprint inherits which
I mighta just find my own answer
There’s an eye-icon where you can select “Show Inherited Members” which shows the inherited members.
top right, should say like "Parent Class", click on that it will you bring you to the parent blueprint and show you the code
all models are creative commons
Tysm 💙🙏
i need help. so im trying to make a system where the players animation will change depending on what type of weapon in their hand. so i want the idle, attack, and movment animations to change depending on if like they have a one handed weapon or a 2 handed weapon. i already know how to detect the type of weapon in the players hand for my inventory system with enums. I just dont know how to actually change the animation. And also have it be replicated. thanks for your help
\
i dont know about replication, but use animation layers for that
https://docs.unrealengine.com/4.27/en-US/AnimatingObjects/SkeletalMeshAnimation/AnimHowTo/LinkedAnimBP/
i have a hundred+ animations but my main bp is just a few linked layers, which will change depending on items being hold or movement types (walking, flying, etc)
whats acceptance radius for?
is it the distance which they wont get too close to the player
or the distance where they cant sense the player?
does anyone know why this is going to the left and not the right?
I thought my math was right o.o
hmm never thought about that
nope
Not sure where this question should go so please let me know if there's a better spot for it...
I'm trying to mess around with flat-plane meshes... If I put a "square" mesh into a landscape that has a hollow cavity like a hemisphere-shaped empty "lake" I have to enlarge the square mesh until the edges of the mesh are hidden inside the landscape and the "water surface" is the part of the flat-plane mesh that is visible in the cavity... I can lower or raise the flat-plane to adjust the water level inside the lake. Am I restricted to using a square mesh, or is there a way to adjust the shape of the mesh to the interaction interaction of the landscape such that it turns into a polygon mesh and dynamically changes shape based on the z-value of the plane?
Essentially I would like the edges of the mesh to not extend into the landscape to hide them but to follow the shape of the cavity in the landscape
For example... when there is a change in z-value... it would re-calculate the shape of the flat-plane water mesh at that z-value to fit the edge of the hollow cavity.
Life of gamedev. Working on new year while others partying. 😆
Holidays are an artificial construct. There is only work and progress
But sometimes you want rest so mind becomes fresh and work faster.
As long as you are getting 8 hours of sleep or so and you enjoy your work then it's not so bad
It's make sense but what about socializing. Having friends.
Having it procedurally fit the hole is possible but not trivial, if you can, just leave it square
Is there a tutorial that could provide some code examples of how to do this in unreal? I think it will be a good learning experience.
Does not have to be exact... Anything that would provide some insight on how to do it
there are many ways to achieve that, easiest would be making a tool that takes a cyclic spline and generate a mesh inside it
so you could 'outline' said hole and have your mesh in that shape
like this
basically what I'm trying to do is to have a function where I can provide an x and y like f(x,y)=mesh
so if I give and x and y it determines the collison with the terrain extending outward
if that makes sense
or imagine a laser beam scanning around in a circle to determine where it hits terrain
if x,y is inside the terrain it returns null
i guess technically x,y,z
since I will need to know what z-value to scan the x and y
i feel like thats just a boolean operation lol
Isn't gonna cost on performance? I thought simple water material on plane is used to save performance. Otherwise use water plugin which autoadjust based on terrian, which you are trying to achieve. 🤔
how easy to make a closed spline mesh BP? I tried something similar back then, but probably I tried in a crazy overcomplicated way.
that's some black magic
Does anyone have any idea why a static mesh that is copy pasted would cull different than the original? Red is the pasted mesh, blue is the original. Red shows up when you get closer.
@rocky epoch @rotund scroll i cheated \😂 i have a plugin to create those kind of tools
do you have a tool to fix light seams between modular kit meshes too? 🙏
Ah, I feel myself better then :D Thanks :D What is that plugin?
tricky stuff, thanks :) I will look into that!
goal for 1.0 is to support any geonodes downloaded from web
- instancing, baking, instancing unreal components (lights etc), foliage, landscape, splines, particle data (distance fields, simulations, etc)
its also about 1000x faster than fbx, erindale's flowershop (237 million triangles) imported in 4 seconds due to heavy instancing usage
when you click the convert button it shows you static mesh build settings and nanite build settings
yea
How do I light materials regardless of the light level?
is it imoprt a model with all it animation already done?
giving cpp a try as a challenge for 2022!, i hope i can do it or even print hello world 😦
do blueprint actors and non blueprint static mesh actors use the same CPU ? if I place 1000 blueprint actors and 1000 non blueprint static mesh into a map, which one would be cheaper on the CPU ? assuming the blueprints have no code inside.
hellow world is super easy. please search "CAVE OF PROGRAMMING" on youtube. that guy is the master teacher. 5 minute videos.
blueprints tick by default, so there is a small overhead, if you disable that then its the same thing (for cpu)
java, c++, he teaches it all
thanks takain. ill try to remember to do that on all my actors that dont actually run code . thanks
there is also a gpu difference, bps may be movable by default iirc and bp foliage may not instance
I may be misremembering but it could be the one that forked the community project and put it on the marketplace.
So.. you don't need tutorials or documentation since you don't have it?
Yup. Join community project, fork project, sell project, profit. job done.
Assuming it is actually the same thing I'm thinking of.
I found https://docs.unrealengine.com/4.27/en-US/PythonAPI/ is Python more then just Editor-Time scripting? Looks like it also has Game related API.
Well part of me thinks of the origins of that plugin.. and... 😄
Python in UE is just editor.
Thanks. I just wondered why the API actually supports so much of the API a Game would use.
It looks very complete
@plush yew 2D water planes are an artifact of the past. We need to figure out how to get actual water simulators working for entire game worlds. Does not have to be realistic, but ideally would be better than minecraft water.
Especially with the push into the metaverse where players are supposed to interact with their environments
Interacting with waters in metaverse is useless if you can't actually drink them.
Imagine one person died from dehydration because of dedicating life to metaverse
simple question any intermediate would know the answer to, do unreal engine plugins for 4.26 work in 4.27
is it a simple task to convert them?
yes, sometimes, no, and maybe, and yes, no, sometimes, and maybe
In most cases, it just works.
Follow me on Twitter for more updates: https://twitter.com/ProgrammerLin
It took a bit longer than expected, but the fluid simulation design from a few months ago has been implemented in our voxel project. It uses the same cell/particle hybrid method and is therefore fully volumetric with no height range limit beyond the 0-4095 y world boundary...
thanks guys
There would be some minor compilation errors with custom macros, but can be solved with including the header that has the macros
In Unreal, it's not a voxel, but something that can be done with Niagara.
can you run UE4 on a usb drive?
Though the PBD solver Niagara module is somewhere in the master branch of UE4
Could you? Yes, if you have 64 GB or larger USB thumb drive.
Should you? No.
Gotcha
If i add Fk chains for this (dont know what theyre called outside of blender) will it cause issues when I send the skeletal mesh to Unreal Engine, the chains wont be used in unreal just for easier control for me animating the rig
or in general is fk/ik an issue for unreal cause having kinectics is nessacary for me to animate im lazy
IK/FK chains from Blender won't get exported in FBX.
But if you bake the animations on export, you don't need the IK/FK chains, just the actual deform bones that matter.
Shall you want to use IK/FK in procedural manner, or want to animate in engine, look up Control Rigs
can i keep the ik fk on when i export or does it not matter if theyre there
Doesn't matter, it won't get exported.
Again, if you bake the animations, the deform bones will follow whatever your IK/FK bones doing beforehand.
thanks, also if I want my mesh to deform when interacting with an object using soft bodies like outside of unreal engine should i try to bake it as part of the animation or will it work the same in unreal as long as the weight paint is in the same place
like i want legs to deform when sitting basically
as of now theyre painted to do so in blender using the floor as collision and the leg as the softbody
So, muscular deforms?
i guess so haha
There's no softbody physics in UE4 (or UE5 for that matter)
You might get some mileage out of deform bone tricks, morph targets, or vertex displacement maps. But not in physically responsive in realtime manner.
dang
thanks for the info
on the topic of ue5 one thing i dont understand is why they would remove the functionality of displacmenet maps when they have nanite which allows us to use insanely high poly meshes, I dont think it was that displacement materials dont work on nanite meshes like in the case of glass but it appears like they just removed the desplacement functionality because its listed as (depricated)
feels like a huge miss to me
true
i usually just offset the collision when using displacement and vertex paint for deforming displacement mats
kind of like how water works
Nanite is virtualised, and it's easier to decimate than tessellate on the spot
Is tutorship a good hiring model, as someone who wants to make a game but lives in a poor country I cant just start hiring people but I feel like if i advertise it right I could offer personal training to acquire people to work on the game, I specialize in 3dsmax/maya and houdini while unreal is new to me I feel I can handle most of the development on my own but having more artist to help fill the enviornment with assets I created would be a huge help
yeah nanite performance is seriously impressive
happpy new year !
now how can i solve this ? 😄
Okay, ever since I have used Unreal I have been having this problem. Is it normal for when a map or project opens to lose space on my SSD which is the one windows is on, when I am saving everything to the D?
yes, your default directory for the cache is on the C drive
Is there a way to change that @grim ore
I've already gone into settings on my machine and changed all directories to D, but is it something internal to Unreal?
im currently learning blueprints and basics of c++, after learning c++ the basics of it and can make a simple program, do i need to learn how c++ in ue4, or can i just continue with bp and when i need c++, i learn it?
@grim ore So if I have a deriveddatacache in a project {which it seems all do} and then i erase that project before getting rid of the datacatche, will that cause permanent lose of my machines space?
Because it doesn't seem to ever come back
Get the hang of BPs first to familiarise yourself with the engine's way of doing things.
Then once you know your way around BP, pretty much by heart, you can dive into the C++ side of things.
Have you mastered Blueprints and want to take the next step into C++ to leverage more from the engine? It's easier than you think! In this tutorial, you'll learn the basics of exposing C++ to Blueprints, migrating Blueprints, and more.
side question, i dont need to do everything in one thing, like i can use both just fine, like i dont need to waste time with camera, movemnt etc in c++ when i can do it in 2 minutes in bp, but for the stuff i can do in cpp, i do it
It's not that cut and dry. Lots of factor can led an implementation entirely in BP or have C++ do the hard work
hey i made a tutorial because im very new to unreal engine
but now this happens when i start the project as a standaloen game and i got this error message:
M_MS_Foliage_Material Material /Game/MSPresets/M_MS_Foliage_Material/M_MS_Foliage_Material.M_MS_Foliage_Material was missing the usage flag bUsedWithInstancedStaticMeshes. If the material asset is not re-saved, it may not render correctly when run outside the editor. Fix
How do i get a Static Mesh Actor in a blueprint?
Im on a blueprint and need to change the color of this X thingie. Its a Static Mesh Actor and its just got imported with datasmith into the world.
I normally use Get Actor of Class. But its not showing :(. What should i do?
quick question how would I send data from one widget blueprint to the other?
like how would I be able to change the text of a widget by using the other widget
Either using references or interfaces.
Also #umg
Does anyone else know when the next Unreal Engine 5 update is?
hi
when i put a landmass in the level i cant save the level anymore, the first land level
on persistent lvl
No idea, but there's regular commits on git if you're willing to compile from source.
Oh ok, thanks for the update.
anyone know of a way to "detach" child actors from a blueprint so that they get assigned to the current level?
like the opposite of "create blueprint from selection" :>
I imported a small model cube with datasmith. Made its collision as Use Complex Collision as Simple.
Then i put it in a blueprint. The collision is working. But the Begin Overlap doesn't work with the Complex Collision as Simple. Do i have to create a new collision inside the blueprint for this Cube?
Why cant it use the collision that i set up before for the Begin Overlap Event?
Someone knows the best lobby / host a game asset in the store? Thankss
Please do not crosspost without getting redirected first
alright
If you have not figured this one out yet you need to open up the material that is on those items and there is a section in the details for what type of items these materials are allowed on by default it's on auto but if the type of item changed say from a static mesh to an instanced static mesh it's not going to be correct so you need to uncheck automatic and check it again or check instance static mesh as one of the valid options
So I want to make a battle royal game but I don't know how many Polygons should a character have.
so fortnite?
Yes I wonder how does Epic game optimize there character models for mobile platform?
so if you wanna make your own fortnite theres alot of serious question you need to ask yourself about whhats going to make your game succeed or last or even get attention if youre making a fortnite spin off
also
epic games has alot of lessons on how they made fortnite possible
so look up the epic games or unreal engine channel
@prime willow thank you for your suggestion.😀😀😀😀

just remember we're in an attention based economy atm
so games dont care about making or losing money because they can subsidize their loses
you cant your an indie dev
so you have to worry about how will you get their attention let alone keep it what reason do i hae to play gostan's fortnite over epic gamees fortnite and you also need to figure out how youll make it sustainable let alone profitable long term especially since game design is a long game endeavor
you wont be rich let alone sell a game in a year from today nontheless i wish you the best of luck
Thank you again
happy new years everyone
Hi everyone. First of all, I wish you all best of luck in the following year!
Alright, so I have a small issue that I can't seem to fix.
I used a **socket **in order to attach an object (sword) to my ThirdPersonCharacter's Blueprint hand.
It all works fine, but when the character enters the Triggerbox, it basically triggers **twice **because of this sword. I tried casting the Overlap Event to ThirdPersonCharacter, but it doesn't work since the sword is part of it I suppose.
So, is there any way to tell the UE that I don't want to trigger the Overlap by the sword, but only by the actual character, so it doesn't fire twice at the same time?
I'm using only **Blueprints **for this one.
Edit: I did a dirty fix by adding a 0.1s delay before another trigger, but that's not the ideal solution 😄
Choosing what collides is obviously very important, but it can be tricky, and it’s a problem that we have spent quite a while discussing while developing UE4. The system we have can seem a little complex at first, but it is very powerful and consistent, so I wanted to give a little background on how we arrived at it. We’ll talk about the differe...
alternatively consider just using traces from the sword to hit stuff if nothing else need to collide with the sword itself
Lovely, I managed to fix it! Thank you so much ♥️
Is there some way to get Debug Box to work on shipping build? It just does exactly what I need for the final as it is, and it's kinda shame that I'd need to build cube with translucency or some scaling cube made from mesh "lines" to avoid that translucency... that node just does what I need without needing to prepare anything else
Hello Everyone , i have started Game Development in UE5 1-2 months at beginner level , would some one like to join my team so we can divide in parts and work more efficient and fast, any new laerner
See #instructions on how to post in #volunteer-projects
I won't judge you for already thinking of starting a game development team in 1 month of learning, with UE5 no less.
so what you suggest?
It's not about what you need but what others get. Why would someone join you to develop your dream game when they can't learn from you, can't work on their own dream game, nor get paid.
How do I backup an old save for my project??
source control?
where can i keep my projects at in the event should the hard drive stop working
because this happened a few times so i'm trying to take some precaution
Cloud repository, using source control
even if its like 10gb projects?
like with the assets
autosave folder might save you if it's just a level you need loaded https://old.reddit.com/r/unrealengine/comments/4swo7s/made_a_rookie_mistake_is_there_any_way_to_restore/
@modest trench Problem is it's the MS_default displacement materials I accidentaly deleted
I am considering learning unreal engine and I am unsure if I should learn unreal engine 4 or 5 if I get started
you can still use both
Yes.
Better learn UE4 first in the meantime
ok thanks!
also what coding language should I learn for unreal engine 4?
because if I google it I get mixt results like python, C++ and JavaScript
unreal engine 4 have C++ in visual studio, but the blueprint interface use only blueprint
Odd. C++ definitely what you need
Its own Blueprint, and C++.
Python only used for editor scripting, not for gameplay purposes.
JavaScript? pffffffffttttt
k thx
thanks guys
I'm sorry, but it's funny to think that a website somewhere saying Unreal uses JS out of the box
should I learn c++ before I learn unreal engine?
yea idk was really strange
Learn the general C++, don't jump into Unreal C++ right away, as it has a lot of custom macros not found elsewhere.
ok so I learn the C++ basics then I learn Unreal engine and unreal C++?
General C++ -> Unreal Blueprints -> Unreal C++
UE4 CPP is easier by design
Guys, I wanted to make a wooden crate and import it to unreal engine but I always get the material, not the object, how do I fix it??? (I am using version 4.27.2 BTW)
you gain very little by learning real cpp before UE4 cpp unless you already know the language and system architecture well
see above
CPP is a difficult language, and it will be harder for you if it's your first programming language
why does AttachComponentToComponent have a bool return value yet AttachActorToComponent doesn't? is there any way to check if AttachActorToComponent was successful in the same way as the other blueprint?
get the attached actor's owner and see if it's the same as the other actor
right thank you!
What's good plugin to make a quick level prototype?
Also can you one tell a way to save time from compiling shaders everytime i make a change in landscape.
Something really messed up has happened and I cannot figure it out.
I updated my K-Lite codec pack like usual.
I noticed then that VLC wouldn't play videos with Direct3D11 output.
I reverted, deleted, tried all that with the codecs, no change.
Then I noticed that if I close Unreal, then VLC works just fine.
Several hours later, I had Unreal running AND VLC running fine.
Now I checked again and VLC wasn't working UNTIL I closed Unreal. The heck?
Earlier today I wasn't able to launch Unreal. It would get stuck at 75%. When I tried to then compile/launch from VS, it would say I have no Direct3D device lol. I restarted my computer, everything fine ... tried VLC, works, tried it now after a few hours, doesn't work. Closed Unreal, VLC works ...
Built in BSP brushes, or Blockout Tools plugin.
You can try increase the process priority for all ShaderCompileWorker.exe processes to Above Normal or High, and let it use more of your CPU.
best plugin is learning blender tbh
Has anyone found an effective way to move a map from the root directory to a sub folder with out the assets being broke or disappear?
~~Hello, I'm creating a text box that adjusts depending on the text length
I tried putting a text variable on a size box but the text continues horizontally instead of creating a new line
anyone help? xd~~
Nevermind, I used text wrap xd
I'm trying to use a Blueprint Actor Action Utility class that I've made but its not appearing in the right-click options on my meshes.
I've made a function, added the blueprint code, checked I'm using the right parent class etc etc... still nothing. Any ideas?
Whipped up a test Asset Action Utility here to make sure my original one wasn't broken or anything... this doesn't come up either
This is what the right-click option menu SHOULD look like.. (taken from a youtube video that is unrelated to what I'm doing, tried to recreate his steps and still nothing.)
Is the Call In Editor check box ticked in the bp?
Yep
Something strange is the actual blueprint icon in the content browser is a different color and symbol to the one in this video which might indicate its not the correct parent class.. but it is 🤔
Which parent class have you used? Also have you used the correct Get Selected node? Actors are in your level, Assets are in your content browser.
I'm using AssetActionUtility, the objective here is to run through a bunch of actors in the content browser and change the collision profile of their additional meshes that are attached to the root mesh
(top right of my second screenshot has the parent class, just a sanity check 😄 )
already prepared for battle pass I see
Oh for sure, free to play needs some kind of way to make money..
@gleaming lotus I used bluetilities ages ago, but these days I much prefer making my own Editor Widget BP's as they [potentially] give much more control and info.
First though, it needs to play 😉 😄
That's all the easy stuff, trying to understand this UI layering with boxes and boxes...it's overwhelming. lol
Cheers, if I cant get this working in the next few days I'll just give those a go instead!
I'd go for them anyway, regardless of that. They are so very useful. 🙂
bit early to have a battle pass if you're asking for feedback for your UI at this stage innit
unless of course you have a team backing you and this is a project you are being paid for
It will be a button that does not work for now tbh lol
I just applied as a LLC waiting on grants from govt 😦
and you're a solo dev?
Yeah with 3 years worth of work, everything is done. but nothing is put together.
I'm talking about using the BPU, not how to create one 😄
Like how you receive a desk from amazon. 900 pieces lol
I think they meant which one did you use to create the one you are using? As the docs show: https://docs.unrealengine.com/4.27/en-US/ProductionPipelines/ScriptingAndAutomation/Blueprints/ScriptedActions/
If you dont create using that menu, it creates a Blueprint class, not a UEditorBlueprint class, look at EditorBlueprintFactory.cpp
and editorvalidatorsubsystem
CTRL F on UEditorUtilityBlueprint
if its not the right class, it wont register the scripted action
Ahhhhh thank you @digital anchor
and MOA 😄
In the video I watched, the dude used CreateBlueprintClass instead, I guess UE4 has changed a bit since then
appreciate the help 😄
lol how old was that video?
Sept 2020
Oh lol just rewatched it and he does indeed use the class from EditorUtilities lmao
I am such a dunce
thanks for the help ❤️
its paid any free alternative to block out?
blender, make your own
Marketplace, SuperGrid.
Hey! What's the best UE4 Multiplayer course on udemy?
does anyone know why this hole would be in the ocean water? (water plugin/ ue4.26) the one on the left is the hole I want to remove
When I manually turn the front wheel in the editor it turns due to all the forces I am applying however if I set the relative Rotation Via BP it doesnt.
I am wondering why setting the relative rotation doesnt seem to acutally set the rotation
How to add river without that landscape bump? Just to add water itself, when I uncheck Affects Landscape the water just disappears.
is there a way to get the non localized version of a text in blueprint?
after 5 minutes of play game, the game inside the unreal engine crashes .. this only happens if i start playing from the main menu, if i open the single maps it doesn't happen .. what could it be?
Check the crash log.
@drowsy snow just started the character/clothing system (since eft is blowing up) i took inspiration from it and will see how it goes
it goes in crash a few minutes after I put the game on big screen. is there a solution?
Check the crash log.
there is no crash log, the game freezes on the big screen
Can anyone help me with this?
wtf do you mean no crash logs?
Isn't "big screen" just your computer connected to big display?
try it on the tiny screen... 😄
What is the best way to convert or attach motion capture data, Kinect data or Maximo animation to SK_Mannequin skeleton? after all these years do i still half to use MotionBuilder. I would like to find a quick alternative to retargeting in the unreal engine.
does not give any crash, after a few minutes that I play on the maxi screen the game freeze, and in fact the pc no longer runs it becomes silent. (i play inside unreal)
Do you know how to use a debugger?
you can use the pause button and breakpoints to see where its stuck
anyone know how to get favorite nodes to show up on right click in graph editor? ive edited the palette but they still dont show up on right click. guess its a setting somewhere.
it is not possible,when freeze happens, even the buttons are locked, the only way is to turn off the pc manually.
nm found it !
Consolidating all my content folders to one folder broke alot of functions. This cannot be correct. All my sprite components now have missing references any way to recover all the references
IS there a fix for launcher continuing to not remember my login ? So annoying ;0-0 🙂
There for a while it seemed fine....
Yes, rememberr login is ticked, always is
Anyone else notice the PIE window grows a little each time you close it, it ups the resolution slightly (presumably trying to keep it the same if people resize, but, well, failing. Anyone know some way to tell the New Viewport Resolution to stay locked?
hi
i have still not figured it out
where can i find the "section in the details for what type of items these materials are allowed on by default"
or is it this one
Engine source saves the day. It turns out when you have "Always center first viewport window to screen" enabled, then it doesn't update the viewport width and height when the window gets closed. A little annoying, as centering isn't always helpful, but it'll do.
If i make my all my characters very very small (like the size of an ant), will that impact less in performance?
does anyone here recognize why my glass would be not allowing light to pass through
it was working before but stopped when migrating it to a new project
No, but physics could gone haywire.
so the size of a character and the level has no impact in memory. thats so strange.
so a huge cube of 2000x2000 is the same as a cube of 2x2 in performance?
If anything, poly count have more effect on resources more than a mere scale.
i see. but my intuition tells me that the bigger the size of your model somehow it will be more impactful? Or for example, wont the textures need to be better if your cube is bigger?
when i draw in autocad and revit. the bigger your model is the slower it gets but maybe thats a bad comparison
Is there any way for me to access a static mesh socket from a montage? Say, if I wanted to define the points where my sword trail would be.
Unless you still got mip mapping in closer views, nope.
And yes, that's a bad comparison, because AutoCAD and Revit disregard realtime game rendering stuff
@drowsy snow
hmm did someone just say and remove, that SM can't have sockets? 😄 Or did I imagine that?
I BEEN DOING NFTs IN UNREAL ENGINE YALL!! THEY LOOKING GREAT TO!!
🤔
why under add new content to project do I only have starter content and and mobile ? I need to add 3rd person character, so how do I do that now ? ;0-0
4.26.2
for some reason outside light is coming throuugh the tops and bottoms of my walls
not sure whether its a skybox issue but im not a dev myself and i only use unreal for map building etc
Does anyone know how i can combine skeletal meshes in unreal engine? I have a modular character pack and am trying to build equipment system for my game. I dont want to have seperate slots for right foot and left foot, i would rather equip the foot item for example as a set, so the skeletal mesh would be both the feet items
you would have to combine that stuff in like blender
or what even thing u use for modeling and stuff
well for me atleast my game has arms and stuff
as one mesh
Main reason i did that is cause you would have gloves etc. usually on both hands and not at one at a time
same thing with feet
Anyone know of some good documentation/where to read up on some sort of unit/squad control system like in Company of Heroes where the player doesn't control a single character but a group of characters?
why does my combo box open so much lower than it's supposed to?
if I move it to another container lower then it opens correctly but I want it there...
RTS is arguably one of the most difficult genre to program, I doubt there's a "good documentation" of RTS squad system for UE4 out there.
There might be one template in UE marketplace, but I won't hold my breath.
Would that be because of the work required for squad and enemy AI?
Hey everybody! I'm looking to create a small water puddle with interactive ripples, preferably from scratch to keep it simple... any pointers?
Basically everything that made up a RTS game are more difficult
I was looking at this: https://youtu.be/18Qx4iF2y78
But where the units are "glued" together as one squad as opposed to controlling each unit.
this horse game died :( so i started on some simple RTS game.. maybe ill finish it
this has a dynamically generated cover system, squads, camera movement, weapons and a few other things. I made this in a few days.
let me know if you have any questions
Hey guys, my Unreal Engine 4 project is getting stuck at 39%. Is there a solution or do I just wait it out?
Trick used to be to delete your intermediate folder
Two objects use the same material but look quite different.
Im using Stainless Steel Dark on both. The only difference between these 2 objects is that one is inside a blueprint and the other is not inside a blueprint.
How can i make them look equal, why is the material different if its the same?
The lighting is just different in different viewports
no
they are in the same viewport
look
on the left
one renders very dark blue
the other is mid blue
One is in a world and one is in a preview
Lighting environments entirely different
If X is the only one in a bp... this is after built lighting?
yes i built
Then its because the X is moveable
Are you talking about the other shapes?
x is inside the blueprint has the same material
If the rest of the meshes are not bp then they are getting baked lighting
ahhh
so i must put them all inside a blueprint?
or better, how do i bake it inside the blueprint?
No. Your bp needs to be static
But then you can’t move it at runtime
ok made it static and now its building 😺
we will see
Yes its fixed thanks a lot @bright sigil @plush yew 😺 this was driving me crazy
ops but now it doesnt flip 🔄 😦
because its static
hmmm
so maybe i make them all inside a blueprint and they all become the ugly dark blue?
because i cant make them static
its that they are all baked by lighting. if they move, the should not be marked static
doesn't have to be in bp
The problem is if i dont put it in a BP then i cant get the actor. Its a Static Mesh Actor imported with datasmith. Normally i would just do get actor of class. But its not finding it
So this is what im doing to rotate it ^
Is it possible to get a Static Mesh Actor that is in the World, in my blueprint?
How do i rotate a Static Mesh Actor that is in the world?
ah, i understand 🙂 a bp would be better so you can have this logic. I would imagine each shape is an instance of the blueprint.
yup so what do i do?
that bp works yeah?
yup it works
but it messes up with the color
best would be if i could get the static mesh actor from the world
and rotate it
but instead i have to put it inside the blueprint 😦
alright well.... if you duplicate that 4 times in your level, then you'll have 4 of the same bp instead of the different meshes yeah?
yes
well there ya go 😛
but will have this color, and will have the same static mesh
the same X, they must be different i think
so for each of the ones in the level, open up the details and change the mesh
then they all change
ooohhhh will they?
well they should
if i change the static mesh inside the blueprint it will change for all instances of BP_Platform
so if i make it X, it will change all 4 of them BP_Platform1 BP_Platform2 BP_Platform3 BP_Platform4 to X
the other option is just to make them all inside the same blueprint
and inside create a static mesh for each platform
?
the point to duplicating that bp four times is because you can change those sorts of things
you can adjust the settings of any component and any variable value on a per bp basis for each in the level
oh maybe through the construction function i can set them up?
you are hopping back into the bp which is why. I am not saying to edit there, but in the DETAILS window while in the main editor view.
its the window to the right of your content browser
yes that works !! thank you so much @bright sigil
simple question but how do you make the collision of this door so you can move through it?
How would you guys go about making spiderman webs in unreal?
depends, the engine might be blocking it for simple collisions, change the mesh to use complex as simple, or create your own collision mesh
Any ue users any good with water?
trying to make it smaller but no clue how aha
😐 bruh
bruh 😐
How do I "roll" the viewport camera?
No matter how I drag the cursor, all I got is yaw and pitch
sorry,where would you find these settings
Newb question here, but would there be a particular reason why when I install a new plugin, I can't see any of its content? I'm trying to create a blueprint based on a class that it adds, and it doesn't show up anywhere.
bruh 😐
hey does anyone know what's going on with this decal?
it happens with all decals in my project
on the settings for the static mesh
you can click the show button in the viewport on the static mesh to see what the simple & complex collisions looks like
You can't, without piloting rolled actors.
you need to enable 'show plugin content' in the content browser (view options button, bottom right of the widget)
This is the Procedural Terrain Generator plugin. It is installed to engine, enabled in the plugins, with show plugin and show engine content enabled in the content browser. Watching the videos on how to get started, I created a blueprint and base it on the Procedural Terrain class, but this class doesn't display for me.
I've used much older versions of UE4, but nothing within years, so I'm off to a confusingly bad start.
Probably it's the reason why.
I'm surprised you don't have any compile errors from said plugin.
I think the last UE4 I used was Pre-4.5
This is basically a fresh start for me. New copy of the engine, plugins, etc.
Oof.
Well, lot of things changed since then. Most of the plugins nowadays were made for 4.24 or newer.
This is currently supported in 4.27
I don't see that class anywhere in the files in the content browser either. What are the odds of a bad plugin install?
Marketplace plugin?
Yes
Either it got defect, or not compiled properly. Try moving the plugin from the engine's plugin folder to a UE C++ project's plugin folder, and recompile the plugin.
Though it's very unlikely to be defect, as Marketplace can't accept defective plugins that can't even compile
I don't see the base class it says to use in my PC's file explorer anywhere in the marketplace folders
You should also try to reach out to the seller and ask what's up with it.
I want to have a vertical water plane, but when I rotate stuff it just stretches the ripples vertically and breaks heavily... is there a setting I'm missing somewhere for like, local up axis?
is it ok for grass to be in the green range (level 4) on overdraw?
I'm using megascans, and I heavily optimized it with lods, and lowered the starting tris, and I also have it culling, but I cannot get it out of green without it looking really bad
I had bushes and some variety grass that was in green, but I managed to get that all the way to level 2 and they still look good
edit: sorry for all the editing if you are replying to me
That depends. Everything is relative. It might be fine. Depends on your target systems. Depends on your other assets and scene. Depends if it's causing problems. All the performance profiling tools are there to give you an idea of where might be the best place to start when optimising.
makes sense, its just really hard when some of the megascans are over done if that makes sense.
one of my extra bushes, the lod 0 when I first imported it was like 6k, and I cranked it all the way down to 300, and it still looks basically the same
and I did download the 2k models, nothing 4 or 8k
Yep, but that's what makes the difference between something well crafted and an asset flip. Nothing wrong with assets as long as you don't slap em together with no care for performance and best practices. Always have a target system in mind and build your performance budget around that
yea I'm aiming for pc, and I have a 1660ti, ryzen 5 3600x, 16 gigs ram, kinda mid tier, and I am getting 120 fps + when playing (I have it capped), and thats with grass shadows and post processing effects, but I'm just trynna get it potentially more doable on an even lower end machine
but nothing like a leap to mobile or console or anything like that
which pc was the target I always had
Hey bro, lmao I just figured it out, the vertices on the grass were staying at the normal model range when I changed the amount of lods, reduced the triangle percent and set default lod to 1 as an added boost. On all the other models the vertices were changing, but I switched it to any termination and manually reduced them, and I am in the blue and it sharpened the model up a bit as well. Thanks for the help, sorry, I've never done optimization before, so that was probably a no brainer to try.
So yeah, was just a lot of overdraw then? Nice solve
change the theme of your game to some dwarf island on a giant ocean
yea, I guess since vertices actually hold data or whatever they were causing an issue by still being there.
i already got some progress hehe
idk why it happened though, all the other models manually reduced vertices as well
Guyses, I have like 1500 static meshes that I want to add to an array. They're way too many that I can't see them all with just the maximum -12 zoom out scalar in the BP graph. Suggestions?
I have a feeling I'll have to make them into blueprints lol
dammit
How about a data asset?
Well what I want to do is have all the windows in my level and change their emissive properties and I want to do it on random selections to mimick people living in buildings. Would that work with data asset?
ah, I misunderstood your usecase
No worries! Any thoughts or suggestions?
I honestly have never had to deal with anything like this before
My first assumption is that a 1500 large array of just actor pointers isn't that bad
just... don't check every single one on tick
aren't they instanced by default as of 4.22? I forget
yeah I'm honestly not sure what the best solution is that isn't just stuffing the windows all together and running the lights on/off through a material
Is is through material
I want to (or have to) put them all in an array so that I can randomly select a bunch of them whose material will become emissive (instead of all of them which is unrealistic)
@plush yew how do you mean? What I'm going to do is just set the emissive on or off
does that mean that the engine finds assets using the same material and then set some of them on/off/whatever?
that's okay for now I just want the binary on off out of the way before we make it more complicated 😄 😄
can I do this, where I select all windows in the level, dynamic-assign random selections of them the material instance with the emissive enabled and the rest with it disabled/default?
thanks I'll check it
@plush yew am I screwed considering that for some reason my windows are not using the same mesh? As in, they're supposed to be the same mesh (from my DCC) and for the most part I've managed to have all copies be instances using the same mesh ... but for some reason here they're not imported that way into unreal and I'm not entirely sure why. It's been some time so I'll have to reinvestigate that ...
my guess is that because of the rotation-changes, it messed with xforms and eventually ended up breaking the instances and making them all unique and I didn't bother with it anymore as it was causing me much grief
btw yes they all are the same material
does this look ok? It's a survival game, and this is the main menu
edit: yes the deer is fully functional, it eats, wanders, looks around, and gets spooked by the player.
I'm also only like a year into learning unreal, and the main menu when you click a button the camera will go down the path and seemlessly load the another level using fog
so it looks like you are moving down the path
here is the amount of meshes, is this a good amount? I spent some time removing stuff that didn't affect the camera, and the meshes are megascans that I reduced the tris and verts by like 75%
edit: and they are lodded with culling
any UMG_widget to see? 🙂
that's okay it's just like 8 vertices per mesh so on average it's 12k vertices for all the windows combined.
the main FPS killer is my damn planar reflections but there's no way around that other than managing the flags/details
no, haven't made them yet
but it is just going to be a temporary widget until I get some nice artwork for a background, and the buttons themselves and such.
I still have to make like 4 other main menu maps though for the transition maps
mutltiplayer?
nope, haven't touched any of that stuff yet
I have 2 courses next semester that are multiplayer courses
so I could maybe turn it into it, if I haven't already screwed it up, which all I have made programming wise is the deer and a crow that does the same thing as the deer, except flies when it is spooked.
and all thats on an animal controller I made, which I am pretty sure is the way to go for multiplayer, but idk.
@bleak zodiac
ouh, study game development?
you know very well the Ai/behavior tree?
sorta, I enjoyed making games for a while, and I knocked out several general study college courses in high-school, and so the same community 2 year college that offered those online highschool duel credit courses has a AAS degree in game development, so I went to do that, since I accidently had all the core classes knocked out for it. This upcoming semester is my last, and once I get my degree I am going to go to a 4 year for computer science.
yea, all the logic for the two animals is on a behavior tree, only thing the controller does is run it on begin play, which could maybe be done better or not idk.
edit: we actually had a class that just went over ai stuff.
