#ue4-general

1 messages Β· Page 1124 of 1

brittle plume
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I open it, after a few minutes it wants the authorization of an Administrator, and when I click "Yes" it closes ... I don't know if a message appears because it disappears just when I forget to have started it πŸ˜‚ πŸ₯² πŸ˜…

Now I start it and check it

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Checking dependencies...

let's wait

grim ore
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yep it should check, generate git hooks, then try and install the pre reqs

brittle plume
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Ok, before requesting authorization this appears:

Checking dependencies...
Registering git hooks...
Installing prerequisites...

When I click, nothing else comes up

grim ore
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yep then that means it thinks it has all the files

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so my only other thought is the clone failed, which branch did you clone?

brittle plume
grim ore
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it should have a branch tho, thats the repo. like release, or main, or 4.27, etc. you should get the version you need

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release should be default and should be 4.27 but.... its github desktop its shite software

brittle plume
brittle plume
grim ore
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it looks like at the top of github desktop it should have a current branch setting

brittle plume
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Branch?

grim ore
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below that, what does it look like with the repo opened. on the main screen

brittle plume
brittle plume
grim ore
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once you clicked clone it should have added more to your screen

brittle plume
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I clicked Add an Existing Reposity

brittle plume
grim ore
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so you cloned it before? if you add then thats fine it should show up if you cloned before

brittle plume
grim ore
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you might have had an issue copying files 😦

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you can download just the .zip file from github and copy that file over instead of cloning and copying

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you can copy just the .zip and decompress it into your drive and then run setup and generate, that should atleast ensure your files are good on that machine

brittle plume
grim ore
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well why do you need to do this?

echo star
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You can just download from the installer if you don't need the source build for stuff like dedicated servers etc

grim ore
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^^^ thats why I am curious

brittle plume
# grim ore well why do you need to do this?

I mean I have to do it because I need the build for a dedicated server ... I say, Unity installs the build from Unity Hub and it weighs only 600MB ... Here I have to download 20GB

echo star
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Unity is much lighter weight and relies on Visual Studios libraries as its IDE whereas UE has a lot more going on behind the scenes to allow Blueprints to function

grim ore
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ah, yeah if you need dedicated then yes you need it

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its work, its game dev. sometimes its not fun 😦

brittle plume
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(Unity)

echo star
grim ore
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the only weird thing you did was copy the files from one machine to another so I think that caused it. either make cloning work on that machine, or try moving just the zip

brittle plume
grim ore
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yep if you download that its basically the same as getting the files from cloning. the .zip will have all the files you need

brittle plume
grim ore
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you get release when you get it from there, that should be 4.27.2 if that is the version you need to build a dedicated engine for

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if not grab the specific branch or tag for your version you need

brittle plume
grim ore
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I would recommend getting the exact version you need

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you can, choose that branch

grim ore
brittle plume
grim ore
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click the buttons i showed

brittle plume
grim ore
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that is the main repo for UE yes

brittle plume
#

What differentiates 4.26 from 4.26-chaos?

grim ore
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do you need chaos? if you dont then...

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lol

echo star
brittle plume
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Ok! thanks for everything, I greet you!

grim ore
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you should be able to just extract/uncompress it to your E drive and it will go into UnrealEngine-4.26. I would rename the folder to whatever you want like UE4 or UnrealEngine or something smaller without the -4.26 part before doing setup and generate. it should work.... I've done that a hundred times and.. it should work lol

plush yew
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help

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like to sell my computer guess shes turning into my wife xD

sterile lichen
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stop using \ as it creates an escape sequence for command line continuation

muted kestrel
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can some one help me make a good ammo system with this fire system

limber tiger
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What is the proper channel to ask material questions in for unreal engine 5?

ashen delta
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I still have this issue and its driving me mad and now Substance Painter freezes with the latest update. This post is about a year old.. which are the most recent and stable drivers for the 3090. At the moment UE4 doesn't work with my card and perhaps they should stop promoting NVIDIA until their software works with it, not blaming UE4 I know its my card. Please help I'm loosing my mind.

split jasper
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Anyone have any ideas why Simulate Physics is locked and not editable on this bp?

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I promise I'm not simulating anything

cursive turtle
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One message removed from a suspended account.

split jasper
cursive turtle
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One message removed from a suspended account.

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One message removed from a suspended account.

split jasper
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FIGURED IT OUT kinda mostly!

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I still dont know how it happened but if you ever see "Simulate Physics" grayed out, that means your physics asset has become unassociated from your skeletal mesh

cursive turtle
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One message removed from a suspended account.

drowsy snow
drowsy snow
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But I doubt it's really UE5 specific, so #graphics then

cursive turtle
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One message removed from a suspended account.

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One message removed from a suspended account.

grim ore
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it depends on the time, and the day, and the question, and the channel, and the inclination of the people in the channel... so.... pretty much normal for any public forum lol

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like if someone was to ask right now "why do my shaders compile slowly" I would be like "uninstall incredibuild" and bam 100% answer rate right now!

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but if someone was "my engine keeps crashing with TDR delay timeout" we would all shrug our shoulders and tell them its a nvidia thing and not UE4 and now our help rate is 50%

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so then we get sad it dropped so much and we leave the channel and now no one is here to answer questions

wild aspen
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sorry I'm asking here cause it seems like people don't tend to look at the umg channel much: #umg message

faint meadow
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I want to use the developer folder to experiment with a new AI system. If I end up wanted to use the AI system I create, can I simply drag the folder that contains it into my main project files?

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I dont want to clutter my main project files

polar oriole
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Are there any good plugins for creating mountains and hills?

thick herald
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There a few alpha stamp packs that you can use with the sculpt tool.

faint meadow
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where did my developers folder go???

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wtf

plush yew
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That is proper weird

faint meadow
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It came back and deleted shit in side of it

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Lol

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Wasn’t much in there but that’s scary

polar oriole
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Dumb question, but is ue5 stable?

bleak zodiac
polar oriole
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Ok thank you

split jasper
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Okay bringing it here since I'm 100% striking out everywhere

How do I change the pose for a Physics Asset?

rotund scroll
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simulate?

split jasper
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Simulate does this

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when it's SUPPOSED to be posed like this

rotund scroll
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retry until you get the right pose? πŸ™‚

split jasper
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That's the problem, simulating snaps it back to the reference pose every single time

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it's always the same

rotund scroll
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you can save pose while simulating I think?

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something like that

split jasper
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I can create a Pose asset from it, but here's the problem: I already have. The "correct" pose above, that's FROM a Pose asset.

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But it does me no good because simulating snaps it back to the reference pose, so my pose is useless

rotund scroll
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I dont have the editor open but worst case I can give you an answer over the weekend

split jasper
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To put it another way, what I'm going for: bodies in space

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what I'm getting: Mr Fisticuffs

drowsy snow
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So, zero gravity?

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I suppose you could set the rotation limit on the joints

split jasper
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honestly with the joints locked it's prefect, just the right amount of flex. The pose is the only issue

drowsy snow
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Physical anims, I guess

split jasper
drowsy turtle
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how can I use my entire PC to compile UE4? Like, VS2019 barely uses any resources so it's taking forever

drowsy snow
drowsy turtle
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huh, I am compiling the engine though

drowsy snow
drowsy turtle
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so literally no way to speed the process up?

drowsy snow
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I've compiled the engine many times already.

drowsy snow
drowsy turtle
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shit, I can't compile it on my SSD, because I don't have enough storage on it

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well, guess I have to buy a new SSD

drowsy snow
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It really comes down to the modules that has bottleneck on the storage more. The rest of the parts (third party C/C++ codes, ISPC, libs, dlls) goes more to CPU (and RAM) as you would expect

drowsy snow
# drowsy turtle well, guess I have to buy a new SSD

That being said though, one other way to speed up is to delete plugins that you're not going to use in your project(s)

For example, my own fork of 4.27 removed anything Virtual Production, Enterprise, and XR stuff. Cutting down the actions from 4727 down to around 3500.

At the very least you have less modules to compile.

rose sleet
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Hey this is probably a stupid question but i hope it's possible. I have made a game using unreal and i would like to add it to my ps4 and play it on there. Is there a way i can save the game on a USB and then download the game on my ps4?

stray drift
drowsy turtle
stray drift
# rose sleet Hey this is probably a stupid question but i hope it's possible. I have made a g...

Sony are draconian with their processes (https://thetechietrickle.com/how-to-get-ps5-dev-kit-and-quick-recap-on-it/)

Xbox will send you a free kit, and to keep IIRC

Techie Trickle

If you’re not familiar with how the PS5 came to be, then this article will be a great read for you. I've talked about the PS5 dev kit, how you can get it, and the buzz that first surrounded it.

drowsy turtle
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nope, that's 4.27

stray drift
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You can open the generated project in VS 2022, and it offers to update it. Wouldn't recommend doing so if you don't know what you're doing though

dense knoll
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UE consistantly crashes whenever closing a tab in editor

rancid lynx
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how terrible is setting a variable every single frame ? Ram doesnt wear out the same was that SSD cards do right ? updating a variable every frame is basically free right ? no prolem ? if done properlly, thats what gpus and cpus do right ? math and updates.

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i just want to save the scale of a mesh every single frame lol X_x. thats not a terrible dangerous idea right ? I imagine "memory leak" or "no problem" as probably answers. and im not sure which it is. Im guessing No problem.

stray drift
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right ? 🐣

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Memory leaks are unfreed memory. A variable being assigned to would be a variable clearly in use still, so a completely different thing

RAM, SSDs, and HDDs are different things. RAM is volatile for example. You still do have bandwidth concerns, but assigning to a book would be the least of your concerns normally 🀷

rancid lynx
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thanks. i imagined saving a variable every frame is pretty standard stuff. but then i started second guessing.

stray drift
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Oh it's not a bool, but whatever. The engine and physics ticks keep track of thousands of things in an empty scene.

You're always better off just benchmarking things as well, of course. Keep in mind BP is inefficient in PIE, and much better fully compiled and built.

rancid lynx
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im not making new variables every frame, just overwritting old data.

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thanks

stray drift
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It's not something you should be doing unnecessarily, but there's lots of cases where you need to, so whatever

rancid lynx
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thats kind of what i thought also.

stray drift
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Yup, so memory leaks would be EG keeping track of the variable by adding to an array that you only ever get the last (and latest) item of, now that would be a stupid idea. I should try it to see what happens.

You can't really cause a significant memory leak by a single variable, it needs to be hundreds or thousands of MB to be noticeable, while a float is what, 32 bits?

neon bough
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is there anything wrong about putting post process component on a player rather than span it across the whole level? (e.g.: for stuff like outlines)

timid spade
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hi

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i have a timer set to 0 start delay

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yet i have to hold my mouse for about 100-200 milliseconds before it actually activates the function its bound to

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is this supposed to happen?

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i was using a work around by running the function first before starting the timer however i cant figure out a way to not let the user spam mouse1 and use the function with no delay

sterile sun
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any pointers would be appreciated

tall sorrel
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you can adjust the amount of puddles, wind speed, how much rain hits them, the size of the rain drops and I have another material function I am working on that will make rain drops roll down the side of the object if a puddle is touching the edge. (this works with landscapes, and any object, although I haven't tested it on a complex objects that could have overhangs, but stuff like benches, trash cans, tables, cars, and any of the thousands of other types of basic objects it works great on)

edit: its also modeled after the rain that is free for the month, but its hella unoptimized on landscapes, so I just created my own.

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I just have everything on the default value of 1, in the video

sterile sun
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what is this node use for?

bright sigil
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convert int to a string

sterile sun
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ok

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πŸ‘

idle mantle
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Is there voxel format import for UE? Only found paid vdb so far which i guess would probably best format

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Only found a paid plugin? Any luck?

snow rivet
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The feature should be there already in UE4

tall sorrel
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lmao XD

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I just spent like 30 minutes trying to figure out hwy quixel wouldn't export

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and....

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you have to click export

grave tangle
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somme one have tutorial to create and add a facial morph target anim in epic skeleton ?

plush yew
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is there any reason why my live footage in ue4 only captures the first frame and then stops?

hidden bloom
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Fully Imported Unreal 4.26 Size 20km x 20 km Took 4 days as theres a bug to get passed but finally figured it out

dire cairn
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I've missed free bundles from last month for Unreal Engine 4, were they any good?

unkempt wave
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Can I replace the Asset reference without destroying the asset that the reference has been taken?

dire cairn
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Shiet

plush yew
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Is there a way to hide the white balls from my scene?

drowsy snow
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Just kidding, those are usually actor billboards, only visible in editor

rotund scroll
plush yew
neon bough
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or press G in viewport

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or disable billboard rendering in the show menue which is on top of viewport

weak coral
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I am starting can u help me πŸ₯²

drowsy snow
weak coral
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Thanks πŸ™πŸ»πŸ™πŸ»πŸ™πŸ»πŸ™πŸ»πŸ™πŸ»πŸ™πŸ»

brittle plume
# drowsy snow See pinned message of this channel πŸ˜‰

I finished the GitHub Unreal Engine setup, but when I click GenerateProjectFIle.bat it gives this error:

Setting up Unreal Engine 4 project files ...
C: \ Program Files (x86) \ Microsoft Visual Studio \ 2019 \ Community \ MSBuild \ Current \ Bin \ Microsoft.Common.CurrentVersion.targe
ts (1217,5): error MSB3644: Reference assemblies for .NETFramework, Version = v4.6.2 were not found. For res
To solve the problem, install Developer Pack (SDK / Targeting Pack) for this version of the framework or repurpose the ap
plication. You can download the .NET Framework Developer Pack at https://aka.ms/msbuild/developerpacks [E:
\ UnrealEngine-4.26 \ Engine \ Source \ Programs \ UnrealBuildTool \ UnrealBuildTool.csproj]

GenerateProjectFiles ERROR: UnrealBuildTool failed to compile.

slow sentinel
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hello everyone! Anybody can help me?
i have this problem, and i dont understand how i can fix it

drowsy snow
slow sentinel
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yes

drowsy snow
slow sentinel
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thanks

cinder knot
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hey so errr

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is there an array node to randomize animations?

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as a reason for me to not use the animBP

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because im not a game dev 😦

drowsy snow
# brittle plume

VS 2019, right? It should be included in the .NET configuration

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Try looking for .NET Framework 4.6.2 in Individual components

drowsy snow
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Anyway, what kind of animations are you talking about? Montages/sequences? States?

cinder knot
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yes but im too lazy to learn it rn

cinder knot
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basically

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i got this 5 recoil animations i thought it be easier to do in unreal

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since..... niagara

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i want it to play the event and randomize that 5 recoil animation

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while also blend it together

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basically no snapping

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its pretty ambitious since i got no experience with animBP and very very little experience with a blueprint

brittle plume
# drowsy snow You don't need to be a gamedev to use animBP.

I did it all, and it worked ... Now I have opened my .sln project and created MyProjectServer.Target.cs
with this code:

// Copyright Epic Games, Inc. All Rights Reserved.

using UnrealBuildTool;
using System.Collections.Generic;

public class GreenPollyServerTarget : TargetRules // Change this line according to the name of your project
{
    public GreenPollyServerTarget (TargetInfo Target) : base (Target) // Change this line according to the name of your project
    {
        Type = TargetType.Server;
        DefaultBuildSettings = BuildSettingsVersion.V2;
        ExtraModuleNames.Add ("GreenPolly"); // Change this line according to the name of your project
    }
}

|| GreenPolly would be the name, don't judge XD ||

But Visual Studio gives this error:

Server targets are not currently supported from this engine distribution.
MSB3073 exit from command "E: \ UE_4.26 \ Engine \ Build \ BatchFiles \ Build.bat GreenPollyServer Win64 Development -Project =" E: \ Coding \ UE-soft \ GreenPolly \ GreenPolly.uproject "-WaitMutex -FromMsBuild" with code 6.
drowsy snow
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I don't know anything about building for dedicaticated server.

cinder knot
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i guess its better in either of those 2

drowsy snow
plush yew
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Is it possible to to run physics simulation for clothes/hair through the mesh geometry instead of its physics asset which isn't precise? Or is there a way to use complex shape as a physics asset instead of primitives? Performance doesn't matter as I only need this for rendering.

drowsy snow
haughty dock
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ok so can anyone tell me how to move the vertex of a mesh in blender

primal tendon
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So I wanted shooter character animations, is there any other place except mixamo to get it, even paid I could check...

bleak zodiac
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las time i did cloth simulation was in maya, after that i let the TD do it

drowsy snow
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Compare the forward vector, maybe?

cinder knot
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right

drowsy snow
cinder knot
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now, yo hood do you know an array node for animation?

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just wonderin

drowsy snow
cinder knot
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yeah ill try that

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hopefully

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google can get my answers too

plush yew
drowsy snow
plush yew
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I did πŸ˜„

drowsy snow
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Forget I said about hair

plush yew
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It's ok

drowsy snow
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Hairs are kind of a different beast, especially if you're using Groom asset.

brittle plume
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I love those characters, he looks like the thin Michelin man, while the others look like the villain of Detective Conan when he was censored for not letting anyone know who he was XD

plush yew
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yeah I already did an animation using groom and I had to give in much effort to keep the long hair strands awfully colliding into the character's body. I had to manually move the hair from the head when the camera was pointing to the characters back so it looks natural..

drowsy snow
brittle plume
plush yew
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in this shot the head is basically located at the red circle, I moved the hair to the air so the strands don't go crazy

lavish moth
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Hello guys, how do I connect my Unreal Engin game with Metamask?

cinder knot
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ngl

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i cant even understand how to use animBPs for some reason

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welll.....

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ill try

exotic thicket
lavish moth
exotic thicket
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search for "nft" it'll probably show up

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forget what it was called, saw it the other day while browsing plugins

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I should warn you that pretty much all NFT related gaming projects have been getting pretty negative reactions so unless you're targeting cryptobros with yours...

lavish moth
drowsy snow
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Can't see how timers won't fit the bill.

tall sorrel
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Is it normal to say ||fuck|| about 3 days of work, because you found a way to do it that is better in the long run, and is a bit more optimized?

drowsy snow
dry wharf
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hello how can i make a certain ghost on my game do specific stuff like in phasmophobia

drowsy snow
merry gazelle
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I'm encountering a very strange counting issue inside a function, these variables are only used in this part of the function.

I'm counting "step count" up from "-1". Once it hits the "step limit" which is set to "10" I want the boolean to be set to "true".
The problem is the first step count doesn't go to "0" but rather "1", even stranger is everytime the boolean fires it's already "true"

plush yew
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I'm aware udims are big boy stuff in any game engine but maybe one of you guys will understand how they work, why is it i can see the splits between my uv islands inside unreal engine after applying udim textures, textures look fine in painter, exported as ue4 packed, the packed texture has srgb turned off and i imported only the first 1001 file for each texture type

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ive no idea what could even cause this and its only unreal engine this happens in

drowsy snow
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Never even heard of UDIM before.

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What the fuck is UDIM anyway?

plush yew
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@drowsy snowudims are uv copies for non tiling textures, pretty much only used in film for most of the last decade but some newer video games use them, the idea is a texture that isnt tiled is at a fixed resolution like when you scale a texture smaller in substance painter and it gets blurry imagine a texture scaling but the uv not moving with it (sorry i dont have a better description) udims let you have multiple uv tiles so you can preserve texal desnity regardless of resolution

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it can also make low quality textures look nicer

drowsy snow
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So basically "out of bounds" UV islands, is that right?

plush yew
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yeah

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more uvs basically lol

drowsy snow
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The way I see it, the issue is how far you can go out of bounds before floating point errors take place.

plush yew
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you can use only 20 tiles in unreal engine

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its wack

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but blender can use up to 100

drowsy snow
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What makes UDIM different than if I would do the same thing with just different material slots/elements and different UV map indices?

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Saving texture sampler count?

prime willow
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o.o

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hi

drowsy turtle
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my god. It's been like 3 hours and compiling is done in 378/4527. Compiling UE is pain

plush yew
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rip

drowsy turtle
plush yew
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hi snowie

drowsy turtle
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maybe if power wouldn't be that expensive here then I would let it compile over night

prime willow
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if i use 4.27

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how do i cheat and make my 4.26 addons and software convert to 4.26

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o-o

drowsy snow
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Oh yes, I wasted several days just to rebuild the engine several times to iron out nasty UBT & MSBuild errors

prime willow
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i want to mvoe to 4.27 asap

drowsy snow
prime willow
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but almost all of my assets i wanna use are not 4.27

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yes

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plugins and addons etc

drowsy snow
# prime willow yes

Unless you're trying to install from launcher, the plugins should just works in 4.27, and the assets will carried through just fine.

prime willow
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like

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super duper

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garenteed?

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i wont be fluffed sideways ;-;

drowsy snow
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There might be some compile errors with macros and indirect includes, and some warnings about deprecated syntaxes (you can fix yourself), but other than that, it should just works.

My own project still had some 4.26 plugins and still works despite the engine keeps nagging me on startup

cursive turtle
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One message removed from a suspended account.

drowsy snow
cursive turtle
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One message removed from a suspended account.

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One message removed from a suspended account.

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drowsy snow
tall sorrel
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newbie question, but is displacement the height map?

drowsy snow
cursive turtle
tall sorrel
drowsy snow
drowsy snow
prime willow
cursive turtle
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One message removed from a suspended account.

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One message removed from a suspended account.

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One message removed from a suspended account.

drowsy snow
cursive turtle
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One message removed from a suspended account.

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One message removed from a suspended account.

brittle plume
stray drift
brittle plume
stray drift
brittle plume
stray drift
brittle plume
stray drift
brittle plume
drowsy snow
#

@stray drift Bail out, the joke didn't work kappa

stray drift
kindred depot
#

audio seems like a pretty dead channel, does anyone have an idea on how to achieve this? I want to play this audio on the outside of areas and when the character is inside , he does not hear the wind sound. How would I made the box not play the same audio over and over again per sound put down? Is there some guide on how to do this? I am watching the video Ambient and Procedural sounds, but this seems to not cover this.

brittle plume
kindred depot
brittle plume
stray drift
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PS I just tried the Matrix experience and wow, it's skitz.

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It's a very powerful procedural audio authoring tool, so it should be capable of that most probably, and a lot more

kindred depot
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I'm just going to look at meta sounds seems like if that is the future of sound, might as well join the fun.

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time to watch more guides >_<

stray drift
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I'm wondering wtf the scene authoring thing was mentioned in the Matrix demo. It was like a rule based object placement? First I heard of if

brittle plume
kindred depot
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Yeah stop the sound.

drowsy snow
kindred depot
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hmm interesting

stray drift
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Or a level BP detecting collision events, or a sound player actor

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I assumed more importance was on the audio not looping too obviously, but if not... 🀷

drowsy snow
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Also not to mention performance could take a hit with stray audio playback, so...

kindred depot
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seriously? sounds can impact that?

drowsy snow
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Yes.

astral iris
#

hi - what thread is best to ask general questions?

drowsy snow
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Which is why sound design is still a balancing act.

kindred depot
#

thank god i just nanited every single static mesh then lol

drowsy snow
kindred depot
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Im going to dive deeper into sounds then, I would not want that to happen.

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yeah

astral iris
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I'm having a problem that when I attempt to import .fbx files into unreal it causes my windows explorer to become unresponsive

drowsy snow
kindred depot
#

will do!

astral iris
drowsy snow
#

But FWIW Windows's File Explorer exhibit this issue pretty often anyway

astral iris
#

yeah, i just recently upgraded my computer so I am surprised i'm having this issue

#

its only wrt to unreal, not photoshop or blender etc

#

i'm wondering if I shouldn't scrap everything and redownload unreal and start a new project

drowsy snow
brittle plume
#

I hate AVG

astral iris
#

unreal is fine, windows explorer is totally unresponsive

#

maybe its only a probelm with windows explorer but i only have to fight with it when i am using unreal

stray drift
astral iris
#

for whatever reason

drowsy snow
drowsy snow
proud hedge
#

Can I use the same light source (or heightfog) in multiple shots in the sequencer with different angles? If yes, how does it work so I do not screw up other shots I already created with that light/heightfog?

drowsy snow
drowsy snow
#

Windows Defender in recent years is ACTUALLY good and has incredibly low rate of false positives.

#

But the way it stalls file read until the scan finished can slow down the build times.

small pewter
#

Could someone tell me what scale should my Box Trigger be to fit perfectly a 100 by 100 by 100 Unreal Unit cube please ? It looks like the scale of the Box Trigger is weird.

#

Nevermind it's a 0.5 ratio

rotund scroll
small pewter
rotund scroll
#

well unless it's a child of something that's 2x scale

#

that doesn't make sense

small pewter
#

Because Unreal creates by default a 200x200x200 cube when you use the Geometry tool to create a cube, so I set it to 100,100,100 so half of the size maybe that's why

rotund scroll
#

unless the scale is 2.0 it wouldn't matter what size the cube is

small pewter
#

nope the scale is at 1,1,1

drowsy snow
#

Wasn't volume boxes from Place Actor hardcoded?

small pewter
drowsy snow
#

It's not the same as BSP brushes

small pewter
#

I used the Box Brush from the Geometry tab in the "Place Actors" panel

#

and converted that to a static mesh

drowsy snow
#

Whaaaat

#

How does that relate to Trigger Volume?

small pewter
#

oh you meant the trigger volume

#

I just added the Box Collision component to the default Scene Root and the scale of all of these are at 1,1,1

bright sigil
#

why the hell are you trying to affect scale? just use the extents

rotund scroll
#

maybe it's because the pivot is in the center

#

but no, that's still not right

small pewter
bright sigil
#

because its midpoint

#

extent from middle

#

50 in each direction

small pewter
#

oh then it's normal

#

thank you

late osprey
#

Using unreal 4.27 to try and package my android game. Can anyone please tell me how to solve the error here? please?

sharp crest
#

Anyone knows why someone is getting this error when trying to launch my game? The game process just opens for a few seconds and then closes. In the UE4 logs there is no error.

Faulting application name: SpaceVoxel.exe, version: 4.26.1.0, time stamp: 0x00000000
Faulting module name: ucrtbase.dll, version: 10.0.19041.789, time stamp: 0x2bd748bf
Exception code: 0xc0000409
Fault offset: 0x000000000007286e
Faulting process id: 0x27ec
Faulting application start time: 0x01d803ead1e16483
Faulting application path: D:\SteamLibrary\steamapps\common\Outerverse\SpaceVoxel\Binaries\Win64\SpaceVoxel.exe
Faulting module path: C:\WINDOWS\System32\ucrtbase.dll
Report Id: ee242efd-71d3-4992-9ca5-710a27f65338
Faulting package full name: 
Faulting package-relative application ID: 
Event Xml:
<Event xmlns="http://schemas.microsoft.com/win/2004/08/events/event">
  <System>
    <Provider Name="Application Error" />
    <EventID Qualifiers="0">1000</EventID>
    <Version>0</Version>
    <Level>2</Level>
    <Task>100</Task>
    <Opcode>0</Opcode>
    <Keywords>0x80000000000000</Keywords>
    <TimeCreated SystemTime="2022-01-07T17:20:11.2141541Z" />
    <EventRecordID>55697</EventRecordID>
    <Correlation />
    <Execution ProcessID="0" ThreadID="0" />
    <Channel>Application</Channel>
    <Computer>imperiex</Computer>
    <Security />
  </System>
  <EventData>
    <Data>SpaceVoxel.exe</Data>
    <Data>4.26.1.0</Data>
    <Data>00000000</Data>
    <Data>ucrtbase.dll</Data>
    <Data>10.0.19041.789</Data>
    <Data>2bd748bf</Data>
    <Data>c0000409</Data>
    <Data>000000000007286e</Data>
    <Data>27ec</Data>
    <Data>01d803ead1e16483</Data>
    <Data>D:\SteamLibrary\steamapps\common\Outerverse\SpaceVoxel\Binaries\Win64\SpaceVoxel.exe</Data>
    <Data>C:\WINDOWS\System32\ucrtbase.dll</Data>
    <Data>ee242efd-71d3-4992-9ca5-710a27f65338</Data>```
stiff stratus
#

I have encountered quite the issue, and I cannot seem to find an answer. I did a Google search for the error I am getting, and I have tried everything found (going back as far as six years of solutions). I am hoping someone here has encountered this issue before or knows more than I do. Here we go...

I have a project that I am preparing to package for a build to share with my team this weekend. One thing I always do before packaging is "Build Lighting". When I tried to build, I got the following error...

#

There are a number of suggested solutions, but none of them has provided resolution. I did find a thread from a few years ago that suggested reviewing the SwarmAgent messages, and I found this error there...

#

The path listed in the last line doesn't exist on my machine though (unless it is really hidden).

#

Does anyone here have any suggestions on how to resolve this? I am under the gun to finish this build today, so I am pleading for a quick response.

tardy hedge
#

I need to implement different logic per play start, how do I get which player start from player character

drowsy turtle
#

I think I'm going to give up

drowsy snow
drowsy turtle
drowsy snow
drowsy turtle
#

or I can either compile it on my SSD and then after it finishes I can move the files to HDD

#

ah yes, I'm big brain

drowsy turtle
#

what, why?

drowsy snow
#

From my experience, moving the engine folder can cause entire engine to rebuild, unless you make installed builds

drowsy turtle
#

meh, Imma try it anyway. If it won't work then I will just install it from EG launcher

drowsy snow
drowsy turtle
#

no

#

for my workstation

stiff stratus
prime willow
#

would it break the project xD

#

renaming in project takes forever

drowsy snow
drowsy snow
prime willow
#

than i wont

#

xD

stiff stratus
dry wharf
#

can someone help

stiff stratus
# dry wharf

Can you copy the full text of the error from the output log?

dry wharf
#

UATHelper: Packaging (Windows (64-bit)): ERROR: Stage Failed. Missing receipt 'C:\Users\diaci\Documents\Unreal Projects\Game1\Binaries\Win64\Game1.target'. Check that this target has been built.
UATHelper: Packaging (Windows (64-bit)): (see C:\Users\diaci\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.27\Log.txt for full exception trace)
PackagingResults: Error: Stage Failed. Missing receipt 'C:\Users\diaci\Documents\Unreal Projects\Game1\Binaries\Win64\Game1.target'. Check that this target has been built.
UATHelper: Packaging (Windows (64-bit)): AutomationTool exiting with ExitCode=103 (Error_MissingExecutable)
UATHelper: Packaging (Windows (64-bit)): BUILD FAILED
PackagingResults: Error: Missing UE4Game binary.You may have to build the UE4 project with your IDE. Alternatively, build using UnrealBuildTool with the commandline:UE4Game <Platform> <Configuration>
LogSlate: Window 'Message' being destroyed
Message dialog closed, result: Cancel, title: Message, text: Missing UE4Game binary.
You may have to build the UE4 project with your IDE. Alternatively, build using UnrealBuildTool with the commandline:
UE4Game <Platform> <Configuration>
LogSlate: Window 'Output Log' being destroyed
LogSlate: Window 'Output Log' being destroyed

drowsy snow
brittle plume
drowsy snow
split jasper
#

You know Windows just comes with antivirus right? it's built in now

drowsy snow
#

It actually has low rate of false positive and good detection.

split jasper
#

The only reason it wasn't always just automatically a part of Windows was the MS consent decree but that expired

hot ruin
#

most anti virus's are only useful

#

when OFFLINE

#

otherwise they perform worse than defender

drowsy snow
hot ruin
drowsy snow
hot ruin
#

SERIOUSLY?

brittle plume
hot ruin
#

almost as bad as using mcafee

#

the only virus you have entrolol is avg do youserlf a favor and rmove it, ur pc will run faster and better

drowsy snow
#

No need to push that Caps Lock
But most other AVs are either quack or outright rogue

dry wharf
#

can someone please help

hot ruin
#

i dont push caps lock

#

this isnt a barfight

brittle plume
hot ruin
#

I HOLD SHIFT LIKE A MAN

dry wharf
#

UATHelper: Packaging (Windows (64-bit)): ERROR: Stage Failed. Missing receipt 'C:\Users\diaci\Documents\Unreal Projects\Game1\Binaries\Win64\Game1-Win64-Shipping.target'. Check that this target has been built.
UATHelper: Packaging (Windows (64-bit)): (see C:\Users\diaci\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.27\Log.txt for full exception trace)
UATHelper: Packaging (Windows (64-bit)): AutomationTool exiting with ExitCode=103 (Error_MissingExecutable)
UATHelper: Packaging (Windows (64-bit)): BUILD FAILED
PackagingResults: Error: Stage Failed. Missing receipt 'C:\Users\diaci\Documents\Unreal Projects\Game1\Binaries\Win64\Game1-Win64-Shipping.target'. Check that this target has been built.
PackagingResults: Error: Missing UE4Game binary.You may have to build the UE4 project with your IDE. Alternatively, build using UnrealBuildTool with the commandline:UE4Game <Platform> <Configuration>
LogSlate: Window 'Message' being destroyed
Message dialog closed, result: Ok, title: Message, text: Missing UE4Game binary.
You may have to build the UE4 project with your IDE. Alternatively, build using UnrealBuildTool with the commandline:
UE4Game <Platform> <Configuration>
LogSlate: Window 'Output Log' being destroyed
LogSlate: Window 'Output Log' being destroyed

drowsy snow
hot ruin
#

stand proud

split jasper
hot ruin
#

mine contains a letter

#

i think

fierce tulip
#

im actually inclined to change both your names tbh

hot ruin
#

just specify ur parameters

split jasper
#

honestly the length of the name bugs me more than the content of it

fierce tulip
#

i'd appreciate it, no parameters, but something readable would be appreciated :)

drowsy snow
fierce tulip
#

thanks!

dry wharf
drowsy snow
hot ruin
#

done

dry wharf
#

i am doing it now

brittle plume
drowsy snow
#

The problem with (what I would refer) bold, seemingly random esoteric symbols is that scrolling up through the messages can cause strain in the eye to some people.

And I'm saying that as someone who looks through a lot of code and compile logs.

hot ruin
#

lol

sharp crest
#

Hey, anyone knows why someone is getting this error when trying to launch my game? The game process just opens for a few seconds and then closes. In the UE4 logs there is no error.
I think the key issue here is Faulting module path: C:\WINDOWS\System32\ucrtbase.dll, but they do have this file. We tried everything we found online but it still won't work for 2 people trying to play my game.

Faulting application name: SpaceVoxel.exe, version: 4.26.1.0, time stamp: 0x00000000
Faulting module name: ucrtbase.dll, version: 10.0.19041.789, time stamp: 0x2bd748bf
Exception code: 0xc0000409
Fault offset: 0x000000000007286e
Faulting process id: 0x27ec
Faulting application start time: 0x01d803ead1e16483
Faulting application path: D:\SteamLibrary\steamapps\common\Outerverse\SpaceVoxel\Binaries\Win64\SpaceVoxel.exe
Faulting module path: C:\WINDOWS\System32\ucrtbase.dll
Report Id: ee242efd-71d3-4992-9ca5-710a27f65338
Faulting package full name: 
Faulting package-relative application ID: 
Event Xml:
<Event xmlns="http://schemas.microsoft.com/win/2004/08/events/event">
  <System>
    <Provider Name="Application Error" />
    <EventID Qualifiers="0">1000</EventID>
    <Version>0</Version>
    <Level>2</Level>
    <Task>100</Task>
    <Opcode>0</Opcode>
    <Keywords>0x80000000000000</Keywords>
    <TimeCreated SystemTime="2022-01-07T17:20:11.2141541Z" />
    <EventRecordID>55697</EventRecordID>
    <Correlation />
    <Execution ProcessID="0" ThreadID="0" />
    <Channel>Application</Channel>
    <Computer>imperiex</Computer>
    <Security />
  </System>
  <EventData>
    <Data>SpaceVoxel.exe</Data>
    <Data>4.26.1.0</Data>
    <Data>00000000</Data>
    <Data>ucrtbase.dll</Data>
    <Data>10.0.19041.789</Data>
    <Data>2bd748bf</Data>
    <Data>c0000409</Data>
    <Data>000000000007286e</Data>
    <Data>27ec</Data>
    <Data>01d803ead1e16483</Data>
    <Data>D:\SteamLibrary\steamapps\common\Outerverse\SpaceVoxel\Binaries\Win64\SpaceVoxel.exe</Data>
    <Data>C:\WINDOWS\System32\ucrtbase.dll</Data>
    <Data>ee242efd-71d3-4992-9ca5-710a27f65338</Data>```
drowsy snow
hot ruin
#

better discord exists

brittle plume
sharp crest
hot ruin
#

i fixed it by changing discord

#

OFC not by any official TOS violation

#

(chrome themes exist)

drowsy snow
hot ruin
brittle plume
#

I believe that the BetterDiscord problem becomes banned only when you use Plugins like FreeEmoji, which basically allows you to do things with a license that you don't have.

hot ruin
#

BD is against TOS, and discord will ban you for it

#

though you have to REALLY try

#

like its very dont ask dont tell

#

well yes, u have to find a theme that works for you, or make ur own, like i did

#

but chrome theme for me

brittle plume
hot ruin
#

yeah pretty much

#

just do not advert it , and be carefule where u screenshot it

brittle plume
hot ruin
#

I used a barebones template for my chrome theme

#

but i did most of the real featureset

#

myself

#

but seriously tho

#

if scrolling past names gives you eyestrain

#

maybe get that checked out

#

as the internet is full of that type of shit

#

and discord is not a work platform

brittle plume
#

To me who banned from a server just because I wrote in Italian: πŸ‘€

hot ruin
#

i know a guy who was banned from a music server

#

for writing italian

#

Let that sink in

#

music server

#

italian

#

music

#

italian

brittle plume
drowsy snow
hot ruin
hot ruin
drowsy snow
#

Even if I'm a bit assholistic elsewhere, at least I know the place and circumstances :)

And this is getting off tangent, no use for me to mess with a jerk.

brittle plume
#

I swear the Build Unreal Engine is still not working and now it gives me more problems than before ... I will be leaving Unreal Engine soon πŸ•·οΈ

drowsy snow
brittle plume
#

Most of all, why do I need an external build to do something normal?

drowsy snow
#

Probably, but I'd say you need to change your type of game so that it doesn't need a dedicated server.

brittle plume
drowsy snow
#

LAN party is still cool

#

Single player games are still cool

brittle plume
drowsy snow
#

Split screen multiplayer are still cool

brittle plume
drowsy snow
#

If you want some proof, just look for stellar game jam prods on itch.io. Or basically any successful single player indie games (that the devs aren't industry veteran)

buoyant graniteBOT
#

:triangular_flag_on_post: κ™³π’ˆ™π’ˆ™π’ˆ™π’ˆ™π’ˆ™π’ˆ™π’ˆ™π’ˆ™#4438 received strike 1. As a result, they were muted for 10 minutes.

fierce tulip
#

can we please get back to this channel being a general discussion about unreal engine, and not anything else.

sharp crest
drowsy snow
sharp crest
#

thanks gonna check there. but the build type the game crashes without an error is Development and Shipping, not only Shipping.

wild aspen
#

what is the intended way to store a key of a data table somwhere? For example I want to chose a data key's row based on a combobox. The combobox outputs a String, data table keys are Name

bright sigil
wild aspen
wild aspen
#

all inputs return strings, and casting a string to a name seems to not return true on equality

wild aspen
#

by key I mean the "row name"

bright sigil
finite jasper
#

Hey, I have a quick question, does anybody here know how to make a decal increase slowly in size with a timer in the material editor? (blood pool, etc.)

wild aspen
bright sigil
violet yoke
#

Whats the shortcut to create a constant in material?

bright sigil
violet yoke
#

thanks, I didnt know I have to click too

split jasper
timid spade
#

hi
i have a timer set to 0 start delay
yet i have to hold my mouse for about 100-200 milliseconds before it actually activates the function its bound to
is this supposed to happen?
i was using a work around by running the function first before starting the timer however i cant figure out a way to not let the user spam mouse1 and use the function with no delay

vagrant hornet
#

Using mainly megascans and an automaterial. Any way to imrprove the shader complexity / is it worth it for performance?

bright sigil
muted hazel
#

Yoo everyone:) Was just wondering if anyone could help me figure out if parallax occlusion is disabled / not working in UE5

#

Because no matter what I do it wont work :/

rare steppe
#

how do you box select things in viewoirt?

bright sigil
rare steppe
#

thanks

#

yup thats it

remote plover
#

can i put 1 blue print class into another like spikes onto floor (viewport)?

bright sigil
vagrant hornet
#

more likely to be an issue with ue

#

very hard to diagnose from that though

kindred depot
kindred depot
bright sigil
#

i like the old one

#

gray

#

you dont see that often lol

kindred depot
#

grey with 2 dots centered

#

xD

bright sigil
#

so whats this link

#

?

kindred depot
#

A free, open-source plugin to share video to/from OBS Studio with zero latency, compression and CPU overhead.

bright sigil
#

but you can do unreal stuff?

#

wondering how good this might be for mocap work πŸ˜„

#

looks like there is a little frame chop from ue to yt

kindred depot
#

really?

#

thats a bummer :/

#

do you have good bitrate?

bright sigil
#

lol, check the last half of the first video

kindred depot
#

8,000 - 12,000 would be a solid number

#

Ohhh

#

yeah

#

i bet his bitrate is awful lol

bright sigil
#

its probably better now since it was a year ago

quasi vigil
#

Sorry bother but i am trying change some Material tint by using a widget. so far dident get it how to change tints to a colour i chose. =/ thank you

drowsy turtle
#

holy shit. Compiling on HDD after 2,5 hours - barely 500/4727 vs compiling on SSD after 2,5 hours - almost 2000/4727. I should've compile UE on ssd before

silk cypress
#

Hi All, Have a large game with around 5 GB or compressed content. I have started breaking apart the PAK file into multiple PAK files. I am wondering how to tell UE4 to hold off loading all but the first PAK file when the game starts to decrease execution time. Not seeing a ton of documentation and looking for a direction to head down.

Thanks!

true ridge
#

I'm trying to see my number of draw calls. I'm reading that "stat unit" should show it, but I see draw time rather than number of calls.

obsidian horizon
#

Hi, Im new to UE..I have a scene witch I did and accidently deleted the ground and cannot get it back, I was thinking I may want to change the landscape some..But how do I bring in a new ground to sculpt, and when sculpting will it damage and of my buildings in the scene?

wild aspen
#

when sculpting will it damage and of my buildings in the scene?
What do you mean by "damage"? It won't modify your buildings 3d models

drowsy turtle
drowsy snow
# drowsy turtle thanks

Though you could stop the build process and continue where you left off on next attempt, if electricity bills overnight is a concern.

Unless you tamper with core headers or C# engine programmes, or getting unlucky with power outage, which in that case it'll trigger full rebuild.

drowsy turtle
#

oh thats great

limber mesa
#

Question is it a good idea to make a character health widget that toggles between hidden and shown only when the character is attacked. But it will show itself Permanently when the character’s health is lower than 75%

#

Or should it be less than 100%

kindred iris
#

^

split jasper
#

Still ended up getting "oh, i have a health bar?!" reactions when I pointed it out to playtesters after the change

limber mesa
#

So just make it permanent? @split jasper

#

@drowsy snow like a wave based survival

split jasper
#

Well having it disappear did help a little. Also I like that when at full health the screen has one less widget on it, makes for a less cluttered experience

#

Like I said, it depends on the problem you're trying to solve

limber mesa
#

Not really a problem per say

#

Actually widget problem yea

drowsy snow
split jasper
#

If you're looking for like a set of guidelines that tells you what the "right" way is, most of the time you're not going to find it

#

There are for sure popular, successful, AAA games which have done it either way

limber mesa
#

Ok

#

Thank you

split jasper
#

Just one of about ten thousand decisions you'll have to make get to make πŸ™‚

limber mesa
#

Because I was thinking about that situation as well. Ohh I have health?!?

regal narwhal
#

Hello.
Can somehow import Robot arm with IK from Maya Mimic to Ue4?

drowsy snow
#

It seems that AnswerHub finally got its plug pulled, for real. Not just read only, but outright inaccessible with 504 error.

split jasper
urban basin
#

Could someone tell me where I get questions about the material from unreal?

kindred iris
#

So players can toggle it

split jasper
urban basin
#

thanks

lucid gorge
#

GameMode is primarly on the server, and GameState client, right? or do i have that reversed?

weary basalt
lucid gorge
#

awesome, thanks! my quick googles wernt quite making that clear..... and then my mouse died, lol

finite ocean
#

Yo i need help i cant see the game thing and cant add nothing there is no tools

astral rapids
#

how would i make an outline material?

neon bough
astral rapids
bright sigil
neon bough
#

or disable depth testing for it

#

however, i prefer the post process method, just changed my duplication stuff to use PP, much more convenient to integrate

astral rapids
#

post process doesn’t work in the game i’m making a mod for unfortunately

forest bramble
#

what software is best for game ui that looks like this

#

and this

drowsy snow
opal wharf
#

I dont know why, but my tool bar

#

does not have a create button

bright sigil
opal wharf
#

and does not look like all the youtube tutorials

bright sigil
#

create?

#

import?

opal wharf
#

I dont have this

bright sigil
#

ohhhh ue5...

opal wharf
#

...

bright sigil
old gulch
#

Anyone know how to make a multiplayer garage system that can store cars. Like you walk up to a PED and a prop widget says β€œput away car” or pick car to pull out”.

plush yew
#

Anyone here use Mari or Substance designer and can tell me the secret ingerdiant to fingernails in pbr, i can render decent nails in cycles or vray but could never get them to look alright in a game engine, im using subsurface and have a thickness map applied and it looks fine when i render it with iray in substance but in pbr it looks like an old ps3 game

#

now that I think about it ive never seen a video game with decent fingernails

#

maybe theyre just hard to pull off

bright sigil
#

i wouldnt treat them as their separate material, most of the time fingernails get rendered as standard in games, they're rather minor unless you're making a hand sim i guess

tiny zodiac
#

Im spawning characters using the Spawn Actor. Then when i make them move using Ai Move To, they dont move :(. Only the characters created before the game starts are moving.
How do i make them move after i Spawn them in the game? Is there a different node for Spawning Characters? I cant find it?

#

I found it already. It's spawn from AI class

#

just so someone else is reading and wants to know

signal crater
#

Hello, is it possible to for the epic games launcher to detect a source build engine?

signal crater
#

oww, do i have to install the launcher engine to install plugins? for example i need to update Quixel Bridge

plush yew
#

I wish Epic would just add caustics already, the github build they have is so broken and caustics make such a huge difference in raytracing

drowsy snow
drowsy snow
plush yew
#

blender?

#

lol

drowsy snow
#

YES.

signal crater
#

yea im using ue5, and quixel bridge reports offline when i open it and it says an update is available thats why i asked that

plush yew
#

dont be mini modding people to the right channels when u discussing blender in #ue4-general bucko

drowsy snow
plush yew
#

bruh i made a joke and he actually got upset someone post this on reddit

kindred venture
# forest bramble and this

I mainly use Adobe illustrator and occasionally Photoshop for things with more 3D elements and works great for me!

drowsy snow
plush yew
#

i replaced illustrator with polypaint

#

Paint if youre a sigma male

#

MSpaint

#

specifically on windows 95

drowsy snow
# forest bramble what software is best for game ui that looks like this

In the end, you'd still have to arrange the element in UMG, but at least with external tools you can make the textures for the borders, buttons, and stuff.

Though worth mentioning there's a plugin on Marketplace that allows for converting PSD into a UMG widget setup. I don't use photoshop for that, so I don't know how well it works.

#

Maybe enough to get the template in place right away without rearranging the elements from scratch?

kindred venture
#

But if your making modern, sci fi or lowpoly ui like me Adobe Illustrator is definitely a great choice.

#

I just finished making this for my game studio with illustrator.

tiny zodiac
bright sigil
#

not sure how you've hooked em up, but yeah, you could actually just move them up a bit so they fall since that's part of the jump anim

tiny zodiac
#

and thats what i did πŸ˜† they just start with a jump

tall sorrel
#

is displacement on the landscape cheaper on the system than placing rock meshes?

#

I assume it is, since the landscape probably lods it to flat when you are far away, but then you can't really have a cull on it, since it is a material that is part of the landscape, so idk

bright sigil
tall sorrel
#

oh so displacement is like hella cheap is what ur saying?

bright sigil
#

lol nope

#

just landscape

#

its a confusion with the term, landscape exhibits what we refer to as displacements, it does its own thing with lods and placed meshes

tall sorrel
#

oh, and I just realized I also mean displacement with tessellation, like where you can make a gravel material actually extrude the rocks

bright sigil
#

probably not a good idea to add to terrain

#

if you want more of that detail, supplement with placed rock meshes

tall sorrel
#

alright

#

just checking to see which way was better, cause I didn't know if tessellations was some magical thing or not lol

bright sigil
#

yeah, it isnt, it can make some nice high res looking stuff, but it was sort of a trendy thing but i dont think its going to be a direction for high res art in games - its rather clunky to setup, issues at seams always, shader setup/matching maps - i think nanite solves a lot of that, but its not all "game-ready"

#

tesselation doesnt change collision either afaik (like wpo) so if you do tessellation you end up with ground interesecting with player in cases

tall sorrel
#

doesn't nanite like render stuff in groups or something, and the groups grow and shrink the closer or farther away you are? I was watching videos about ue5, and a guy like put a ton of meshes with high polys and his fps was at like 5, then he enabled nanite on them, and he shot back up to like 90 or something

#

I haven't messed with ue5 at all though

bright sigil
#

yeah i dunno either

#

just hear that tesselation was never great and now its deprecated

forest bramble
forest bramble
bleak zodiac
forest bramble
#

stuff like this and rpg style stuff

kindred venture
forest bramble
#

i meant icons

kindred venture
kindred venture
forest bramble
#

yea i know i have a graphic design background

kindred venture
tall sorrel
#

except for when you look across it, it is still flat, but at any other angle it looks the same

drowsy snow
amber shuttle
#

will the array with 100 variables load much faster than 100 booleans? im talking about save game system

#

or the difference is small

drowsy snow
amber shuttle
#

bp

regal narwhal
#

Hy guys!
Is there any methods to import industrial robots from Maya Mimic to UE4 with IK and FK and with a rebuilded, simulated controller control the robot in UE?

plush yew
#

how to remove lens flare? im using kitbash project original file, I think the flare looks that way because buildings are empty and sun is just shining through them

lusty lance
#

hello all - not exactly Unreal related but has anyone here had experience with the nvidia shield? I'm mainly looking at it for 4K wireless gaming on the TV (very close to the PC across the room.) I originally had a steam link but I believe its capped at 1080 res. My only concern with this is any lag it may have streaming from the PC. Card wise I currently have an Nvidia 2080 Super but will probably upgrade to a 3xxx series at some point.

drowsy snow
plush yew
#

thx

drowsy snow
#

I can tell, because the one from Project Settings don't have the bokeh shape.

vocal badger
#

Hi everyone, I want to ask if there are good books about lighting and rendering for video games. Generic and/or specific for unreal

drowsy snow
vocal badger
#

oh ty I'm gonna check it out

lament lagoon
#

hey πŸ‘‹ is there a help channel for how to build your game?

drowsy snow
#

For all I care, you would ask on how to build a clicker game with Unity.

plush yew
#

Wait is this the channel to have my game built for me 😩

faint bone
#

how many draw calls is bad or good for gaME?

ancient ivy
#

Depends

#

What are you targeting?

#

High end desktops and consoles?

faint bone
#

low end toasters.

ancient ivy
#

The least possible then

plush yew
#

Wait what if you were targeting high end or mod tier pcs?

ancient ivy
#

I mean

faint bone
#

but i made a simple level and added a ai enmy. draw calls are 30-40 and good. but i go near ai it goes to 80-100

ancient ivy
plush yew
#

What's the typical number for that?

#

1, 5, 11 lol

faint bone
#

i can't my toaster laptop will die of heart attack.

ancient ivy
#

Usually from 5 to 9 i guess

plush yew
faint bone
#

that doesn't help.

ancient ivy
#

Still

#

Draw calls are relative per item

#

A mesh with 20 materials will generate 21 draw calls

#

So 4 to 8 mats per mesh look like a possible number

faint bone
#

ok.

ancient ivy
#

Still

#

Less materials and less meshes = less draw calls

faint bone
#

ok what if add a combat and some abilities?

ancient ivy
#

Draw calls are calls to the GPU to load a specific mesh or mat

#

I don't think adding animations will create more than the standard amount

faint bone
#

ok.

ancient ivy
#

Maybe adding UI changes it but I am not entirely sure

faint bone
#

what if i write a component based abilities or weapons. like to have a x ability, i simply add a component with that ability and call from it.

ancient ivy
#

Is it rendered?

faint bone
#

idk. i simply made it and put it in folder. does it get rendered?

ancient ivy
#

No

faint bone
#

but when i add to character it will render.

ancient ivy
#

Can I ask why you are so worried about draw calls?

faint bone
#

i have a toaster laptop and i don't wanna play with 5-6 fps.

ancient ivy
#

Draw calls are engine related

faint bone
#

so i was asking whats range of draw calls for high fps.

ancient ivy
#

You have to reduce the polys of models or load a different LOD

#

Or

#

Keeping textures at a power of 2

faint bone
#

ok

ancient ivy
#

Ex 1024x1024

faint bone
#

ok

ancient ivy
#

To reduce the polys of models i suggest either using a lod or going on blender and reducing them from there

faint bone
#

ok thanks.

ancient ivy
#

No problem, have a good one

fierce tulip
#

make your materials cost less instructions, dont use much translucency, and look into HLOD and such.

plush yew
#

What about morphs

#

Do they cause drawbacks for just existing in the mesh?

fierce tulip
#

morphs only work on skeletal meshes.
they do have some overhead, but looks at his character with 300+ morphs depending on your needs, nothing to worry about.

half bolt
#

!stream

#

manny !stream

plush yew
#

I would like to know why I have this problem knowing that when I but normal it does the same thank you

half bolt
#

help why is this so blank and stuff

kindred depot
#

Should i add ceiling lights, or keep the little Projector Lamps?

small pewter
#

I have a big problem : Yesterday everything worked perfectly but today I can't move my character, jump, look up and down for some reason, and I used print string to see if the inputs are detected and yes they do but the character doesn't do anything, anyone knows why please ? In the world settings everything is set like the GameMode and Player controller and the Pawn Class, but for some reason it doesn't work

Please ping me if any answer

#

problem solved, I had my Game State Class being Game State instead of Game State Base

faint bone
#

Guys what are standards while writing bp code and how to manage it so doesn't get messed up as I add more stuff?

kindred depot
#

comment everything.

ancient ivy
#

And use reroute nodes a lot

#

Comment important nodes specifically

#

And all node groups

#

Use variables, so that you don't have to set values manually

#

Avoid spider nodes (nodes with a lot of output branches) using variables

tall sorrel
#

also, is there anywhere to get any royalty free high quality heightmap data for landscapes?

#

preferably small chunks so I can level stream them together

ancient ivy
#

Either make it on your own with some procedural from blender or create an height map from an image

#

They look something like this

#

Looks like a thunder

#

Maybe you can find a way to make procedural thunders in blender

#

Or ue4 idk

thick herald
ancient ivy
#

The process looks something like this

#

Maybe this will help

light wigeon
#

hi

#

I just created a first person project template. Im trying to move fp gun but its not moving

#

I tried everything

#

But its still cant move

ancient ivy
#

Is FP gun the default?

#

I don't remember, i don't use templates

#

But I think the gun should be in the player blueprint

light wigeon
#

Yes im in player blueprint

light wigeon
light wigeon
distant siren
#

if every now and then the random game crashes, what could it be?

ancient ivy
#

Memory leak or something

#

I don't think so

#

Or it could be some VRAM issue

ancient ivy
haughty dock
#

is it possible to play an animation faster using nodes?

#

if that made sense

oblique whale
#

Does anyone know why i get these messages in the "Message Log" "FlyingPawn_297.Plane mesh spaceship3 has to have 'Simulate Physics' enabled if you'd like to AddTorque."? (I do have physics enabled btw)

haughty dock
oblique whale
#

same

haughty dock
#

you making a game with flying things?

oblique whale
#

Yes

haughty dock
#

nice

#

good luck

oblique whale
#

space ship

#

thanks

haughty dock
haughty dock
obsidian horizon
#

hey Im trying to mesh paint have the textures all set up and the ground plane selected . Im in mesh paint but no brush shows up. It just wants to move the ground plane..Im using 4.26

oblique whale
#

lemme send an ss

oblique whale
#

i have it enabled

haughty dock
oblique whale
#

i didnt make it tho

#

i suck at modeling stuff

haughty dock
oblique whale
#

ye i got mine from sketchfab

haughty dock
obsidian horizon
haughty dock
haughty dock
obsidian horizon
haughty dock
#

ohh

obsidian horizon
#

no brush is showing

#

it only wants to move the object

fiery juniper
#

Hey

haughty dock
fiery juniper
#

I need suggestions for a laptop that can run unreal engine 5

haughty dock
obsidian horizon
haughty dock
fiery juniper
#

Ok thanks

obsidian horizon
haughty dock
#

ye have no idea sorry

oblique whale
#

Yo @haughty dock, is there any other thing i can use than "Add Torque" for this since the message says it has something to do with that? "FlyingPawn_297.Plane mesh spaceship3 has to have 'Simulate Physics' enabled if you'd like to AddTorque."

#

ik your new to unreal but you might now idk

obsidian horizon
#

ok I did a test run on a new layer..it worked..I accidently erased the ground and tried to make a new one in the landscape mode but its not working when I do that

tall sorrel
#

Is there an effective way to cull a material?

I seen one guy say you can get camera position then do an if and then lerp the opacity, but that still uses the same amount of draw calls.

So, is there a way to basically completely turn a material off whenever the player is far away?

haughty dock
#

yeah

oblique whale
tall sorrel
#

I’m trying to do this on a water shader, so water the player can’t even see 2km away won’t render

oblique whale
#

sorry im really stupid lmao

haughty dock
#

no no don't tell yourself that

haughty dock
oblique whale
haughty dock
oblique whale
#

oh

#

i mean

#

would that work tho?

haughty dock
#

idk

#

lmaoo

oblique whale
#

also theres like 100 diffrent nodes with "yaw" in their name

#

D:

haughty dock
#

oof

haughty dock
oblique whale
haughty dock
#

ah ok

obsidian horizon
#

Hey thanks for the help earlier..But another question..can you edit the default ground and make it larger??

#

without it stretching textures

#

I tried ctrl-c/v and when applied the textures there was a seam that was visible

steel bramble
#

sorry for my bad english

obsidian horizon
steel bramble
#

wait

obsidian horizon
#

I need to make the object larger, without duplicating it and having the textures not align

steel bramble
#

yes

#

i'm searching the material

obsidian horizon
#

I dont want to edit the material...I want to edit the object ground

steel bramble
#

but are you making it a landscape or what?

obsidian horizon
#

yes, its ground...so its a landscape..I need to have the default ground object larger, if I just scale it, then the textures are stretched, if I duplicate it then there is a seam

steel bramble
#

is your object a mesh?

stray drift
#

Sounds like you need a terrain

obsidian horizon
#

its the default ground

#

I created a terrain..right added it to the scene, then tried to mesh paint and it wouldnt work

steel bramble
#

ooh

marsh swallow
#

Full Tutorial, Video and Notes: https://www.worldofleveldesign.com/categories/ue4/first-beginner-landscape-material.php

Landscape Materials are very different than any other material you have to create because you have to be able to paint textures on the terrain such as grass, dirt, rock or sand. This is done by a single material expression - L...

β–Ά Play video
obsidian horizon
#

but the mesh paint wouldnt work..no brush would show up

steel bramble
#

so you have something like this but with a cube scaled up right?

obsidian horizon
#

hold on..

steel bramble
#

and the texture stretches

obsidian horizon
turbid zodiac
#

Hey guys, I'm a Unity user and considering trying out Unreal, however I'm wanting to know how seamless the transition would be (or wouldn't be) from user experience.

obsidian horizon
#

thats the custom terrain

steel bramble
#

you should find a parameter called materials

obsidian horizon
#

sorry like I said Im new

finite ocean
#

yo someone help this is all i see no tool nothing

steel bramble
vital ether
#

I have weird thing going on in my Unreal. When I download and add something from bridge it comes without material and I'm not really how to fix that

steel bramble
marsh swallow
#

yeah that looks like a cube, not a landscape terrain. πŸ™‚

obsidian horizon
#

the material is applied....in general material..I cannot get the mesh paint to paint on the material

marsh swallow
obsidian horizon
#

its a blend material..

finite ocean
#

nah i accedentaly closed all tabs and now i have nothing

steel bramble
stray drift
obsidian horizon
#

when Im in mesh paint ..no brushes appear

#

but in the default ground..brushes appear

#

soooo

steel bramble
#

could you go please to the normal view and send a picture of what you see on the cube details please?

finite ocean
obsidian horizon
#

yes let me start it up..I got flustered and shut it down..it should be this difficult

#

shouldnt

steel bramble
#

I know 😢 i'm also a little bit sad because Unreal is getting harder and harder to learn

stray drift
obsidian horizon
#

see thats the custom ground made in landscape..see how the material has seams

finite ocean
#

still dont know how

steel bramble
obsidian horizon
#

then when I try to do mesh paint ..no brushes show..

obsidian horizon
steel bramble
#

Go to your Content Browser and click on add > feature or content pack > Starter Content

#

then you should be able to select the material called "M_Ground_Grass"

obsidian horizon
#

I have a custom_blended material that I made that Im using

#

do I need to do the default first then paint in the custome blended?

steel bramble
#

What do you mean by a blended material.. sorry?

obsidian horizon
#

its a blended materal of 3 different materials so I can paint in different channels..1 is mud, 1 is pavement, 1 is cracked pavement

steel bramble
#

ooh you mean that.. ok sorry

obsidian horizon
#

yea, so the mesh paint is not working on that terrain I created

steel bramble
#

if you go to the Landscape view you can go to the Paint panel and you should see that working

obsidian horizon
#

ok let me see

steel bramble
#

something like this

obsidian horizon
#

landscape mode just wanted to change the terrain

steel bramble
#

so you don't have this option there?