#ue4-general

1 messages · Page 1122 of 1

split jasper
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The UE character marketplace is weird, it's a lot of... really complete, really specific characters. I'm not sure who goes in there and wants that specific half-naked pirate lady, for example.

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Like they're all more interested in making the Iconic Character (tm) of a game, than the legion of normal-looking people in period-appropriate clothes that developers would actually need

plush yew
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yeah i found some really good stuff on artstation

kindred laurel
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Hiya I’m trying to create a scoreboard so am creating a scoreboard widget but when I try to size it to the scoreboard asset it doesn’t fit and seems to be zoomed in? I’m not sure how to fix this

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Not sure how to scale it as it seems to be zoomed?

lilac sail
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or photoshop it into a lower res

kindred laurel
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I will try scaling

lilac sail
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greate

split jasper
plush yew
knotty wing
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guys how do i save a game to an exe file

knotty wing
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also

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i downloaded a zip file with the project (thinking ill download an .exe)

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and i cant delete it

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nor just drag it into the bin

rocky epoch
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It sounds more like a system issue. Maybe something is still "using" it, and the system does not let you to delete it, as it is still "open"

knotty wing
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hmm

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wouldnt that show a message

rocky epoch
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that is true

knotty wing
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instead of just disabling a delete icon

rocky epoch
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it should give some error

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a restart usually solves that problem, although excessive :D

knotty wing
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imma try that after my game downloads :)

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(i wouldnt call that a game tho since its shit cuz im a newbie at this xD)

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also i there any way to make it smaller (in gigs)

rocky epoch
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7zip can compress pretty well

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if you want to compress it

knotty wing
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oki!

plush yew
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Any tips for a good Portal tutorial source?

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the visual part

kindred depot
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found this earlier

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was going to use it for like mario paints to walk into for my shooting range. You are not going to get the portal effect doing this, but i mean with common knowledge of the engine, you can.

plush yew
# kindred depot https://www.youtube.com/watch?v=dNFZ2wjR1Js&t=28s&ab_channel=UnrealCG

Thanks, I think this one is fine after i watched it: https://www.youtube.com/watch?v=F28NKqG7ce8

it's the effect i want visually, and i just skimmed trough it at 2X and its good to follow, so im gonna try this next.

Finally! We got around to do doing a UE4 tutorial on a topic people have been dying for, a seamless portal door effect! This one was inspired by a post we saw on Twitter (https://twitter.com/mxweas/status/745765338629865474) and has also been asked a few times in suggestions (http://fusedvr.com/forums/topic/htc-oculus-portal-like-game/). We will...

▶ Play video
kindred depot
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same set up 😉

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lol

plush yew
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the mario paint effect is what i want and then with a collectible card. like a pokemon style card

plush yew
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but some tutorials are very hard to follow

ancient ivy
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guys

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i have a bad packaging problem

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i need help

drowsy snow
ancient ivy
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ah yes sorry

plush yew
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Hey I need help with something, basically I made a 3d module in "3D paint" but I can't seem to be able to import it in to the unreal engine, is there another app I'm suppose to use? if so what app should I download?

drowsy snow
plush yew
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not the new version but the old version does. I downloaded the old version saved as FBX but it still wont import properly to the unreal engine

ancient ivy
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what is the standard output format?

azure field
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Good afternoon, are we allowed to post a notice about a workshop that we have coming up?

plush yew
ancient ivy
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i dont know

azure field
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its a general question to make sure im abiding by rules

azure field
ancient ivy
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i just need to know the format

drowsy snow
plush yew
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I tried Blender but it does not import correctly there either, It misshapes it and does not import the texture

ancient ivy
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yet...

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what is the format

plush yew
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yes

ancient ivy
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3MF?

drowsy snow
# plush yew yes

Might as well do the entire modelling in Blender.

3D Paint's 3D capabilities felt like nothing more than a novelty/gimmick

plush yew
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ok

ancient ivy
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wait

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you are talking about

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MS-Paint3D?

plush yew
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its literally called paint 3D

ancient ivy
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yeah

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it uses gltf output?

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glb

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yeag

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yeah

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it should be highly supported

drowsy snow
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I guess the only good thing from Paint 3D is making models out of a scribble.

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And a fancy UI

ancient ivy
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by the looks of it, it imports quite well

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standard root

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yup. glTF 2.0

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it's even better (sometimes) than FBX

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Still Paint 3D should never be used for making any sort of ready-to-render graphics or for production quality stuff. Use blender or some other software such as LightWave or Maya.

ancient ivy
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cough cough finally cough cough

fossil basalt
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woah, my UE4 just crashed simply for using windows area screenshot 😮

wheat hare
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"save early save often"

  • Confucious
fossil basalt
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lol

drowsy snow
wheat hare
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yeah this is 2022, what's saving?

sinful tendon
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where do i go to ask about making a wagon puled by an ox,, donkey or horse.

fossil basalt
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whats the difference between a mesh and an actor?

sinful tendon
drowsy snow
fossil basalt
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right

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so an actor is a mesh with instruction of how to operate?

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thanks both

drowsy snow
fossil basalt
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I appreciate the clarity

sinful tendon
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actor is an empty container you can put mesh, script and physics on or in.

drowsy snow
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Mesh components are components that you can add as part of the actor class

fossil basalt
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it's making much more sense now

sinful tendon
fossil basalt
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I got a lil confused as the guide I was following wasn't clear and in the DB it had 2 items looking the same

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BTW, the animal pulling something

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I have heard of peeps simply using a component to attach

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which reminds me, gonna start working on a living city soon! 😄

drowsy snow
fossil basalt
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right

sinful tendon
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i started making a wagon Mesh and wagon Actor BP to drive it but the BP physics are not perfect. alto I'm confused should i make the wagon like the sedan or should i make the wheels separate and not boned and weighted together. the wagon is going to be puled by an animal so i wont be driving the wagon but the animal.

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also also i don't know how I'm going to attach the wagon to the animal but ill work on that next.

drowsy snow
sinful tendon
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yes

drowsy snow
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So in a sense, it's not the animal pulling the wagon

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But it's just my observation tho

fluid lance
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I still kind of can't believe it - are Paragon assets acually free to use in a PAID product & the only condition is for it to be made with unreal? I read the agreement, and it definitely seems so - can anyone confirm?

sinful tendon
bright sigil
drowsy snow
sinful tendon
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how would i handle a single or multiple animals attached to the front?

fluid lance
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@bright sigilYes. However, that is different. What I meant is more in the lines of using paragon assets in my own (idk, RTS for instance with paragon minions as units) game which I intend to sell. From the agreement it definitely sounds like I can do that without any problem as long as the game itself is developed using unreal engine.

drowsy snow
bright sigil
grim ore
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Bullets Per Minute are definitely using the Paragon assets in a published game, for reference

bright sigil
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Lol, looks different enough

fluid lance
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Amazing! Honestly... I would just like to use some bits and pieces from some assets in my game, so far I kept on avoiding it, but guess it's fine 🥳 thanks @bright sigil @grim ore

drowsy snow
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Predecessor seem to be basically Paragon remake

drowsy snow
fluid lance
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idk what r-18 is, I could just show u guys here what my intent is I guess...

drowsy snow
# fluid lance with epic's paragon assets?

Predecessor is a third person MOBA currently in Development.You and four allies join arms in battle as you fight for glory on the battlefield against enemy heroes on a traditional 3 lane map featuring an interactive jungle, epic monsters and more! In a match 10 players are divided into two teams with each player controlling their chosen hero. No...

Release Date

In Development

▶ Play video
bright sigil
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just want to throw out that there is also getting Epic's written approval about it....

fluid lance
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@drowsy snow:O wtf... that's not cool imho

bright sigil
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game is technically ftp

fluid lance
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I'm more around these lines of "ripping" them:

drowsy snow
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And Epic already raking in money with Fortnite. They gave away Paragon chars the moment they have Fortnite moolah

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I personally used Paragon monsters for protoing, because goblins are boooooooring and too cliched

bright sigil
sinful tendon
drowsy snow
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I do like Paragon's style, mix of scifi and fantasy

fluid lance
drowsy snow
bright sigil
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i think they were a bit late to the market or it was not as important as making Fortnite BR and erasing all evidence of og Fortnite

fluid lance
timid spade
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ive turned on "Return Material on Move" but i still get defaultphysicsmaterial when generating hit events. why? ive tried changing the material on the boxes but it returns the same

bright sigil
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The Epic style of medieval alien as far as ive seen

fluid lance
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Well, since my stuff isn't nearly as close to paragon as other stuff I've seen here, I could bet I'm safe 😄 Besides I don't hope my game to do well either so yea 😆

bright sigil
drowsy snow
wheat hare
fluid lance
real compass
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Hey everybody... I'm new here and to UE.

I don't know if this is the proper channel to ask this, but I'm trying to learn UE from zero. I have knowledge of RPG Maker only and I want to be able to make a j-rpg style game with UE (I do models in Daz3d and was thinking of using my characters for that purpose). Can anyone point me towards a direction on where I should start learning?

I've downloaded UE 5, btw.

bright sigil
grim ore
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uninstall UE5, install UE4, read the pinned messages for learning material.

fluid lance
wheat hare
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The editor makes it sooo easy to do stuff
Like mouse over a variable to monitor it
Super cool

drowsy snow
wheat hare
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Today I made a lady walk from waypoint to waypoint and it was almost automatically done for me

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lol

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It's way easier than vrchat

real compass
grim ore
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not if just learning

bleak zodiac
tardy hedge
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Can I put my entire game logic inside the game mode

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It would guarantee everything happens server side

fallen kiln
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I need help, I was editing my game I have been working on and while editing unreal engine crashed, and at the time there was a "configurating shaders" thing loading and it crashed mid way. when I opened unreal engine again everything had a purple glitching light to it (I added a video to show) can anyone help me get rid of it T-T I don't wanna re do all of my game T-T
(also my game still runs like normal its just the glitching light)
thank you!

tardy hedge
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Is there a marketplace product that can bake particles to textures

cloud stone
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Would you guys say a save/load system is a blueprint or c++ job?

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Considering I'm using both

grim ore
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C++ is better if you can do it in there, lets you use the savegame flag on properties in blueprints

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also easier to serialize objects in C++

cloud stone
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Alright, thank you.

placid plover
silver basin
molten prairie
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This is in UE5 but might be happening inUE4 to, but. When I try to build it says that the SDK for windows is not installed properly. dose any one know why?

placid plover
silver basin
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i believe under character movement you can set the turn rate for a character and that will slow down how fast it snaps, but it requires specific setup of the character input controls

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@placid plover

placid plover
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yep, that doesn't work well with SetActorRotation being called in my movement bp above sadly, thanks tho!

silver basin
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oh gotcha, wanted to try to help lol, wish ya luck!

placid plover
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(I was trying to re-create a sort of god of war movement style, got 80% there then gave up and called it good enough for now :P)

rain pebble
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Can anyone recommend a good ue4 lesson that touches on most of everything

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I have ideas for levels but don't know if I'd be able to create it

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I'm aware that bps are visual scripting and c++ is the base level stuff

silver basin
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i don't personally sit through tutorials usually, but there are a ton on youtube. me personally i just play with the code and reference the UE official documentation if i need an explanation on what a specific thing does

fossil basalt
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hey guys, this last field I just added with tags ... setup a text array but I would prefer my designers to be able to select from a drop down box rather than type them in ... is there a way to do this?

grim ore
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enums are pretty much the only easily usable "drop down" for a variable type

rain pebble
grim ore
rain pebble
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That's getting bookmarked thanks

grim ore
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there is a whole array of magic links on the main Unrealengine page for learning resources

blazing pelican
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Hey so do y’all know of any advanced advanced articles or documentations on missions and quest tracking with navigation and more, for like missions and then tracking these missions with a wide range of details you can do a very throughl documentation on one?

bright sigil
blazing pelican
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Where can I find this book

bright sigil
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that i dont know, but im sure they exist, or maybe a chapter within a book or some other research

blazing pelican
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Hmmm I see

bright sigil
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its kind abstract, or broad, what you're asking, so maybe some theory books explain it at the same level. I cant think of anything specific regarding that though

grim ore
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theres some videos on the official unreal online learning with a quest system (converting gameplay to c++ as well as fixing a quest system). Theres also youtube handling the same thing. You wont find exactly what you need tho, you need to break it into parts and learn those

blazing pelican
grim ore
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that was confusing. IF you have seen the YT tutorials in BP, you can use those

blazing pelican
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So would you prefer I look up unreals c++ version or do the other one?

candid crest
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Hey guys, anyone willing to support me out a litte with a rendering issue? (sorry if this is not the right CC for this)

grim ore
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you can use blueprints or C++, its your choice

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learn blueprints if you have no idea what you are doing

blazing pelican
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Ok XD

rain pebble
sour sequoia
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Hey everyone, I have been accumulating assets from the Market place for the past year and I have a question. Is it possible to use a bunch of different assets in a single project? Say if i wanted to use different buildings from different packs I bought, different props and weapons from different packs, etc. Would there be an issue with having so many different Textures and Materials? Any guidance would be appreciated.

bright sigil
sour sequoia
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@bright sigil cool. Thanks for tips and info

timid spade
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its hooked up to event tick

kindred depot
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How would I go about making a wattson fence like object. Just create a spline and on button press place on click?

west merlin
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Is there a way to merge multiple static meshes in to one mesh that actually welds them? For example if you merge to squares side by side, and then apply a LOD, both squares will function as their own when doing a LOD.

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Inside the engine of course

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Two separate static meshes converted to one inside editor with a lod applied

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Looks like this without lod

light vigil
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Anyone have recommendations for cheap cloud hosting for perforce repositories?

fossil basalt
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is it possible to hide some of these fields to make it easier for me to focus on say 3 of them

bright sigil
fossil basalt
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nice idea

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is it complicated?

bright sigil
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Excel?

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dunno, i guess it could be

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never thought of it being complex lol

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i think the tricky bit was making the macro to export the data sheet as a csv so i dont lose my formating in the main worksheet

fossil basalt
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downloading MS office now

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totally forgot to do it when reverting back to W10 recently

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w11 sucked ASS!

bright sigil
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noted

fossil basalt
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rediculous amount of bugs

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I am not kidding

tiny zodiac
fossil basalt
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always simple things too

tiny zodiac
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sorry to interrupt

fossil basalt
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not at all dude

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🙂

bright sigil
tiny zodiac
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oh i see thanks

fossil basalt
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doing a quick video of your issue is a GREAT way to get support!

bright sigil
fossil basalt
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indeed, lol

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within seconds, even a noob like me knows exactly how to help, lol

tiny zodiac
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😺

fossil basalt
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rather than a potential long guessing game

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you got it workin?

bright sigil
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its like we're right there, looking over your shoulder

fossil basalt
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lol

tiny zodiac
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i made the binding now im trying to figure out how to change it mid game

fossil basalt
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well, to ensure you don't feel creepy to me you are gonna have to give me a nice shoulder run whilst you're at it!

tiny zodiac
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the binding changes its name

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but the binding is not accepting arguments

bright sigil
jagged gulch
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Hey All! I moved some megascan materials to a different hard drive to save space, and they are now disconnected in my project. Is there a way to reconnect them?

bright sigil
fossil basalt
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@bright sigil I have exported the DB, it has an extension of .COPY and excel is not a fan, lol

jagged gulch
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@bright sigil Thanks!

fossil basalt
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just rename the extension?

bright sigil
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lol, no that wont work either

fossil basalt
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omg

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now I feel like a real noob

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I have named extensions in the past but what to do here?

timid spade
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i must be dumb but where in sound attenuation settings can i set a different sound to be played at farther distance

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i cant remember how do it been a long time

bright sigil
# fossil basalt omg

nah, your doing the mesh route. Export as CSV is at the very top of the rightclick menu

fossil basalt
#

aaaaaaaaaaaaaaaaaaaaaah

bright sigil
fossil basalt
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well, at least UE is more intuitive than Blender

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I just cannot find stuff on there without explicit destructions! lol

split jasper
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UE I need a tutorial the first time I do something.
Blender I need the tutorial every time I do something.

bright sigil
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but i hear so many good things about blender

split jasper
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Don't get me wrong, it's powerful as fuck and it's free and that's super cool

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But its problem is, in having all that power, you need to put all those options and functions somewhere. And the UI groans under the weight like an old cart

fossil basalt
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but it requires SIGNIFICANT training

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hey @bright sigil can I format the table in excel and it not mess things up in engine?

twilit quest
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Has anyone messed with packaging and deploying builds to Steamworks? I got it working the first time I did it, but now it keeps popping up this:

bright sigil
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so what i do is export it as a csv since excel is xlxx or whatever

fossil basalt
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yup

split jasper
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Also, using Blender for UE4 is harder than just using Blender. The import/export shit is where I ran into some of the most opaque problems I found. Also the question of which parts of my assembly I wanted to in Blender vs making the parts in Blender and assembling them in UE4, you wouldn't have to deal with that if you were just a straight Blender artist

twilit quest
bright sigil
fossil basalt
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why would a simple text variable have all this?

bright sigil
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location, in this case, is where they live in your project

bright sigil
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that will happen for any direct asset references

fossil basalt
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brilliant after all that it will not import

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but I gotta get this right otherwise I will spend ages in UE4 data tables

bright sigil
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did you export from Excel as a csv?

fossil basalt
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I just resaved and it gave me the stuff about losing formating if sticking with CSV

bright sigil
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yeah, csv wont keep format stuff. Just make sure you keep the xlxx 🙂

fossil basalt
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I have saved it

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how do I get it back into UE?

bright sigil
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and just make sure you work on the xlxx and keep saving over that same csv

fossil basalt
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BTW, excel needs a damn dark mode

bright sigil
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you can import the csv and it will ask you for the struct to work with for the columns

bright sigil
fossil basalt
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how to import?

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I do not see it in the contextual menu

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in fact, it's greyed out!

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I get a lil aggitated when it doesn't play nice, lol

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the amount of times I swear at my monitor, lol

bright sigil
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well ive never made it this way hehe, always imported the csv, but i wouldve expected to be able to reimport with new file

fossil basalt
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unfortunatly it hasent worked for me

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any way to hide fields in the data table?

bright sigil
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what about through the asset menu within that data table?

fossil basalt
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not sure what ya talking about but this looks fancy! 😛

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ooooooooooooooh

bright sigil
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double click the data table, then go to Asset menu

fossil basalt
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thank you!

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working now

bright sigil
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awesome

fossil basalt
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and this will be much quicker

bright sigil
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yup, now you just save the csv whenever and use the reimport to update

fossil basalt
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maybe there is a CSV editor that can allow me to change background colours and hide columns

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and remember them as I would assume the CVS itself does not store such info

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strictly data, right?

bright sigil
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as for hiding, you can resize columns and you can freeze rows/columns - freezing is somewhat limited though

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i think csv is just the data, it doesnt keep the rest

fossil basalt
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resize to 0 is best bet?

bright sigil
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lol, maybe, but you probably want to find that column later

fossil basalt
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maybe working in a JSON would be quicker to navigate with a nice editor

bright sigil
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havent tried it 😛

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hmmm, yeah i DONT like the JSON lol

fossil basalt
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whats a nice code editor?

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I think adobe does a free one but can never remember the name

bright sigil
#

for free?

fossil basalt
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preferably

bright sigil
#

I dont code, so i just use notepad++

fossil basalt
#

lol

bright sigil
#

I think VS community is free

fossil basalt
#

does it colour code text?

bright sigil
#

yes

fossil basalt
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that will do!#

bright sigil
split jasper
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People swear by VS Code

bright sigil
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they're both good

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sometime i have to verify it again so i get lazy and just open up n++

split jasper
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I think I accidentally stole an IntelliJ ultimate subscription from the last place I worked? so I mostly use that

bright sigil
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yes.... it was an accident

split jasper
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I'll be honest I wasn't paying a ton of attention when I set it up

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In theory it was supposed to stop working when I quit but it just... didn't

fossil basalt
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lol

split jasper
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And I struggle to see an upside for myself in rectifying that oversight, you know?

bright sigil
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just make sure you feel bad while you use it

split jasper
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I mean, if it wasn't fuckin Amazon I might

fossil basalt
#

my gosh I defo prefer the json

bright sigil
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lol

fossil basalt
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how convenient is this compared to looking along rows!

bright sigil
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or maybe you cut a column that isnt needed anymore or re-arrange rows

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it does look nice though 🙂

fossil basalt
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🙂

split jasper
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JSON isn't really built for manual editing, it's built as a data interchange format anyways

bright sigil
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and there use to be more!

fossil basalt
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lol

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I still find it easier to find the fields i am looking for

bright sigil
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literally culled like half of it

idle mantle
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What if any is the best voxel format in Unreal? Can it do volume rendering? Only saw volume shaders

fossil basalt
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nice font!

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was that to ensure you don't spill any secrets? lol

bright sigil
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yeah 😅

fossil basalt
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loooooooooooool

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I gotta be honest

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I was curious what those column headers where, lol

bright sigil
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hehe

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there's health, damage, level, you know... that sort of stuff 😏

fossil basalt
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lol

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I saw the smiley!

bright sigil
#

haha

fossil basalt
#

I gotta stop coding in the middle of the night ... SO cold!

bright sigil
fossil basalt
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lol

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I have touch screen gloves but not so good for a keybaord, lol

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I am curious

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In my object modeling program, instead of using a boolean to cut out say a window opening from a wall, would it possible to add a component that makes part of the wall see through AND can cutout the collision mapping too?

bright sigil
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you'd need to generate faces for the cutout so you're not seeing into the wall

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and i think there are already methods for doing runtime boolean stuff

fossil basalt
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interesting

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I do like the idea of my player being able to put the window or door opening WHEREVER they like

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rather than set walltypes

bright sigil
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i remember one was spawning a jagged looking mesh at bullet shoot points on wood to create the damage

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starting to sound like proc geo

fossil basalt
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maybe another time, lol

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I will just make them separately for now

bright sigil
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lol

fossil basalt
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why is it SO hard to move assets into a different folder in UE?

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honestly, it drives me nuts if I need to rearrange

bright sigil
#

migrate is your best bet, yes within the same project, but ive never had a clean relocation of folders

fossil basalt
#

I really wanna move these assets

bright sigil
#

i tend to move parts, like a folder at a time, then spam fix redirects and watch my file explorer to see if anything does clean up

fossil basalt
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not even folders, just these items

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some moved, these will not even after restarting the engine

bright sigil
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spam fix redirects lol

#

and did you try using migrate?

fossil basalt
#

not yet

#

will try shortly

#

I will look into that another time

#

as long as my game still works, lol

tall sorrel
#

How can I get level stream landscapes to line up, like not x and y, but say you have a hill and you want the other landscape to match exactly so you cant see gap

#

just using the sculpt on both landscapes is really hard to get them to line up, is there a button or something that can make one landscape sorta weld its edges to another one?

dire fjord
#

I swear this engine hates me. I needed to do a test package of an app for quest. So I go to build it and it's complaining about a restricted directory name. FMOD/Desktop. Desktop is restricted. So it refuses to build. I go look at a project I've built 50 times and it also has FMOD/Desktop in it, and desktop is also listed in the packaging section to be included. Like why is it fine in one project but not another one?

#

UATHelper: Packaging (Android (ASTC)): ERROR: The following files are set to be staged, but contain restricted folder names ("Desktop"):

tall sorrel
#

lmao, just turned shadows off on like all my grass and stuff at varying lod levels, and now I can flood the level with way too many grass meshes and with the lods culls, and now shadows turned off when they are far away, there is 0 performance hit.

#

before without shadows turned off, flooding it would drop me down to the 70s from 120

#

and it helped overdraw a bit when grass and such is far away

#

don't know if this is a lot, but it is way way way more than what will be loaded at once in my game, but I turned culling off on them to fully stress test it, and with shadows varying and lods, its maintaining 120fps, I have a 1660ti, and a ryzen 5

edit: sry for the spam, im just astonished right now, that I just hella optimized megascan assets

sturdy hearth
#

Hello.

#

What are recommended remote desktop application for UE?

#

Currently I use Teamviewer but I can't hold aswd to move character.

rancid lynx
#

DISC Collision is impossible with UE4? If I scale a sphere DOWN to .1 (ten percent) on the X axis only, the Y and Z axis on the COLLISON also scale down. This does not happen with cubes. the sphere is not going convex.. I understand that collisions can not be convex, an oval or egg shape is not convex. are oval shape collisions impossible in ue4 ? I guess ill try to fkn blend on up and import it and manually test it. I bet imported egg shape collisions are fine. surely its just an issue with the ue4 default sphere

dire parcel
#

basically got a free course I can choose for $14 on udemy .. gonna use it on a UE4 course .

#

Any recommendations on which course is the most effective, if you ever got one from udemy ?

#

thank you 😊

drowsy snow
dire parcel
#

I don’t know why I keep forgetting about that website honestly.

#

I need to stop playing around and take advantage

kindred depot
#

Is there any way to advance copy a map to one folder to another and just bring the assets used to the same folder? I am trying to clean up a 280 gig mess of unused assets... I have 12 maps made and they only use like 12 gigs of these assets ( i dont care if something gets duped.. its better than this huge mess i got going on)

spare kernel
#

migrate the map to another project

#

not sure advanced copy will help here

#

or use a tool which finds unused assets for you

kindred depot
#

cheers!

spare kernel
#

Assets Cleaner - Project Cleaning Tool

kindred depot
#

yesir 🙂

#

got to love free for the month

#

migrating to another project seems like a valid idea as well. i might as well give this a try and see what happens with this

queen escarp
primal tendon
#

So as a practice project I want to create something similar to PUBG, so I wanted to ask is there any pack for character that has complete animations for shooter, I know about mixamo military soldier animation pack, but I want to use with a different character, so is there complete animation pack anywhere?

queen escarp
#

or you can have mixamo try to autorig your character, although results may not be as good

primal tendon
#

ok... guess I'll have to try that out.

plush yew
#

i tweak post process a bit (brightness) and it's all good, once I save it starts lagging and need to rebuild lights again

pale herald
#

Guys, is there any blueprint function that can execute a series of pins at the same time?

#

The sequence function can execute a series of pins in order, but I'm I want a bunch of pins to be executed at the same time.

#

Like a relay

frosty reef
#

Hey guys, I am working on a project and I have a problem. I will use materials created in engine that use generators driven by curvature and AO as well as tiling textures. The problem is that because I can't use tri-planar I have to use as few seams as possible to avoid ugly seams in the generators and tiling grunge textures This involves unwrapping in such a way that uses as few seams as possible but it's really a pain. Do you have any tips for this? This is one of the areas that give me a lot of trouble

#

And no, I can't use the cheap tri planar made by millennia

dusk wasp
#

Is anyone know how to get the foliage on the landscape? Idk why it went under the landscape

fossil basalt
#

anywhere I can discuss blender to UE on this server?

tall sorrel
plush yew
#

alright, how can I make a portal that you go near to and it plays a whirling animation as you enter it and you get dropped into the next level, map?

tall sorrel
#

probably with level instancing, then with that you can make it completely smooth and almost make sort of a non euclidean game, which is what portals are

#

and you can basically get to point A to point B with it being completely smooth, if you straight open a new level then it would be hard to jump that

#

seamlesly

plush yew
#

ok thx

tall sorrel
#

just look up non euclidean mechanics, and you can find a ton of cool mechanics with it, like having an infinite amount of rooms inside the space of 4 rooms, which all can lead to a different outside environment.

#

it can get crazy, thats just a very extreme example though

plush yew
#

this looks like it

tall sorrel
#

yea, and his has a little seam, which it is probably really hard to not have a seam, but you can easily hide it with a little special effect of some kind

plush yew
#

like using it as a mirror to different reality story wise

ancient ivy
#

special effects tend to ruin the experience

plush yew
#

what's exactly seam in there?

ancient ivy
tall sorrel
ancient ivy
pine siren
#

I have an ~80% completed idea of what to make, and the rest will be defined by the implementation and 'feel' of the initial part.
Where do you begin?
Tutorials often jump around and do things in "quick and dirty"-ways to teach a specific thing, but what do you think is the optimal place to start actually developing a game? (given an intermediate knowledge of UE4)
I.E In what order do you develop the main classes?
PlayerController, PlayerState, GameMode, GameState, (networking), Pawn, TestLevel, HUD, Menu etc?

plush yew
#

can you hide the portal as you enter?

ancient ivy
#

and

#

there is pretty much nothing you cant do in a game engine

ancient ivy
plush yew
#

if you know blueprints lol

ancient ivy
#

make a test level

ancient ivy
ancient ivy
tall sorrel
#

but also, not to sure on this, but if you have reall really really large levels you are going to be setting up it would be helpful to probably have a model of the level you want to teleport to that looks just like the level 2, except it only has things you can see from the protals position, that way you dont have both levels open at the same time, and after you go through the portal, like a second later, remove the previous level

edit: and open the new levels mock level of the old one

plush yew
#

levels look completely different, exterior landscape vs room that don't match the style really but they're both dark

ancient ivy
#

there, my game has grabbing, so i have objects to test grabbing. being a First person game i needed a floor and some walls to test if my controller worked. I made some cubes to test if my anti-fly mechanic worked and everything went smooth

tall sorrel
#

not too experienced with it, so idk if that is good or not, just seems illogical to have all your levels opened at the same time, and if they aren't all opened at the same time then your portals wont look good

ancient ivy
visual valley
#

Anybody experienced with Groom? No matter what I do, I can not get over 40FPS, Even if I reduce resolution, always only 40FPS with VSYNC ON or OFF does not matter. Something its definitely not working right with rendering groom or smth.

plush yew
#

ok, will think about it once I make a portal first

tall sorrel
#

smooth portal, and you wont see the level loading

ancient ivy
#

if i was able to implement it...

#

still

#

if you can

#

that could work

tall sorrel
#

not that hard, the portal is the hardest bit

ancient ivy
#

always had a little bit of a struggle with them

plush yew
#

blueprints for it is the hardest

ancient ivy
#

they use some fancy math concepts

plush yew
#

like what's the name of things that you need to add and change

calm crow
#

Hi, I would like to know if there is a way to blend between two different materials in ue4 ?

ancient ivy
plush yew
#

checkpoint, transfer, close etc

tall sorrel
#

just add all your levels to the persistant, then only show the level you are on plus the next portal area, go through the portal and a second later remove the 1st main area leaving the first portal arrival area

calm crow
# ancient ivy lemme check

Thanks
(and not a material function or lerp between textures, i really mean two different materials (one that can be opaque for example, and the other translucent)

tall sorrel
#

with material functions

ancient ivy
tall sorrel
#

make the functions then lerp

ancient ivy
#

let me check if there is something specific

calm crow
#

As if i set translucent to the main material, and set it to full opaque, i have a z-depth-fight

ancient ivy
ancient ivy
#

maybe here you will find an answer

tall sorrel
#

if you have them both on at the same time then yea could have issues, and it wouldnt really z fight i dont think

#

because thats geometry stuff

calm crow
#

my current workaround was to duplicate the object, have one object masked and the other translucent, and diither the same mask between the two, but it is quite long to do and having two mesh is hard to manage

ancient ivy
#

i mean, it's a way

#

but not recommended

tall sorrel
#

yea especially when there is a node dedicated to this, kinda like doing all the ai stuff in blueprints instead of a tree

#

its doable and will work, but theres much more optimal ways

calm crow
ancient ivy
#

always remember, if you make twice as many objects, your game will be twice as slow

calm crow
#

it's not for a game, it's for making visuals

ancient ivy
#

game or visuals it is

tall sorrel
calm crow
#

the 2014 post you mention doesn't have it's attachement anymore

ancient ivy
ancient ivy
calm crow
#

i have a 3090 x)

tall sorrel
#

yea then ur fine

ancient ivy
#

In part one of this three part series, Arvin will teach you how to easily build highly powerful height-based vertex blend shaders in Unreal Engine 4.18.

This material utilizes Material Functions - Which are incredibly powerful, pre-built materials.

You can download the free pack of materials for the Unreal Mega-Jam right here:

https://www.g...

▶ Play video
tall sorrel
#

lol, would be rly hard for you to fuck something up that bad

calm crow
#

but having the objects duplicated twice still is hard to manage correctly

ancient ivy
tall sorrel
#

what is the object you speak of anyways?

calm crow
tall sorrel
#

if its some 8k, ultra high poly, gotta have it look ultra realistic model then yea even that could have issues maybe

calm crow
#

I have an x-ray material, and another material that is fully opaque, i'd like to blend between them

calm crow
#

If i remember corectly, i think the masked/opaque and translucent, doesn't the same method of render (one's forwarded, the other deferred , or the other way)

#

And z-calculation doesn't work the same way

#

having z-fight in a xray semi transparant material doesn't bother me

#

but having it visible when the material is opaque isn't the same issue.

tall sorrel
#

Hello everyone in this Unreal engine 4 material tutorial I will show you how to make an X-ray or an Inspector effect. I actually don't know what to call this effect. In this effect you point at a mesh and the texture in it changes. Just like a spot like effect. Where the parts the light touch changes color.You can also make the mesh see through ...

▶ Play video
#

is the first example sorta what u are doing?

#

not necessarily with a ray cast

#

but sorta the same idea?

calm crow
#

Not the same way, i didn't see the full tutorial, but i think it use masked to goes from 100% opaque to 0% opaque and fully transparent

#

transluncy on the other way isn't screen space

ancient ivy
#

mhhh

#

if you are trying to make an xray (and i think you mean somehing like a wireframe) can't you blend all the textures?

#

alpha, color, normals

calm crow
#

let me give you two screenshoot

#

I can't show you real buildings, but here is an example

#

Fully opaque

#

translucent with an opacity low, and slight emission

ancient ivy
#

oook.. understood

#

seems weird that there is no way of doing that

calm crow
#

translucent with opacity at 1 : z fight everywhere

ancient ivy
#

that is not zfight

#

it's probably some phisics artifact

calm crow
#

What is the name you give to it ?

ancient ivy
#

but it's not zfighting

calm crow
ancient ivy
#

zfighting happens when the renderer does not know what to render first, because one of the axis is the same of another object

calm crow
#

in forwarded, the raster of each fase isn't calculated the same way as in deferred

calm crow
#

but i think it have the same name for this sort of issue

ancient ivy
#

probably

#

uuh

#

i will do a little bit of research

calm crow
#

Oki, thanks !

ancient ivy
#

now i gotta go

#

see you all

calm crow
#

don't hesitate to PM me or mention me here

#

a+ @ancient ivy 🙂

ancient ivy
ancient ivy
hot thistle
#

Hey, has anyone here used Cesium with OSM buildings before?

calm crow
#

I have tried, but didn't really used that mutch OSM buildings

hot thistle
#

I see, what's really annoying is that the OSM data is offset from the Terrain data by about 3 meters.. cant find anything about it online

ancient ivy
#

Maybe?

calm crow
#

@hot thistle
I see, i also had problem with Heightmap being offseted around 50m from bing color.
Maybe in your case you could just move the pawn that control osm ?

calm crow
hot thistle
#

Are there any other building data you can use in Cesium?

plush yew
#

Hello
Question
I want to animate my skeletal mesh, it's is only for cinematic purposes, so it doesn't need to be controlled by a player.

But I can't seem to find the correct way to start keyframing?

Which one should I choose if I want to create a simple keyframe animation to be used in sequencer?

hot thistle
#

Seems to be inaccurate as hell - it fits well in one area, but horrible in another

wild aspen
#

Does enabling raytracing have any effect on baked lighting, or only real time?

calm crow
#

Maybe it come from osm data itself.
The cesium for ue4 doesn't have all it's feature (you can't add point clouds for example)
I didn't found roadmap release, so you may ask in the forum if there is other data you can use for buildings

hot thistle
#

It probably does yea - I'll look more into it, thanks!

drowsy snow
tall sorrel
#

still working to hide some stuff, particularly on the second scene, you can see the trail and forest just end at the end

bleak zodiac
tall sorrel
tall sorrel
#

I'm trying to make it look good without going ham on post fx

#

but the fog intensity or whatever tf it is called that makes the sun glow brighter needs to be toned down a bit

#

its also almost completely made using megascans with hella loding and culling

bleak zodiac
#

@tall sorrel main character is deer?

tall sorrel
#

no

#

just an animal

#

its going to be like a survival game

#

you'll be able to hunt, craft, build shelters, fight bosses, quest, and more and it is valheim inspired, if you know what that game is.

wild aspen
tall sorrel
#

huh?

wild aspen
#

oh sorry

#

main character is deer?

just an animal

#

misinterpreted it

tall sorrel
#

oh no lmao

#

I mean

#

thats just an animal

#

nothing meaningful

wild aspen
#

yeah yeah got it later XD

#

although now I want to see deers building shelter 😆

tall sorrel
#

haha,that could be a cool game, kinda like a sruvival game where you literally are an animal and its hunters and prey and you have to survive and stuff

#

and theres different difficulties, like you can be a predator for ez mode, some stuff will still attack you but mostly you dominate, then like a prey for hard

#

and you don't necessarily build full houses, but like dens and such, and you have to have a reason to go to it

wild aspen
#

I've been trying to build for android since yesterday, now I'm stuck here.
I have already removed and reinstalled build tools 32.0.0

#

anyone knows how to solve this?

tall sorrel
#

nope lol, never built a project before, still like a year into learning unreal

bleak zodiac
#

i tried package and failed before, then migrate to new project and success, but after migrate to new content folder at new project it was success

tall sorrel
plush yew
#

never fixed it and never understood what caused those extreme rays lol, they didn't seem to disappear to matter what

tall sorrel
#

mine aren't insane

#

they look normal, just slight rays, they look good, and it all looks way better than having the sun ultra blurry

plush yew
#

I had this problem, like something caused that strange change of sky

#

instead of fixing, I just tried to redo it everytime to perfection 😄

tall sorrel
#

idk why it does that, but it is def reacting to your light source

plush yew
#

it had elite landscape sky, dark blue sky with planet and stars so I hid it all to make sky look kinda dark instead of it's original

#

probably a shady method to achieve the result or something was just wrong

wild aspen
#

so it compiled but... top 2 are what i see in my phone... 😐

#

I didn't make the torch nor its effects so i've no idea how it works inside

fierce tulip
#

@wild aspen the refraction in the material is probably wrong

wild aspen
#

wrong in android and correct in windows? 🤔

drowsy snow
tall sorrel
#

got my settings menu actually working, got 3 great options, high quality, medium quality, and low quality

plush yew
#

how to stop pause game in windowed mode while dragging / moving window?

honest vale
#

I guess you'd need to somehow detect if the window is in focus or not

plush yew
honest vale
#

I misread, I thought you wanted that to happen 😄

wet schooner
#

Does anyone know when the new free monthly marketplace stuff will come?

#

Always look forward to those

jagged gulch
#

Hey all, I moved my quixel bridge folder to a different hard drive, which broke references to my materials. I'm having trouble figuring out how to reconnect the files. Getting a "Failed to Load" error for each of the megascans assets. Someone mentioned reconnecting the materials individually, but I couldn't even figure out how to do that. Any help, would be much appreciated!

fluid lance
#

@jagged gulchU are getting the error when opening the ue project - right?

#

@wet schoonerThey come up on the first Tuesday of every month

wet schooner
#

hmm interesting

#

it's tuesday now so it could be any moment I guess

#

good to know thanks 😄

plush yew
#

how to make asset flip around once you walk towards it or reach a checkpoint? like cross turning upside down suddenly like in the movies, in the tempo of soundtrack would be even more epic

jagged gulch
#

@fluid lance yes

fleet raven
#

Hi guys... im about to get crazy. Tried a lot of tutorials but it will not work argh... I want add a normal character. Then i want to add a blendspace. 8 directional. so i tried first just walk, run but he allways run. Never walk. .. attached animBp is there something wrong?

#

and here the walk run animation.. but why are there no points?

haughty sundial
#

Hey everyone,
New to UE and going to start with V4 cause V5's apparently chaotic ahah

Great uptodate tuto to start / understand the workflow ?

Project target - environment/lighting reaction with some music track for a musicshow, photorealism using megascan trees et other assets, fog etc ?

Bridge with embergen ?

Thank you and have you all a great day !

#
  • maybe controlling dmx
sturdy smelt
#

Hey anyone knows why the Groom is so Expensive? , like cost 30 FPS on 40k strands on an 3080 TI

plush yew
#

Is there some way to import a height map for a 40m x 40m location in the real world?

drowsy snow
plush yew
#

I mean I would like to first find a high resolution height map (maybe 1m per pixel) of the area (located in France)

pure void
#

If I dont want to bloat my project with asset packs, is it best to create an empty project with those asset packs and just migrate the assets I want? Or would that cause issues with things like textures missing

ancient ivy
pure void
#

But would I need to find the all the textures and such or can you migrate an asset with all its textures?

#

and material functions and such

ancient ivy
#

Maybe some plugin or software?

real heath
#

The most likely issues you'll run into is if you are doing it from an older engine version to a newer one as things might have changed (just like upgrading a project). Another issue is if it's an asset that depends on a plugin that isn't enabled in the new project

placid plover
#

So... yesterday i did ask "How do people deal with data loss (due to incomplete skeletons) that comes from retargeting animations when prototyping?
I would like to use synty assets to prototype, but I'm concerned i'd have to redo every montage later on"
someone answered me "add the missing bones to synty skeletons will solve your data loss problems" (which is kinda smart). How do i do that?

real heath
#

<@&213101288538374145>

ashen brook
#

got it

real heath
#

Awesome

ashen brook
#

thanks for the ping 🙂

real heath
#

Np

dry solar
#

Quick question yall, pretty new to UE, I currently have two maps. When I click play while the first map is active I am able to control my character, When I load the second map tho It does not control the character. Anyone know why?

pure void
#

Thanks Boris!

drowsy snow
dry solar
#

Where is the Default Game Mode option?

#

Like I said I am hella new.

placid plover
#

in world settings you have Game Mode Override

#

and in project settings you have the global/base setting (in maps and modes)

dry solar
#

So now I can control the character but it makes a copy of my previous one lol

#

Where is World Settings? That might be my issue

harsh tiger
#

i've had a problem that's been a nightmare for months.

I'm making an app for the quest 2. So i build lighting in unreal and everything looks perfect. So i package the apk and side load it on the headset. But upon opening the app some models are just black? However this only happens randomly, unfortunately it happens more often than not.

Does anyone know what can be causing this?

#

I've tried turning off shadows for these models etc. But i can't find a permanent fix

plush yew
#

everytime I save the project I have to rebuild lights, what's the problem?

#

or when I open it

real heath
harsh tiger
plush yew
#

the format is called "ASCII Grid (ArcInfo)" in the documentation

dry solar
#

When I playtest, it doesnt like force me to the spawned player, it just spawns a player wherever my camera was in my world, anyone know why?

plush yew
#

texture streaming poolsize over 13k mb is that bad? also the scene is using like 12gb ram and it's small, but lots of post process

timber birch
#

Does anyone know a good way to get a high quality crisp still render out of Unreal engine?

#

In particulair UnrealEngine 5

winged gorge
#

Does anyone sell animations for ue4?

knotty wing
#

idk if i will find a tutorial for that but how do i make an enemy that follows you when they see you and they have limited view range
and when they not see you they just go random places looking for you

(just like animatronics in fnaf security breach)

grim ore
#

there is an AI tutorial on the official learning site that covers searching for a player similar to this, it uses the EQS system. If you are googling for info, the EQS system can support what you want fairly easily. otherwise learning the Behaviour Tree

tough oar
#

how do you remove caustics on uiws water? i changed the brightness on them super high to see what it would look like and now its glitched and wont changed event though i set it back to 1. even if I deleted it and pull in new water it doesn't change

knotty wing
#

also when i added the ability to sprint before you click button to sprint the character moves quicker than after the sprint button clicked

tough oar
#

set at 1 but still looks way to high

frozen whale
#

Does anyone know how I can make the light cast on the wall and the floor

knotty wing
frozen whale
#

it is indeed

placid plover
dry solar
#

Indeed I was, thank you bro @placid plover

#

@frozen whale Are you making 600 million square miles

toxic jolt
#

Hi, i have a strange issue. I suddenly can't read any Print messages in Output log anymore. I have Print To Log enabled. They appear in Log files (LogBlueprintUserMessages) but not in Output log inside Engine.
Under filter i have everything enabled. If i select filter i can't see any LogBlueprintUserMessages option there, BlueprintLog is possible but that mentiones compiling of blueprints.
Any ideas what i could check?

plush yew
#

93,905 mb now, maybe I misread it and it was 13,000 😄

#

so I can still push limits

#

but ram is 12gb tho

frozen whale
#

it looks really cut off

tough oar
#

what do you mean? @frozen whale

#

it is casting on the wall and floor its a pointlight its casts in all directions

frozen whale
#

it just looks strange

placid plover
#

is it a static light?

main oak
#

Is it a way to set this HDRI background preview to pure white in the static mesh preview?

placid plover
main oak
#

thanks

knotty wing
#

how do i make camera to shake different for sprint than normal walk

remote cloak
#

Not sure of the best channel to ask this. Is there a way to get the discord video overlay to show up while in unreal? I added the engine as a game under game activity and it says the video overlay is on, but not seeing it.

split jasper
#

Which is the right channel for if I'm running into issues importing a 3d model FBX from somewhere?

fluid lance
#

weird question but there it is...

#

so, if i get the return value array again and get index 0 after shuffling it, shouldn't I get the same value every time? or does the shuffle set the actual array to new shuffled indices?

#

if that makes any sense. This is how I want to use it:

split jasper
remote cloak
#

I was wondering what shuffle is returning in that case as well. How is it supposed to be used if it's not returning a shuffled list? I assume it does shuffle and set the list since there'd be no other purpose to shuffle the list if it's not setting it nor returning a shuffled array.

fluid lance
#

@split jasperi just want to use that instead of getting a random element since i'm checking again to see if it's contained in an array of "used names" and if I get random it will be inefficient while shuffling and getting 0 avoids needless iterations

split jasper
#

So you pipe in all those arrays references, Select returns a reference to one of them, and then Shuffle randomizes it

fluid lance
#

@split jasperso does it acually modify the original array? (since shuffle gets it from a pure function)

fluid lance
#

@hollow spindlewhen in doubt about general stuff, just ask in #ue4-general

split jasper
#

The pure function is passing a REFERENCE to the original array, which is then shuffled because Shuffle is NOT a pure function

plush yew
#

are there any tutorials for anime, cartoon style level design?

fluid lance
split jasper
#

I'm not angry lol I just capitalize the important parts

#

But yeah the way to think about pure functions is you can have as much "pure" stuff as you want, and if you then add a single thing that modifies state, NONE of it is pure anymore

split jasper
#

Like to use an example, Windwaker has anime-style cartoony graphics, but its level design is pretty much exactly the same as other Zelda games

plush yew
#

just to get that feeling, like in zelda, fortnite etc

#

mostly material colors and overall color palette

#

kinda like having that blurry feel to it

split jasper
#

"anime" in particular is a lot more of a character design philosophy than a world design one

copper isle
#

im making ray cast car suspernsion but the rays go like dis help meee

split jasper
#

What channel should I go to for Perf / Profiling questions?

copper isle
#

im very new to unreal please expand

brittle tundra
viral dome
copper isle
#

yes but i need a little bit more realistic

brittle tundra
copper isle
#

im trying to recreate slrr(street legel racing redline)

#

sorry for spam

split jasper
#

Your problem is for sure in the vector math in the middle screenshot

#

I dunno if it's just me, but I've done a lot of vector math and I still have trouble getting it right first try. My advice is just to mess around with it. Move the car around the map, see if anything changes. Try rotating it. Add an offset in code, just screw around and see what happens until it clicks in your brain exactly which parts of the math are doing what

broken mango
#

Is their any flow control that is able to do this:

#

So if 1 is called it will return string in index 1, if 2 is called it will return the string in index 2, etc?

grim ore
#

switch on int would work, otherwise a select?

split jasper
#

The trouble is the ability to add pins. Otherwise you could do it in a macro

wild aspen
#

are volumetric fog lights possible to bake?
Here I have a white directional light coming through a window, on top it's static with baking, no effect on fog.
On bottom it's stationary, so I assume the godrays on fog are evaluated at runtime

unborn stone
#

hey why is my buttons changing to this font?

scarlet stump
scarlet stump
unborn stone
#

hmm sorry im not sure what you mean

scarlet stump
unborn stone
#

yeah just a standard widget

shy berry
#

Hey do any of you know were to start when it comes to learning the basics and more, for example, im currently halfway through a tutorial on making a practice project to learn the basics

scarlet stump
#

is the font that the text referencing present? Or does it have a broken reference (inside the actual widget)

grim ore
#

@shy berryofficial learning material, you can find it in the pinned messages in this channel

unborn stone
#

in game it shows but in the editor it doesnt

shy berry
#

Cool

#

Any other resources?

grim ore
#

Google, YouTube, Udemy, Reddit

remote plover
#

what happend why is my camera so weird what should i do??

grim ore
#

close the map and re open it?

wild aspen
#

quicker than switching level if it works

calm gyro
#

maybe click an actor and hit "F" to center the camera on it?

austere whale
#

do you guys recommend vultr or digitalocean for perforce version hosting

remote plover
wild aspen
#

then follow MathewW's suggestion, that one always works

remote plover
#

huh i restarten unreal alredy

#

and changed to another map and back

merry canopy
#

Hey 🙂
I have a question, dont know what channel it belongs to:
I would like to use URLs of images inside of Unreal Engine as a picture - for example to project that on a frame or poster.
Whats the key word I have to search for if its possible?

grim ore
#

Download Image is a node that you can use

wild aspen
#

🤔 what if one wants to distribute the raw apk without any affiliation with google?

merry canopy
grim ore
#

I havent had that issue before, I just build the android apk and install to my deivce

boreal crown
#

Does anyone know how putting mods for your game works for the Epic Games Launcher? Like is it basically the same as putting content on Steam Workshop? (I can't find any documentation on this)

wild aspen
grim ore
#

how did you package the product?

wild aspen
#

I tried ASTC and Multi

wild aspen
merry prism
#

hi everyone, i'm new to UE and I apologize if this is a frequently asked question. the u.project files that I save are non executable. it doesn't recognize UE and it asks me to find a program to open the files with

#

do I search for UE within my programs or is there something client side that I have to enable

wild aspen
knotty wing
#

is there a way to apply a camera shake that is not rolling but shaking realisticly

calm gyro
calm gyro
tall sorrel
#

love the 500$ worth of free content this month

#

even though the robe one really ups the value by itself

hoary holly
#

Does anyone get severe fps drop on a 4033 landscape?

#

Only has a heightmap, no materials, basic lighting

#

Only on a totally fresh project, makes no sense to me

placid plover
mint onyx
#

should I use UE4 with HTML5 for a web browser game or it is a bad choice?

dusk nebula
#

As a non-artist with little interest in the subject, do I have many options for models, mats, or animations other than buying/using free stuff? I'm reaching a lot of roadblocks, especially when it comes to animation

mint onyx
split jasper
#

What's the naming convention for Pose assets?

gleaming pumice
#

Does anyone know which bot Manny is? I'm trying to create similar functionality in a different server

tardy hedge
#

How does replicated variables work, if I have say 100 characters, the server sets the replicated variable on 100 characters, why shouldn’t I just store one variable on the server have them reference that. Or is it the same

gleaming pumice
#

nvm

drowsy snow
drowsy snow
# mint onyx should I use UE4 with HTML5 for a web browser game or it is a bad choice?

You could've get somewhere with other engine like Unity or Godot if you want to make games on "native" web.

UE4 replaced its useless and high chance of failure HTML5 export with Pixel Streaming, but it's essentially cloud gaming, where you stream video out and player input in, and you'd have to run the app on servers as opposed to have client device handle all the hard work.

#

In hindsight, HTML5 export for UE4 sounded cool, but practically is anything but.

tardy hedge
#

Out of the box when I add physics on server the clients are simulating physics as well, is this because of replicated movement or replicated physics

mint onyx
muted imp
#

anyone know how to cue an animation to play when you walk into a triggerbox and you also press E? right now the widget shows up on screen to press E and goes away when im outside the car trigger box but idk how to cue an animation/cutscene to play

calm gyro
#

so, when the E button is pressed, it checks if the player is in the triggerbox, and then something like play anim montage?

tardy hedge
#

Using instanced static mesh with animated vertex animations I can have 100s of skeletal mesh’s on scene with legendary performance, I’m saying I have optimized most of ue4 except I haven’t dabbled with the particle system yet, except for spawning 4 particles at any time, ue4 supplied paragon particles, I get horrific fps drops. How can I optimize ue4 particles in a similar fashion to instanced static meshes so that I may spawn 100s of them fancy particles at once

split jasper
#

Okay I think I need to go back to the drawing board and ask for help:

If I've got a level with a bunch of dead bodies, what's the best way to apply different initial poses to them? I've gone down a hole of animation blueprints and pose assets but I feel like I keep getting further from what I want, which really is just a "POSE" slot on a blueprint where I can see that in level and make sure it fits the area

broken mango
#

Why is this event not being triggered? (The KickPlayer one)

rancid lynx
#

Grab Trace is a FUNCTION, are functions guaranteed to finish before continue to the next node "Set actor" ? or can set actor happen before the grab finishes? technically a function can call an event outside of functions, allowing for delay noes. guess Ill go test it X_x

#

hmm, itll probably jump back to the function before completeing the event split line anyhow

split jasper
#

IIRC it'll finish, but that doesn't mean it'll finish SUCCESSFULLY. If you have something like a failure line off a cast, that counts as it finishing

rancid lynx
#

thats exactly why i was asking. thankyou. i just forked it with an event delay 10sec. the function continued past , the delay happened much later

#

the split event acted like a thread fork, and not a chain. I guess, it seems, so probably yes, functions finish ASAP

austere moss
#

Can someone tell me why my UE is drunk? >.>

#

or did i make a mistake somewhere?

calm crow
#

Hi, i need help, anyone know how convert _u11_v10 uv tile to udim format ?
I'm creating a script but it give me same anwser for _u11_v10 than _u1_v11

tardy hedge
#

I was under the impression pixel size percentage effects fps, why then when I zoom my camera out and everything is scaled down do I get the same fps

dapper oak
#

anyone know why i'm unable to create a c++ class for my plugin when other projects and plugins I have been able to?

tall sorrel
#

anyone know if sli bridging works in unreal on Nividia cards?

edit: because I know in some situations it doesn't affect performance at all

fringe pivot
#

I have this texture (left), it imports like this (right), why?

bright sigil
fringe pivot
#

now a different problem, I'm almost clueless about 3D modelling, but I just made a basic model and painted it on blender.
Am I supposed to be able to import the material to ue4? because I tried and it didn't work.
Also trying importing the texture file, creating the material in UE4 and the colors don't match.
Like if it has wrong UV data (I think that's the name)

muted kestrel
#

Hey so im making an fps template but my gun doesnt stop shooting when reaches 0 it continues shooting until you release the button and when i setup my ammo widget i can see the the number goes down to the negatives so can anybody help

vocal nimbus
#

I wonder where all the free stuff from unreal go?

#

terrains, models etc

#

I mean - does anyone know where I can find an entire scene for this without having to rebuild everything?

tall sorrel
#

Is it ok for the shader complexity to go into greenish red on a few of my trees that are at 0 lod, when I move around?

#

they go back to bright green once I stop moving

#

is that just Unreal catching up or something?

bleak zodiac
tall sorrel
bleak zodiac
#

@tall sorrel hm, it really depend, only 2 are red, other are green, white was really poor performance because it make drawcall slow

#

at moment i only 2 red and other green

tall sorrel
#

oh with only 2 red, then its probably not a huge issue, but it took me a while to get my overdraw on my grass down to like level 3 (the one before the green)

#

it was sitting one above green

south meteor
#

Is there an asset or plugin that will automatically expose all the variables for things at runtime, and turn on the console, so I can play with changing values of things while I'm playing the game - even if just while I'm playing from the editor?
For example, if I want to adjust the damage of a melee attack, or change the values for the Attack Decay Sustain and release of an animation move ?
Or does all of this have to be exposed manually, one variable at a time?

neon bough
#

after importing a cloth item with different bone locations (based on the character mesh), all my character animations are messed up. is there any easy way to fix it?

tall sorrel
#

is there a way I can pass a bool over to another level when opening it?

like when I say open level, somehow send a bool to that level blueprint that it can use

neon bough
#

no, you have to manage that in your game instance which persists over level changes

tall sorrel
#

can you have multiple of them?

#

I seen it is just a bp, so I assume so

#

so I can have one for just main menu stuff, then one for actual game stuff

neon bough
#

multiple game instances?

#

you can have different ones, but only one active at a time

tall sorrel
#

oh so then just switch them out whenever the user hits play

#

sry I'm new and this is like my first big project I am working on.

broken mango
#

How do I replicate widgets so I can send/recieve information from the server?

#

I tried this and the event never gets sent to the server:

marble leaf
#

I'm trying to remember this one reddit thread I stumbled across a few years ago where someone made an fps template that shot the character itself out as a bullet.. Does anyone remember this thread lol someone followed up with a video of the hand playing an animation giving the middle finger while being projected.

#

Sorry I know this thread is mostly debugging but I figured if anywhere this was the place someone would know

knotty wing
#

guys i have this problem that game starts with the spotlight on and the spotlight is programmed to turn on and off with a button (like a flashlight) but when i start game its already on and i have to click "f" 2 times before it turns off

how do i make spotlight be off on the start

neon bough
#

show code

rigid barn
#

Hi guys! How can I fix my weapon switching because my weapons pile up?

civic cobalt
#

does anyone have Linter plugin for 4.26 and could share?

#

@rigid barn are you hiding just the slot or weapon mesh too?

knotty wing
#

guys how do i make that things i sculpt are smooth not sharp

#

smooth tool doesnt work

civic cobalt
#

@knotty wing reduce polycount

knotty wing
#

you mean brush falloff?

civic cobalt
#

no the density of mesh

knotty wing
#

ok found it

rigid barn
knotty wing
#

the paint tool doesnt work

#

it doesnt paint

tall sorrel
knotty wing
#

i wanna paint landscape

tall sorrel
#

oh then yea, so, do you have a landscape material made?

#

just covering each step

knotty wing
#

before i created landscape i chose a material

tall sorrel
#

yea you can do that as well, make sure your material is on the landscape

#

in the details

#

then, chances are the entire landscape will turn black, and you have to click the + next to the material in landscape paint mode, and it will create a layer info in whatever folder u set it to

#

then you should be able to paint

#

However, it will only be a single layer (material), but to get more you'd have to create a simple landscape material, or find a good one on the marketplace or wherever.

edit: and I am also pretty sure the default grass tiles a lot

knotty wing
#

i still dont understand :(

modest trench
#

Look up landscape materials online

neon bough
#

watch a tutorial

#

many pitfalls

#

get sure to have layer infos + materials assigned

knotty wing
#

ok so i figured it out

#

but the landscape still cant be painted

tall sorrel
#

u make the layer info?

rancid lynx
#

does anyone have any idea how much faster 5k Static meshs would run, than 5k actors with zero code , no tick, and 1 static mesh ? alot faster? a little faster?

tender pecan
# rancid lynx does anyone have any idea how much faster 5k Static meshs would run, than 5k act...

This might sound funny, but a static mesh placed in the editor, becomes a static mesh actor by default. with a staticmeshactor component.
if you want to replace that with a blueprint actor, with a single staticmesh actor component, disabled tick, i dont imagine any difference as it will all get batched anyway.
gametime would be pretty much unaffected

what makes you think there would be a difference? ( did you read/see something that causes you to suspect something I mean, because there really should not be )

round light
#

cant figure out how to destroy any object that falls into a box collision but ignore my player character, is someone able to help?

stray drift
#

Not sure what the appropriate channel is, but anyone got links for implementing a framing system for gameplay? EG to ensure some amount of nearby enemies are framed if possible.

Then to slowly align camera with sprint movement, things like that

plush yew
#

hey guys!
im working on this game and i ran into some issues...
i cant really find eny kind of guide/turt to explain how you can make a system that allowes you to build stuff in youre "home"
if eny of you guys know a youtube vid or wepside that can help me out hit me up!
thx in advance

dark bear
#

Bonjour

severe crater
#

anyone know how you would fix this?

So I was just working on a project, I hit compile and this error sprang up

Cannot open include file: 'AnimNode_RandomPlayer.generated.h': No such file or directory C:\Program Files\Epic Games\UE_4.27\Engine\Source\Runtime\AnimGraphRuntime\Public\AnimNodes\AnimNode_RandomPlayer.h 12

This is an internal engine script and the line it's referencing is this one:

#include "AnimNode_RandomPlayer.generated.h"

I've not been editing any internal scripts and it seems completely random to me that this would happen.

I've searched up how to fix a cannot open include file error but none of the results I found have fixed it. Now I cannot open my uproject because of this. Can anyone help me?

(btw, I've tried deleting usual folders: Binaries, Intermediate, Saved, sln, .vs and regenerating yet still has not fixed it)

dark bear
#

Da frik

stray drift
severe crater
stray drift
#

Not in C++, but an AV used to give me lots of trouble with Go compilation, as it would stall random threads I think

severe crater
#

huh I currently have one running so I'll quickly try disabling it

stray drift
severe crater
#

I might do that soon

humble sentinel
#

UE keeps crashing and i have absolutely no idea why

#

"D3D device being lost"

#

And it seems to crash just out of nowhere while working on my game, not related to any specific task i'm doing in the editor

stray drift
humble sentinel
#

yeah

#

I never experienced this problem running UE games

fierce tulip
#

check the pinned messages, scroll down a little

humble sentinel
#

I very much doubt reinstalling graphics drivers would help but i'mma give it a try

fierce tulip
#

worked for quite some people.

stray drift
fierce tulip
#

iunno, havent seen reports related to that on discord.

#

(or missed them)

severe crater
# stray drift Not in C++, but an AV used to give me lots of trouble with Go compilation, as it...

So I tried disabling and adding exclusions on my AV but it still failed to compile giving the same error. Since I can find no posts online of this exact thing happening to others and none of the usual suggestions are working, would u recommend remaking the project and just importing all of the existing the files into the remade version? It was just a test project so it would only take maybe 25 mins max

stray drift
timber grotto
#

hey so i need to attach a light to a bone socket on a mesh that i switch to using blueprints but i have no idea how that would work

severe crater
timber grotto
#

i tried spawning the mesh into the level and attaching it but that doesnt work

humble sentinel
plush yew
#

can you add video in ui widget blueprint?

#

use it as background

granite cape
#

Hello i want ask if it posibble make Spotlight from Mesh or material i mean apply lights to my assets (i dont mean emission)

#

Becuase manualy place every Spotlight to 300 lights bro

#

If i can apply to one and to other materials then be good

frozen whale
#

Does anyone know how I can overlay an image on the camera with a widget blueprint?

plush yew
stray drift
plush yew
#

Is there a way to get the Camera Cuts and Shots Layers a bit less tall? My screen is not that big and i cant seem to be able to drag them smaller...

granite cape
stray drift
granite cape
#

Static Mesh

plush yew
#

Hello I downloaded assets for unreal engine from the unreal engine store , but for what I want to do , I need to import them over to Maya . Does anyone know how to do that ?

#

You can add them to a project and then rightclick the asset> go export

#

thats what i sometimes do but for C4D

#

Yh I was able to do that for the meshes , but I’m Confused on how I would do that for the animations .

plush yew
short marsh
#

i have a question. is it possible to copy fortnite old game files into ue4 and change stuff and make it work or its not?
because i download this "Rift" thing that lets you play old seasons and i was wondering if i can make that online with my friends

plush yew
plush yew
#

if they are called animations you can find them like that, thats all i know

#

Oh ok , I will check that out later , thank you .

plush yew
clever zinc
#

hey everyone! I was trying to import some simulated groom from houdini to unreal, I exported an abc file with the groom_width and groom_color attributes, but I am having two issues. The first one is that the groom looks transparent in a lot of areas, and increasing the width doesn't help. The second one, is that the groom has no animation. Is there any way to import the alembic groom with its simulation? Cheers!

plush yew
#

i cant find set max walk speed in my nodes

#

this one i mean

placid plover
tranquil pagoda
#

Please enlighten me, it's been 84 years and my build is still going (: