#ue4-general

1 messages Β· Page 1125 of 1

obsidian horizon
steel bramble
obsidian horizon
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not there

steel bramble
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could you go to the blended mat?

robust marten
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I have Post Processing set to Unbound but it seems to still have an actual boundary, is there any way to fix this?

obsidian horizon
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hey got rid of the seams

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butttt

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no blended material

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still only wants to move the object not paint in mesh paint

steel bramble
obsidian horizon
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yes

obsidian horizon
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Im using 4.26

steel bramble
obsidian horizon
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for some weird reason now OBS video doesnt want to record my screen..fucking technology

steel bramble
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soo.. to make that i'm using a normal material with a layer blend node going into the base color using "LB Height Blend" and another one for the normal

kindred depot
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try using xbox game capture.

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windows + g and record

steel bramble
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like this, remember to put landscapecoords into the uv

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and also one for the roughness sorry πŸ™„

obsidian horizon
steel bramble
obsidian horizon
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yea, Im just going to leave it and wait till Monday and show my professor..

steel bramble
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ooh it was an assignment.. sorry!

kindred depot
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does anyone know of a tutorial on how to make a paint bucket spill paint?

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i mean i can just add a blueprint on moving play emitter but i want it to be more realistic.

modern kite
obsidian horizon
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its coool..but is there when you are moving a object it doesnt like snap you can move it in increments?

obsidian horizon
obsidian horizon
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that is where

modern kite
modern kite
steel bramble
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did your professor told you to make it with a blended mat?

obsidian horizon
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its a free for all

modern kite
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what?

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show me

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So this might be a question for some dude who really knows ue4 and github...Ive got my c++ project uploaded on github and now my level designer should be able to open the project, but since its a c++ project he would need to rebuild from source manually...is there a way to upload a built source to github so that my designers dont have to install visual studio?

cursive turtle
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One message removed from a suspended account.

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One message removed from a suspended account.

modern kite
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@cursive turtlei think you want a branch node?

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or are you in cpp?

cursive turtle
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One message removed from a suspended account.

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One message removed from a suspended account.

limber mesa
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Im using a material dissolve function. for it to work correctly the material blend mode needs to be masked but when i change it parts of the materials disappear. Could anyone tell me what i could do in order to get around this

small pewter
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How to change the pivot of an already existing Static Mesh so using that static mesh will have its pivot point changed when I use it in an actor BP ? Because for now I can only change it after placing the Static Mesh in the world but I want it to be applied for every instance and also if I use it in an actor BP.

Please ping me if any answer πŸ™‚

quick shadow
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Anyone know what the default save location is for a packaged game? Google says Appdata/local/<gamename> but I have no directory there for my game

quick shadow
small pewter
quick shadow
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I think the only other option is to have it as an actor component and use a scene component to control the pivot point

still breach
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Hey guys, what’s the best way to get a mobile application to interact with gameplay mechanics in unreal engine? For example if I press a β€œgreen” button in an app, I want my character to change his color to green in real time. Would the best method entail creating a REST API and changing the color value in the player database for unreal engine to pull and apply? Or is there another way to communicating between devices

neon magnet
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Hey, anybody knows if there is a Randomize node similar to the one found in sound cues?

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I imagine a Random node that just chooses a random path

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switch on int I guess

bright sigil
neon magnet
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how about making sure it plays each only once until they are all played?

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the play without replacement thing in cues

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or with replacement always get it wrong luls

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RandomWithoutReplacement

rotund scroll
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or use blender

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those are your options

small pewter
# rotund scroll make a new mesh from BSP and set the pivot to where you want it

That's what I did thank you πŸ™‚ Also When I set the brush Z to 25 (as the default is 100) when I move the pivot point using snapping being at 1, I couldn't make the pivot point align perfectly on the edge. Is it possible to make it scale from 100 to 25 from the top or the bottom and not the center so it aligns perfectly ? πŸ™‚

rotund scroll
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depends on where you put the pivot point

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but scale generally never aligns perfectly

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you wouldn't want it for precise metrics

small pewter
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Like I didn't use the Scale thing in the Transform, but the thing that BSP have. I want it to be in the bottom on one of the side as I need it to rotate on that pivote point (It's chest like in Minecraft, it's the top part of the chest opening and closing)

rotund scroll
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in BSP you have exact units you can use

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use those

small pewter
rotund scroll
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that's probably why

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everything scales from the pivot point

small pewter
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I tried to apply the pivot point first before putting it to 25 but it kept scaling from the center

rotund scroll
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you really need to adjust the pivot point when you create the mesh

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and work it from there

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and all of this is so much easier in places like blender

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UE doesn't have the CSG tools necessary for this

signal crater
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hey all, whats the correct channel to look for someone to join me?

soft tree
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I have a BP that's seemingly having issues with referencing a BP class.
anytime I add nodes that contain a reference to a BP class (BP_BaseCharacter) it seems to freak out when the BP is reloaded

signal crater
soft tree
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here's a completely different node when I first create it

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and after the BP is reloaded

soft tree
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OH.. this is interesting

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edie: (this may have been due to reloading the class, all other BP Base Character options disapeared on editor reload)

topaz wedge
drowsy snow
signal crater
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Isnt that for hiring or looking for a job? im not doing any of these

drowsy snow
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Looking for someone to join you = looking for hire

bleak zodiac
drowsy snow
bright sigil
topaz wedge
signal crater
trim pike
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how many scene captures should you have in one level?

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I currently have 2 and may have to add third, im getting a bit worried

drowsy snow
digital pine
neon hatch
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Does anyone know how to setup Git LFS with UE4 through source control? I've installed it to my C drive, but it just brings up a command prompt when opened, and the option to include a .gitattributes file for it in UE4 is greyed out/unavailable, I'm unsure how to proceed

plush yew
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tessellation is the method to make sand look more realistic and bring out it's details to the top?

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Does anyone know where I can find a freelancer who is an expert in unreal engine? I want to have 3D videos for a new a fast growing childrens toys brand

rotund scroll
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there's always the job board section. if you want to put up something you can check #instructions

wary silo
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hello

dense knoll
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UE4 likes to get buggy once i fly out a bit, shadows start spazzing and things start to shake

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there any way to fix this? My maps are really large in scale due to the type of game

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5000713.0 centimeters usually being when the shaking becomes noticable

digital pine
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thanks for the help anyways

trim pike
rotund scroll
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this discord is entirely unofficial

dense knoll
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greyed out

digital pine
dense knoll
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The maps are large due to the game involving flight

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So they arent big in terms of the players perspective

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but in editor they are massive

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ima try this

hard lion
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I’m trying to make a futuristic game but the weapons seem super hard to make in blender is there an easier way to make them?

neon hatch
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Does anyone know how to setup Git LFS with UE4 through source control? I've installed it to my C drive, but it just brings up a command prompt when opened, and the option to include a .gitattributes file for it in UE4 is greyed out/unavailable, I'm unsure how to proceed

neon hatch
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The same question has been sitting there for 2 hours. I asked it there already

drowsy snow
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Then I can't answer that for you. I avoid Git LFS.

plush yew
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you can't use tessellation on landscape and paint with that material? on plane it looks nice, but on whole landscape it looks flat

drowsy snow
plush yew
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wrong? πŸ˜„

drowsy snow
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Don't, lmao

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Help it with static meshes instead. Landscapes already have collapsing quads

plush yew
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ok

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it's just that every material that I put on makes it look flat

dense knoll
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I switched t oworld comp but now I cant stream load levels

plush yew
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i try to put some erosion on, sculpt, smooth a bit

drowsy snow
plush yew
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also I'm using 2k textures

dense knoll
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The way im going about it is having the normal level with the assets needed to fly around, and then having the actual levels lighting and geometry stored in another streamable level

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this way its less intensive and I can just use that same level for a standalone cutscene if needed without needing 3 versions of the same level

drowsy snow
white bridge
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guys any tips, im building light with GPU, in my scene there is many static meshs and BP Actors like doors, when i backed the BP Actor(Door) doesnt affect by building light, how can i fix it

plush yew
dense knoll
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The Base_Level is the one with all of the level data, the normal level contains the world bounds spawn and actors needed for the flight, other stream levels can be used for loading in missions and such

drowsy snow
drowsy snow
frozen pond
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how blend out time works? in my mind it was set manual time for animation to blend out, but doing my own time animation just cut in some moment?

dense knoll
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i guess. dont really know how they did it in Forza

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found something

drowsy snow
dense knoll
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guess they use several stream levels for those missions

drowsy snow
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In contrast (AFAIK) Ace Combat 7 is more traditional levels, not open world level streaming

dense knoll
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gonna change it to not a tick event but would this work?

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ok changing the world origin does wierd stuff

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it moves the entire level to the players location lol

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even the stream levels

pure sorrel
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How to actually setup a training to become better everyday, and understanding how things work.

bright sigil
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Dont stop and dont give up

dense knoll
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did something, it works now...

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dont know what i did but it fixed

drowsy snow
pure sorrel
drowsy snow
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You're not going to sell the learning project, so if your project files goes haywire, you can always make a new project

dense knoll
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nop

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think i just rebuilt the lighting

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and now lightmass wont work

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i feel like my build of UE4 is just high in general

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the thing crashes if you use PIE with an actor camera preview open

bright sigil
pure sorrel
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analyze, research, problem solve.

bright sigil
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Its mentality more than anything

pure sorrel
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I'm just struggling with using the theory my own way

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so it sticks

kindred depot
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am i overdoing it with the clouds and fog?

twin prism
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uh so i have a landscape here and i built a navmesh volume which covers it. The navmesh built successfully but no green grids are showing when pressing p. On other surfaces the green grids show.
i built lighting'
nothing changed
Image
just normal landscape

dire parcel
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took the advice on going onto the unreal learning hub, and they really have some great stuff on there FOR FREE happy i did not buy that course

limber mesa
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question when I switch material blend mode to mask half of the material disappears, why so?

bleak zodiac
unborn wadi
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How do I get the role to stream, in the voip chats?

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<@&213101288538374145>

spare kernel
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Message manny with !stream

thorny plaza
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Not sure best place for this so someone can direct me if needed πŸ™‚ I'm trying to spawn a pawn inside a mesh that I'm using as an interior, but they seem to either get spawned outside of it, or just fall through it. How can I make the inside of a mesh support collision..? Is it not normal the just model the entire frame of an interior and import it? Should I do walls / roof / floor separate?

drowsy snow
autumn latch
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interaction source is custom
i can press and released
but i can't clicked
if i change interaction soure to mouse then i can clicked
how can i solve?

unborn wadi
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<@&213101288538374145> I sent manny the DM, got the response saying I should be able to stream but it seems to not have worked.

regal marsh
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It's 4.27.2 already released? Will 4.28 be released, or straight to 5?

drowsy snow
regal marsh
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Nice

merry prism
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super new to UE so sorry for the ignorance, but I've downloaded a content pack from UE4 (the free winter one) to try and learn and re-create it myself. I'm confused on where I can find the "Landscape" piece of the content pack. I can see it in the world outliner under the already finished Winter level when I load it up but I can't seem to find it anywhere in the content folder to put it in my own level

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basically the main ground piece or heightmap, if that's the same thing

regal marsh
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That's because landscapes sculpted and their data exist only inside a level on a Proxy Actor. If they are being imported from heightmap, heightmaps are not required to exist in content folder, they are selected on import and never added to files ever

merry prism
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so I am unable to use the same landscape piece in my own level?

regal marsh
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I actually never had a reason to deal with it, so i may be wrong. But i think you can select Landscape actor and copy&paste it

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Because all data is stored in ALandscapeActor, and it's autonomous actor, so i bet you can copy paste it

twin prism
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should navmesh go in persistent or streamed levels

sour tide
regal marsh
twin prism
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alr

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what about foliage

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they are all right now in persistent level

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do i need to put them all into the streamed levels

regal marsh
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Using landscape?

dire parcel
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gonna finish this, and then do the detective office game environment

twin prism
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foliage is procedural

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i could procedurally generate it into every streamed level

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should i

regal marsh
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Foliage gets culled not depending on levels, so i think it's okay like that

twin prism
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alr ty

marsh sparrow
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hi, general question, is there a way to see what is actually being used in my content directory and what is not, so I can reduce the size of my repo some?

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found it

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ah.. thats nice

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i right clicked on content and used reference viewer and size map

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hahah well i have someone try to do some HUD work and he doesn't have hdd space 😦

languid relic
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so i just got a new pc and i am having the issue of i cant play any games or launch any 4.21 packages so if a game was made in 4.21 i cant launch it at all like if i look at the logs it starts to launch but crashes before anything visually shows up so if u got any ideas please let me know

real patrol
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is there a way for async asset loading to ease off loading when game fps drops too low?

hidden bloom
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Guys was asked to do this so any of you interested in a truely large open world Composition I put one of my blank Projects up for download. There is nothing in the project but a 20km x 20km map you will have to add starter content first person 3rd person whatever it is a 4.26 project.
I also did a tutorial on how to create this as there is a bug that can affect a majority of people with smaller computer systems so I show the entire process not really skipping anything its a hair over 1 hr long and you can scrub through some areas but I tell a lot of details in the boring repetition parts so at least once would watch it through. Im not the greatest at this video stuff but you will be an expert by time you done watching it and looking at project
https://www.youtube.com/watch?v=cdQC08-wSsw&t=8s

https://drive.google.com/file/d/1eT-RCJvEX1XyH9st12kpBzCIgN0CQyyX/view?fbclid=IwAR3QXkCHqdGk2LWxT2_OJguTRhEPo78KE9as4RYHVmxvF_7uqNkHe-4LH1I

Real World Open World Heightmaps to Unreal

β–Ά Play video
drowsy snow
boreal hornet
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which chat is the help chat?

thick loom
boreal hornet
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ah, well is this one not a bad start for nav mesh generation issues un UE4 21?

thick loom
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4.21!?!

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Is this for a mod?

boreal hornet
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yes lol

thick loom
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Might have more luck seeing if the game has a discord for mods. 4.21 is ancient and mods tend to need special treatment.

boreal hornet
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it does but its not active at all : (

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plus i thought ue4 came with nav mesh? or did it not

plush yew
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Hi all

drowsy snow
dapper oak
#

A functions local variables will be unique to each instance of the function called correct?

dapper oak
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cool!

opal wharf
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Hello, In UE4 How can i stop the slow compiling shaders?

winter wedge
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hi i need a quick answer related to this - how can i merge the duplicate png textures named numerically "001" "002" and so on

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do i need a separate plugin or something for this

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or can i do it in the property matrix

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i googled and i can't find anything useful

neon bough
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what do you mean by merge?

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replace foo.001 with foo?

winter wedge
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yes

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like bulk replace references

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for eg this

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delete the files ending in numbers and keeping the _PNG one only

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is it possible?

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need to do this for 14000 textures

young mirage
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Is there a localisation channel?

winter wedge
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so is there anything i can do? the only plugin i found that is capable of doing this is 20 dollars

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and no unreal documents mention cleanup

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i'm pretty sure it wouldn't work if i tried doing it in the project files in explorer

opal wharf
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how do i setup a shared cache?

plush yew
#

hello everyone someone has already used metahuman if yes how to import a photo on the software thank you

tall sorrel
#

yo, how can I switch to a billboard on my lods, I don't see anywhere to switch the mesh in the lod settings, I have the material in and everything, just trying to switch to a square

unique kraken
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im curios, does anyone know if ue4 has some way of preserving the mesh volume?

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for rigged skeletal meshes

faint bone
winter wedge
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and anyway, it doesn't really solve my issue

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i have duplicates of files that are referenced

faint bone
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Did you enabled it from plugins manager?

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It will show in windows tab in top left corner

winter wedge
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ok let me see

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stuck on scanning for now

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@faint bone what next

faint bone
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I can't type everything in detail, you can go to plugins marketplace page there is documentation and videos related how to use this.

winter wedge
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but it won't work

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my files are referenced

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except one of them

winter wedge
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this cleaner doesn't help me solve that

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it only solves unused stuff

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thanks for your efforts though appreciate it

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i'll do it manually ig

faint bone
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πŸ˜‡

winter wedge
#

@neon bough sorry for the ping but is there anything left that i could possibly do

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a script or something?

neon bough
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well my suggestion would be to delete them and replace their references, depending on how many there are

winter wedge
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i wasn't asking about packaging though and i don't see anything there that relates to bulk reference replace

winter wedge
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tedious

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thanks ben

neon bough
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i can relate πŸ˜„

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sometimes i just spent an hour cleaning up my mess in UE πŸ˜„

winter wedge
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this probably going to take about a week to do

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still on letter a textures

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and then i have to do material instances and then objects

neon bough
#

how many are there?

winter wedge
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total files?

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33k

neon bough
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oh boy

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i don't really know of a scriptable solution, but most likely you can make something with c++

winter wedge
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ow c++

neon bough
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or python if you are lucky

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but from my glimpse at python stuff it's not really good documented

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not sure how far that will bring you

winter wedge
neon bough
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and my best advice is to make a backup before you let a script or whatever let loose on your data

lucid gorge
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oh, that looks handy!

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not sure handy enough to prevent me from re-basing my whole project... but handy

winter wedge
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which one

lucid gorge
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that clean me up script --- not sure it'll cover your needs, but i like it for daily housekeeping

winter wedge
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it would cover my needs everyday lol

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need 6 dollars maybe i'd find some in my piggy bank

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for now though that python stuff intimidates me

tardy hedge
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Is there a way to edit structure without having reconnect everything

neon bough
#

wait till you come to the point where you can't edit a struct because it would crash the whole editor πŸ˜„

soft tree
#

Editing a BP struct is ezpz if you follow these simple rules

  1. Save All
  2. Modify Struct
    3. Save ONLY the struct (IMPORTANT, UNCHECK ANY OTHER BOXES)
  3. Close Editor
  4. Make sure you DO NOT save any new changes with popup
  5. Restart editor
winter wedge
neon bough
neon bough
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because i have one of them, and i want to add some fields -.-

bright sigil
soft tree
#

if you've already crashed the editor because you modified structs without following those rules then... you have to do it the hard way. SOMETIMES you can recover.. other times you end up corrupting some BPs

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the golden rules are to prevent issues when modifying structs, not to fix what's already broken

neon bough
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it only crashs when editing fields, otherwise the struct works tho

bright sigil
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What are you all doing with structs? Ive added/removed stuff from them without problems. Ill sometimes get a mismatch between the struct data asset and the var in bp, but resaveall fixes that

neon bough
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and i can't edit it, it seems to be either how i use the struct or what's in it

soft tree
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I've never seen a case where it didn't

bright sigil
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We are talking about the struct asset right? Not working with them in bp?

soft tree
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well.. both
make a struct asset, and then use it somewhere in a BP, save that BP

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now modify the struct asset file, and save the struct asset file

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insta crash

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give it a shot on an empty project

bright sigil
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Disagree... using structs in several bp

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4.26

soft tree
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give it a shot if your project is backed up. it's an extremely common situation

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I remmeber it going back as far as 4.15

neon bough
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ok, thanks

bright sigil
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I dont have to. I work with them normally. No issues.

soft tree
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or something like that

winter wedge
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what is a struct

neon bough
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conrad you just didn't run into the issue yet, that's all

soft tree
bright sigil
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No i kniw what you are talking about

neon bough
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i have it with 1 out of 20 or something

bright sigil
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And i have

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But resaveall fixed it as i said

neon bough
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it crashs the moment where you add/modify a field

bright sigil
#

Maybe happened 6 times last year

neon bough
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theres no chance to click resaveall

bright sigil
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Then i guess i dont get that one

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Click slower

soft tree
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insta crash, and you can't open up the project, so you don't get a chance to resaveall

neon bough
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i think it's because unreal starts to change every referencing BP in the background

bright sigil
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Are both doing structs in structs?

soft tree
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@bright sigil I wonder if you're resaving all before you save the struct

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and that's why it doesn't crash rooThink1

neon bough
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i'll give it another shoot in an hour, making full backup now πŸ˜„

bright sigil
soft tree
bright sigil
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I do that fairly often too

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And i fix redirects ritualistically

soft tree
neon bough
#

i could just sit down for a day and convert all my involved BP's to c++ and live a happy life

winter wedge
#

are bps not good enough? code is intimidating

neon bough
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BPs are great (for most things)

soft tree
bright sigil
#

I drag it out as a get, break it, get whatever, check off show unused pins because its clean :) and if i change a value, i use set members

soft tree
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we're talking about modifying the actual struct file

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like changing a type, or a variable name

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opening the struct asset file, and making modifications there

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then saving will cause the crash

bright sigil
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In that case, i mean i cut maybe 20 vars the other week that i didnt need

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Reordered some as well

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Renamed

neon bough
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well amaze, i can't even change the struct or something

bright sigil
#

Pretty heavy revision

neon bough
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as soon as i click "add new field" it will crash

bright sigil
#

Lol no that doesnt happen to me

soft tree
#

yeah... that's impressive lmao.

bright sigil
#

I clicked it like 10 times

soft tree
bright sigil
#

Are you both using cpp?

neon bough
#

not sure, been a while since i've messed with it

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i avoid that struct πŸ˜„

soft tree
#

give it a shot, delete only those folders, and then rebuild. you'll lose your editor preferences, but its where most start after struct corruption

bright sigil
#

I think resaveall is still the best fix

winter wedge
#

well i know this is unrelated to your stuff but i once deleted the base world material

soft tree
bright sigil
neon bough
#

i'm doing 95% bp, and 5% c++

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since rider for linux was just "released" 1 week ago and there wasn't a proper IDE for linux

bright sigil
#

Its random, just trying to see why its so stark

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Also 4.26

soft tree
bright sigil
#

I think resaveall also fixed the problem i had when i renamed a struct...

tall sorrel
#

is it ok not to use billboard lods for ground foliage? I have them very low poly, and my grass lod 3 has 15 tris. They also all have culling, and I am not loosing any performance, but idk if this is a good practice or not.

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just having cards for my ground foliage looks bad

bright sigil
tall sorrel
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but far away the grass is terrible and I mean disgusting, it looks horrible when its carded

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and by far away, I mean my screen size is .1

bright sigil
#

Not far away enough 😁

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Make sure you test in fullscreen

tall sorrel
#

did, for my trees I have cards and it looks great, because they lod far away, but my grass and shrubs the lods reduce so fast that you have a card like 20ft away from the player and it is obvious, then about 25ft away it culls

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but without cards it looks normal, just a few more verts and tris

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and by a few more like 12

bright sigil
#

Its based on model size and dist from camera so the numbers might be more unique

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0.0065 is not unheard of

plush yew
#

I'm really suprised Unreal Engine doesnt have color ramps, without one, which node would allow me to control roughness in two directions or do i really need to make a math subtract and add node for each one lol

bright sigil
#

Color ramps.... roughness in two directions. These sound unrelated

plush yew
#

a color ramp when added to a constant in most 3d applications allow you to dial between two directions for spec rough and other values

#

in the case of 3dsmax and blender its exactly how it works

neon bough
#

remap value?

plush yew
#

unity can do it too

bright sigil
#

Use your roughness as the alpha of a lerp

plush yew
#

good idea

#

ill try it

bright sigil
#

Otherwise you have a lot of adjustment features in unreals texture editor

plush yew
bleak zodiac
#

😊

grizzled hornet
#

i have a question about the GameMode. conceptually, should the GameMode be the one to implement logic for actions which modify the GameState? for example, let's assume that in an RTS game, a unit wants the GameState to put it in the "workers" list. should the unit ask the GameMode to tell the GameState how to do it? Or should it just go straight to the GameState? What if there is some game logic involved in processing this request - who implements it?

bright sigil
grizzled hornet
#

so unless there's a multiplayer concern, the approach is pretty much "just do what's more convenient"?

bright sigil
#

yeah i think so, they both exist for the level, gameinstance is the only one i know which is persistent between levels

#

you could ask #cpp they may have better info

autumn latch
bright sigil
autumn latch
#

I wrote on the #umg channel thx

bright sigil
faint bone
#

how do i remove a widget component?

plush yew
#

is there a way to specify by name where textures get assigned on import, whenever i export a fbx using pbr mats my roughness gets placed in specular, can i define where these nodes are placed on import at all or is it only up to unreal engine to guess

lost niche
#

is it possible to get PIE or client number somehow for editor testing with more than one players?

drowsy snow
#

Though #multiplayer might know more about fetching player controller ID

plush yew
#

i just found out you can use Lumen with Raytracing at the same time

lost niche
plush yew
#

Hello, I am learning C++ and I am doing Unreal Engine game making. Are there any tutorials? It would be nice to have a lecture that explains each step step by step.

pine wedge
pine wedge
plush yew
pine wedge
#

You will be able to make simple games if you understand those basics. For complex games you will need to learn more systems, etc. Yes there is a lot, that's why I sent you the link above. There are lots of tutorials there, you can pick the one that interests you the most

#

The ugly truth is, game development is complex and complicated. It will take years until you can make the games you can dream of. And even then you will be limited by what can be achieved by yourself, so you will need to find or join a team if you want to build something bigger.

patent plinth
#

I want to change my player state class but it looks like I can't change it..

pine wedge
#

@patent plinth Create your own GameMode that derives from GameModeBase and select it in "Default GameMode", then you should be able to change those values

plush yew
#

That's right, single-person development has its limits. I want to join the team too.

#

Is there any way to get into the team?

pine wedge
plush yew
#

Yes

plush yew
pine wedge
oblique pelican
#

is there a bug channel or do I ask for help here?

#

its just a bug i'm having with the blueprints so i guess i'll go there

plush yew
#

I need an expert

#

i cant find anything more than a 2002 jpeg of this

lusty lance
#

hello guys - I have an nvidia shield arriving soon for streaming/gaming on TV/couch. Do any of you guys use one?

#

I was hoping to find out how to run a test level from UE or a build on it too

plush yew
#

hello

#

I lost the viewport

#

can someone help me find it

plush yew
plush yew
#

oow, try to open the viewport number 2 and do the 1 away ?

#

dont know

#

then i dont know it sorry

#

the viewport option dissappear
when I close the blueprint

#

and when I open it I again I dont know how to go back to the viewport

dry wharf
#

how to can i add proximity voice chat to my game

stray drift
#

<@&213101288538374145>

buoyant graniteBOT
#

:no_entry_sign: I am your lost DAD#6108 was banned.

marsh quarry
plush yew
#

thats just the default UE5 gizmo

#

didnt know there is a gizmo plugin does it allow you to have it where your objects origin point is on export

stray drift
#

For adjusting the sun - ctrl+l

plush yew
#

because opening a static mesh to find it a mile away is getting old

plush yew
#

im having dumb shit problems

#

@plush yew

#

Hi

#

i couldnt find the gif where he says dumbshit

#

Lol

#

but whenever i hear someone say it i instantly think of kuze

#

thats his favorite word

#

I dont know how to open the blueprint editor
and then open the view port

#

rip

#

the viewport dissappear

#

try moving the bluprint editor to the right

#

like move the window

patent plinth
#

basically my widget is not displaying in the viewport whenever my health reaches 0.. I don't know what I did wrong here

plush yew
#

no

#

there moved to the right

autumn flame
# plush yew

Window -> Load Layout -> Default Editor Layout

plush yew
autumn flame
#

Did you do it in the BP?

plush yew
#

yes I did it in the BP

#

sooo

#

how do I get the viewport now?

autumn flame
#

Open Full Blueprint Editor

#

Click that

plush yew
#

where

autumn flame
plush yew
#

found it

robust marten
#

Are there any freelancers for hire who actually work with Unreal Engine blueprints or is everyone just a music composer and artist? Jesus Christ these people are bloating the Freelancer-For-Hire channel…

plush yew
#

but

#

when I open again

severe crater
#

hey a question to anyone.
is multiplying something by DeltaTime enough to make it frame rate independant? I would think so as it makes sense but I've heard that there is some work behind the scenes which makes it impossible to be completely accurate in this method, however this might just be false.
If not, would anyone recommend using substepping to achieve this? The thing I'm trying to integrate this is into an interpolation regarding camera recoil.

#

I mean you could possibly just a feature in the final build and not in another branch or have some kind of temporary admin system (not sure what you would want to use the check for) which you could "log into" if it's something about debugging you want to achieve.

#

but otherwise I don't know of that

digital anchor
#

pie: GetWorld()->WorldType == PIE
unpackaged: #if WITH_EDITOR

severe crater
pearl sonnet
#

should be enough

#

frames are variable, deltatime is your constant

gleaming lotus
severe crater
#

welp too late

gleaming lotus
#

whoops

severe crater
bitter iris
#

how comes ue5 runs like crap

#

tried to optimize it from guides but fk me cant do anything

vale scaffold
#

Hi, can you help me please, is it possible to change the navigation principle in the unreal viewport to a blender-like? So that you can rotate around the object by pressing the mouse wheel, approach the object with the control and the mouse wheel, and move along the view with shift and the wheel with the cursor?

pearl sonnet
bitter iris
#

im on a 5950x an a 3090

#

an runs like crap

pearl sonnet
#

yea it's wild, hopefully it gets better

dry wharf
#

how can i had proximity chat

dry wharf
#

can someone help me i am having this error

#

its no scam the link dont worry

#

i cant download the video to send here

flint dagger
#

It's worth describing what it is you're trying to do and what you've done so far. @dry wharf

dry wharf
#

i am trying to put sprint on my game

#

and the character

#

seems

#

lagging when walking

#

or sprinting

flint dagger
#

But your player controller looks to be jittering and not moving in the other view. Looks like a replication issue.

dry wharf
#

but only happens with the player that enters the server

#

the hosting one is fine

flint dagger
#

I'm not a gameplay programmer, or familiar enough with Multiplayer though. Sorry I can't help you more.

dry wharf
#

thank you

flint dagger
#

(Oh and I'd suggest using something a little more trustworthy to capture. Maybe use OBS and just drop the video as unlisted on YouTube instead. Phishy links are very phishy.)

dry wharf
#

ok

#

sorry

flint dagger
#

No problem, just a suggestion for the future ^^

median surge
#

are there ue4 game challenges, like make a game about space in a week etc?

dry wharf
#

here is the video on youtube

#

if someone can help

pearl sonnet
#

jeesh, something as seemingly simple as loading and displaying a seemingly simple PNG with an alpha channel, into the 3d world,
is giving me a hard time

bitter iris
#

@drowsy snowidk why youre linking that when this is also for ue5, ill go to there but ill get no real answer

timber dirge
#

hi

#

i am having issues with rebuilding plugins for unreal engine 5

#

can someone help?

lone burrow
#

Hi, after I close the editor, unreal still showing on Task manager for a while and uses all my second Drive. But the engine and the project are in my first drive C. What the engine hell doing after closing?

twin spoke
#

Hello, idk if anyone reads the intros or not but I was wanting to know if anyone has any good beginner projects i can start on. I am only interested in creating scenery rather than games. I watched Unreal Sensei's 4hr beginner guide but I still feel like i was sort of left out in open water. Just want something simple to work on that can help me improve and learn more without watching hundreds of hours worth of tutorials. Thanks!

thick herald
#

Ben Cloward has a couple of great tutorial series on materials, landscape materials etc. Otherwise I'd say use reference pictures to recreate or inspire you.

manic dew
#

guys does any1 know why the selection around the button is so big?

#

because if i make it smaller it disappears

sharp oasis
#

how can i compile in un5 ?

drowsy snow
#

Please do not crosspost across channel without prior redirect

manic dew
plush yew
#

how do you change water color in unreal?

sharp solar
sharp oasis
#

how to compile in un5

tall sorrel
# lone burrow Hi, after I close the editor, unreal still showing on Task manager for a while a...

how long is a while?

I looked at some closed forum posts and a few people had this issue, couldn't find a solution, but they said it would last for various times, ranging from like 20 seconds to like a minute. That's all I could really find, but if it doesn't last that long probably not that big of deal I wouldn't guess. You could also try to task manager close it which would work, but could also interrupt whatever process it is doing and cause a problem with your project if it is a significant process.

#

also, if it is a huge issue, you could also try backing up all your projects just in case, and redownloading unreal

primal crag
#

guys i just animated a camera actor , i am realising i require a cine camera instead now , can i correct this somehow without reanimating

kindred depot
#

myb

tall sorrel
#

is it normal for a water material to be in the bad area on shader complexity?
I assume so

I have the plane loding to just a clear material at a very close distance, but far enough back that the player can't tell

#

I tried to just set the plane polys to 0%, but it was still visible, so I couldn't just lod it away.

#

scratch that, cull distance volume, a plane is static

waxen fjord
#

Hello, where can I ask a question about Quixel Mixer and Megascans?

tall sorrel
#

yea I also have it switching like 5 feet from the player anyways, so you have to be like right on top of it to see the detail, and even with it on, and a lot of planes in the area with the water material on them there is no performance hit, even with the editor going.

#

I also completely cull it away now instead of switching the material on it to a less demanding translucency material using lods

thorny patrol
#

umm.. how do I hide this?

thorny plaza
#

How can I scale a texture when using a Material Instance?

#

I can't access the materials blueprints it seems like 😦

tall sorrel
#

or a divide, but multiply is probably better

thorny plaza
tall sorrel
#

is it a downloaded asset?

thorny plaza
#

Or are you saying to do it in the Parent?

#

Yeah, imported from Quixel

#

which seemed to mess up some of the channels and stuff πŸ™ƒ

tall sorrel
#

I'm assuming so, but just scroll down and go double click parent

tall sorrel
thorny plaza
#

I miss blender 😦

#

is it not possible to expose the B input as some sort of parameter / variable?

fierce tulip
#

just add a variable (scalar)

#

hold down S and left-mouseclick somewhere.

rose trail
#

Hello! I was hoping I could get someone's opinion on a RTS level generator I'm currently developing. I'm approaching it via voxel terrain generation, similar to Minecraft, as to avoid a tile based approach. Does this sound alright? The outcome I'm looking for is similar to Red Alert 2, AoE2 or even Starcrafts 2 terrain. Thanks!

tall sorrel
#

is there any downfall to runtime virtual textures?
currently watching a ben cloward video, and so far this sounds like a match made in heaven for my landscape material

autumn flame
#

Mostly limited texture sizes (1024 max)

#

But overall more upsides than downsides

#

Especially if you have a complex landscape shader

#

My FPS improved by around 50 just by using it and with it came the very nice ability do blend meshes with the Landscape Mat

#

And you can use Virtual Heightfield Mesh for Displacement which is very nice too

tall sorrel
#

yea my landscape mat was already creeping into brownish area, not quite red, but close, and I still want to add rain puddles to it, and I figured that would probably go ahead and push it on into the red

tall sorrel
#

nice, I'm gonna be here for about 10 minutes, gotta compile every... single... shader...

edit: which makes sense

autumn flame
#

Probs cause since it's a Mesh it will work with Nanite in UE5

rocky epoch
autumn flame
#

Just the max texture size for a landscape layer will be 1024

dry wharf
#

help please

#

Hello, i am having some trouble with the multiplayer, eveytime I open a server the other players vibrate when walking to the sides or back, i have a video that shows that can someone help me please

autumn flame
#

Can't say anything without code

frozen pond
#

dunno why but orient rotation to movement don't work on clients - only on server

drowsy valley
#

unreal engine makes me weep

blissful trellis
#

dumb question but is there a UE4 version for raspberry PI computers?

frozen pond
blissful trellis
#

oh

drowsy snow
plush yew
#

Hello, I would like to ask you about making an Unreal Engine game. Do you only use C++ for the frame and blueprints for elements such as design?

#

Is it inefficient to do everything in C++?

drowsy snow
drowsy snow
plush yew
#

I want to code 80% of the game. So should I go for another engine?

#

Oh, so is it possible with C++ 80% Blueprint 20%?

#

I don't like blueprints I will make an api that writes like coding like blueprints later

#

thanks

frozen pond
#

Blueprint Nativization will not exist in UE5EA. Projects that leveraged this feature should not see any changes or need to receive any modifications in order to function properly, though performance may be impacted. If this happens, developers will need to take other optimization approaches.

flat axle
#

how do i get real time updates with visible variable changes without event begin play?

frozen pond
#

what are visible variables changes/

flat axle
#

i think i figured it out. construction script. at least that's what I'm about to try

#

variables that you set to visible

#

life a boolean or enum that you can change on details panel

frozen pond
#

you mean child variables ?

#

in child BP from parent ?

flat axle
#

yeah i guess thats similar to what im trying to do

#

basically trying to change a parent to a child with a visible enum in the details panel, i think

frozen pond
#

you mean this stuff?

flat axle
frozen pond
#

you just change them as any other variable

flat axle
frozen pond
flat axle
#

i want the materials on the die to switch pending on which enum i select, before i hit play

frozen pond
#

you change it on map

#

just get that value and do switch on enum

#

connect that to on die event

flat axle
#

right, but i want it to update before i hit play

frozen pond
#

you need to make widget that change it using casting

#

aka combo box probably

flat axle
#

and it will real time update in the editor?

frozen pond
#

you would probably make it as parameter for character spawn

#

so you spawn character with team parameter

#

in details panel use this

#

and you will get something like this

flat axle
#

yeah but what about to the left of that node

#

how do i get it to change without hitting play

plush yew
#

Does Unity have a concept of a blueprint?

frozen pond
frozen pond
flat axle
#

construction script? thats what im building now to see if thats what i need

frozen pond
#

construct script fires before begin play

flat axle
#

ty ❀️

frozen pond
#

thats dumb idea

flat axle
#

how come

frozen pond
#

construct script will allways override your changes lol

plush yew
frozen pond
frozen pond
# flat axle how come

you need to cast from widget to blueprint, or create blueprint interface and change it

flat axle
#

The changes I want to remain constant though pending on which i choose

frozen pond
#

just create widget, and when pending remove it from viewport lol

steel bramble
#

Guys I have a problem. I have 2 arrays, one is a text array and one is a slate color array. I want to generate a random entry in this 2 arrays and have them connected. For example I generate the third entry in the text array and I want to get the third entry also into the slate color array. But when I do so, it actually gets another slate color instead of the correct one. Can anyone help me?

frozen pond
steel bramble
#

I don’t know how to use them, could you please help me?

frozen pond
plush yew
#

Ah, the settings are the same anyway. In Unreal, the name Blueprint was just added.

steel bramble
#

Thanks everyone for help. Good night or… i don’t know your time zone πŸ˜„

frozen pond
#

@steel bramble

steel bramble
#

How did you make the lines so straight ?

#

Oh ok

frozen pond
#

full code

#

as maps have 1. key and 2. value

plush yew
#

Unreal Blueprint Naming added. But Unity doesn't have such a name, so you have to set it up the same, right?

frozen pond
#

Looking in future: struct probably would be better

steel bramble
#

Isn,t there a node to get just a random entry in the map?

#

Without having to generate it from an integer?

frozen pond
#

expect you eliminate way to have mistake as you have all config in one place

plush yew
#

Do you have the same concept name as Unity's settings and Unity's blueprint?

frozen pond
#

Consider that MAP can have only 2 variable types, if in future you will be needing more stuff array of struct would be better

steel bramble
#

Ok

pearl sonnet
#

anyone know a workaround for the problem where you use mouse x, y for pitch, yaw
and you go over a certain point, it sorta flips on you and the object starts spinning out of control?

steel bramble
#

I just needed that to get random roles with assigned colors

flint dagger
frozen pond
#

struct way

flint dagger
#

Oh sure, slightly sleepy. :p

steel bramble
frozen pond
#

and you can add moar stuff to it

#

you can have like 10 settings in it

flint dagger
#

Looks like I'm not the only one who's sleepy, "Radnom" ;p

steel bramble
#

Good. Thanks all 😊 good night

frozen pond
steel bramble
frozen pond
#

i didn't know that one, whats the node name?

flint dagger
#

Yeah Im not familiar either.

#

Oh cool, helpful :3

frozen pond
#

ALL MY LIFE WAS A LIE

flint dagger
flat axle
# frozen pond

In this diagram is BEGIN PLAY the same thing as clicking the play button? I can get event begin play to work, but i cant get it to change in the viewport

#

how do i get it to update in the editor, before i click the button

flint dagger
#

Begin play is triggered whenever the actor is spawned in a level, in both shipping and PIE (Play In Editor).

frozen pond
flint dagger
#

What do you mean "update in the editor"?

#

:p

flat axle
flint dagger
# flat axle

So it seems like you're trying to do something in Editor, without hitting play. You want to do this in Construction Script.

flat axle
#

I tried that but it didnt work

frozen pond
#

show full code

flint dagger
#

However, Construction script has it's own issues. It will not update unless something changes on the actor, it's transform, moving it around or doing anything with it.

flat axle
#

oh

#

well that might explain it

flint dagger
#

You can wrap it in a function, and in the details of the function there is an "execute in editor" function, which exposes a button you can click to the details panel.

flat axle
#

let me see if that was the issue

flint dagger
#

...Actually that might not be the correct term. Someone correct me.

frozen pond
#

dunno what this guy is trying to do

#

really

flint dagger
#

Call in Editor?

plush yew
#

it's just a plane with tessellation?

flint dagger
#

He's got a construction script. Looking to set a material depending on a choice. It appears he wants to have it update in the editor.

flat axle
frozen pond
#

but when, before player spawns, or after, does character is in world already or no?

flint dagger
#

But the condition for that is either the actor is updated, moved transform etc. Or, he has a button exposed to the details panel to click and have it update.

frozen pond
#

you can trash all set nodes

flint dagger
#

...Also why is it called "Construction Script 1"?

flat axle
#

didnt know what to label it as until i got it working

frozen pond
flint dagger
#

Yeah, drag off material on the set material node and use Select instead.

#

Allows you to specify a different material depending on the Enum you provide.

pearl sonnet
#

😩

frozen pond
#

that nodes takes only ram and does nothing more

flint dagger
#

...only ram?

frozen pond
#

if team select is set to team 3, setting variable to team 3 does nothing

#

when you want this to fire

#

when character spawns or die ?

flat axle
#

there is going to be 9 dice per team

#

i want to edit what dice i place by just clicking or selecting boxes

#

so i can switch it quickly in editor

flint dagger
#

General, I think it's better you answer Lover's question.

#

When do you want it to fire? In game? In Editor? When customizing?

frozen pond
#

in editor: place actor on map, and then set it on panel

#

and on variable set eye icon ON

#

then you can have 5 actors with diffrent values

flint dagger
#

I mean.. He has already done that, no?

#

It's made in construction script, and both enums are already exposed to details.

frozen pond
#

you need to change variable then and move character a little bit so scrip will fire again

#

dunno why its script1 tho

flint dagger
#

Yeah it's weird that it's script1.

#

But @frozen pond is right, you need to change the parameter, or move the character to see the value update.

#

(The reasoning is because you can't run loops and Construction Scripts only fire once as a protective measure)

flat axle
#

so I have to piolet actor or just move it?

#

ill try both again

#

updated it to this

flint dagger
#

I think whatever issue General is having, is because of that "Construction Script 1" I've never seen that before.

frozen pond
#

still it may not fire as it script 1

#

move that stuff to first one and check there

flint dagger
#

On the left side General, do this in Construction Script. Not ConstructionScript1.

flat axle
#

got it

flint dagger
#

My gut feeling is that you've duplicated the Construction script, and you are never calling ConstructionScript1. So it's never called.

flat axle
#

you were right

#

i got it working

flint dagger
#

Yay! ❀️

flat axle
#

thanks so much @flint dagger

flint dagger
#

hehe I'm glad to help :3

#

Thank the others too tho ❀️

flat axle
#

ty everybody that helped XD

flint dagger
#

Team problem solving at its finest. :3

#

Also, today I learned you can duplicate Construction Scripts. Odd.
Edit: (and never call them)

#

Sure, but how? Did General just create a function called ConstructionScript and it auto-renamed to ConstructionScript1?
Or can you literally right-click duplicate. :p

flat axle
#

both but i think i just messed it up

flint dagger
#

Interesting!

flat axle
#

it might actualy still work if you dupe it, let me try

#

yeah it does

flint dagger
#

I wouldn't think it would. A blueprint can only ever have one ConstructionScript. I think that Lorash is correct, it's just a function with the same name.

flat axle
#

but it will say userconstruction scruipt

flint dagger
#

Oh I see, cool, good to know :3

flat axle
#

i think it will execute the main con script first though

flint dagger
#

But yeah, if you hypothetically wanted a second Construction script, e.g: UserConstructionScript_0. You would have to add that into your original Construction Script for it to be called.

#

Damn, now I have to open the editor. This is super interesting. xD

flat axle
#

im not really sure what utility a second construction script would have though, they basically fire at the same time

flint dagger
#

It wouldn't have any other extra utility other than what the engine already provides.

#

You might want to do it to separate and organize code. But at that point, you can just put your code in functions, and separate them that way, then call in Construction Script.

flat axle
#

its not updating now, weird, ill leave it on the main con script

#

right click duplicate

#

hmmm

flint dagger
#

Gotta love that API documentation.

#

Not even sure "and do other setup" is correct grammar.

#

Okay so, AActor also has OnConstruction, which is the event used when actually doing Construction Script work in C++.

#

In Blueprint, I would guess this is also the same implementation... Wait.. hmm..

#

Now I'm confused, or having a crisis. :p

#

OnConstruction says "Called when an instance of this class is placed (in editor) or spawned."
How is that different from UserConstructionScript?

#

Or are both functions the same. Why are there two?

#

lmao of course it is.

#

Unreal, Abstraction for the sake of abstraction..

#

Jesus christ.

#

WHY.

#

At this point I'm willing to bet that 30GB worth of symbols in Unreal is dedicated purely to duplicated or irrelevant functions..

#

So okay, I'll stop being sarcastic.

#

Realistically, this is just another step in the construction process, right?

#

Oh, okay. This is not the rabbithole I expected to fall into tonight.

#

Riiiiiight.

#

Sure, it makes sense. Because BP basically being a VM, at some point it has to pass it to C++ for it to be established.

#

..I think?

#

I might be making shit up, the magic behind the separation of BP and C++ is basicaly still magic to me.

#

Okay cool!

#

Yeah that makes a ton of sense.

#

Weird to learn all of this from "ConstructionScript1" :p

flat axle
#

sorry XD

flint dagger
#

No friend, it's actually really cool :3

#

As a tools dev/tech artist. This is the type of stuff that gets me super interested.

#

I love figuring out how the engine works more than I do making games.

#

Yes!

#

The Unreal Engine cat empire will continue ❀️

pearl sonnet
#

i need to find a girl pfp

flint dagger
#

hmm? ^^

#

Oooh. @plush yew tried to friend request you, seems like I can't.

pearl sonnet
flint dagger
#

Not all, totally understandable. @plush yew

flint dagger
pearl sonnet
#

must've gotten washed away
so you're suggesting solving rotation manually

flint dagger
#

Yep. quaternions. Alternative you can just clamp rotation. But if you're looking for 6-dof, quaternions.

pearl sonnet
#

alright

flint dagger
#

Same. 30% is easily just cute pfps. Which, to be fair Stealthy. You have one. :p

#

I just have me, because I self-identify with my brand. I own it. :p

#

Yep, my YT, Medium, Twitter.. All of it be Codekitten. And Codekitten be me, so.

#

To be fair, she is adorable. ❀️

#

Who wouldn't want to see that beautiful kitten.

#

hehehe, I'll take that ;3

#

I will never be as fuffy as actual kittens. Including my new little one, just adopted a 2 year old a month ago ❀️

#

Let me get them ready for you ❀️

#

I fully accept this law.

#

Posted! :3

neon wedge
#

Is unreal forums a good place to get help?

bright sigil
#

yeah, might take some time

#

here is also a good place

plush yew
#

Hi all

bleak zodiac
#

hullo

neon wedge
#

Hello

#

I was gonna ask which assets are great to use, because there is alot of them

plush yew
#

I just watched a tutorial to open a door by pressing "e" the idea is that I wanted to know that when he opens or closes the door he does not touch it I would like him to have a type touch with that hand it goes in the direction of the handle do you think that it is possible to achieve it with the BP ?? Thank you

prime willow
#

@drowsy snow So

#

How does one make their mesh have physics

#

i noticed everything just merges through my mesh hair clothng etc

drowsy snow
prime willow
#

o.o

#

i used multihex version

drowsy snow
#

And in most cases, the collisions don't even have to be accurate, just approximately fit the body

prime willow
#

i used hex thingie so the skin is 100% covered

#

yet my groom and hair and clothing just ignore thebody

#

is there an option i forgot to click?

#

this is what im getting

plush yew
#

I just watched a tutorial to open a door by pressing "e" the idea is that I wanted to know that when he opens or closes the door he does not touch it I would like him to have a type touch with that hand it goes in the direction of the handle do you think that it is possible to achieve it with the BP ?? Thank you

#

Nobody ??

flat axle
#

@plush yew are you talking about playing an animation where the static mesh touches the door with its hand?

#

does anyone know how to fix the glitch that wont let you delete a folder or when you rename a folder it creates a copy of itself with the new name?

twin prism
#

uh
how do u do delete this
everytime i delete it
it comes back
i want to keep navmesh
but not recast navmesh default

bleak zodiac
flat axle
#

@bleak zodiac just tried both, no luck

twin prism
#

any1 know what this means

flat axle
#

@plush yew that worked, didnt think to check again thanks

prime willow
#

so

#

my physics are affecting where my groom can be

#

however capsule seems to make the groom move away

#

whilst multi convex

#

lets it sink right through the mesh

#

is there a way to make multi convex be solid?

#

so nothing moves through it

kindred depot
#

does anyone have an idea what could be causing this? I have a red glow that's making me mad af... Should i remove my lighting and redo everything?

bright sigil
#

looks like pp bloom

stuck jasper
#

Hello, we are a company/team of mobile game developers we have our games on android and soon we will branch to iOS when our android games go big, if you would like to join our team of developers, artists and many more and wanna be something in the future message me

kindred depot
#

post process bloom hmm

grim ore
#

almost like your exposure is too low so its having to blow every other light out which is amplifying that effect

plush yew
#

Anyone here can help me about little animation problem about blend space ? I am in the Unreal Hangout voice channel

kindred depot
rough birch
#

Out of curiosity, is there any particular reason as to why Unreal doesn't actually let me delete anything without going into the project folder in Explorer and deleting it there?

#

I feel like I should be able to delete things from within the editor

#

Tried deleting an asset in a directory from within the editor; it disappeared and I ran fix redirections but it still exists if I look at the directory in windows explorer

#

Tried deleting the directory itself from within the editor, received a prompt asking if I really wanted to, and I confirmed. Nothing happened. Directory still showed up in windows explorer

#

The only reliable way I've been able to get assets/directories to actually go away is having to go through windows explorer and delete it from there.

#

This feels absolutely asinine

prime willow
hollow lake
#

Couldn't really find a channel that fits this:

Hi, me and my brother are trying to use "Multi-User Editing" we've followed the documents instructions on how to set it up, and yet we are still unable to find each others servers.
What we've done

Copied same project to each others drives
Turned on multi-user editing on both machines and restarted
We both enabled the multi-user toolbar and changed names and colours
Connected to the same network
Within "Project settings/UDP Messaging" we changed the unicast endpoint to our IPv4's
Adjusted our windows firewall for UE Editor and UnrealMultiUserService to both be enabled on public & private networks

Yet, no servers are found

https://cdn.discordapp.com/attachments/566314892236292098/929913604998852648/unknown.png

plush yew
#

I have compiled a list based on the question I asked today. After all, C++ is responsible for the functionality, but are you making it for Blueprints?

#

In the end, animation and vfx visuals are done in blue print, so I think c++ is all about functional production.

stuck jasper
plush yew
#

I need an accurate answer because I will risk my future.

kindred depot
#

new issue does anyone know why there is these like trails happening behind my bug ai?

prime willow
#

but a mix of two is best

#

any idea guys why multi convex doesnt work for collisions

#

i cant even find anything about how to make it interact like collsions normally do

plush yew
sage bane
#

Hello,can someone help me with rigs...physics auff

prime willow
#

same lol

sage bane
#

I mean like

#

When i export from blender,there are missing bones

prime willow
#

what

#

use better fbx

#

it might fix some of that

bright sigil
sage bane
#

._.

#

Uh

#

I pressed A

#

And i use blender

#

What else anyways

bright sigil
#

so the skeleton is what? your own?

tardy hedge
#

So adding movement input with the axis values seem to replicate without needing to send to server, however the move to location or actor node does not replicate is this intended or am I doing some thing wrong

flat axle
#

How do I overlap textures in material editor (one texture with invisible background)

bright sigil
bright sigil
tardy hedge
#

Yeah but it doesn’t need to be set by server unlike the the move to location bp

flat axle
#

one in front of the other

#

i figured out different versions of blending, but i need one infront of the other, like some way to put them both on then edit z index

sage bane
#

Its a bull model

#

Also ping me,not message normaly-

bright sigil
flat axle
#

Is there no way to do it in material editor? @bright sigil

bright sigil
shy berry
#

does anyone know why little pop ups dont show, like i can see them open but i cant see them

flat axle
#

nvm i think it didnt save with transparent background, ill edit and get back

sage bane
#

@bright sigil so..uh ..how do i deal with a custom blender rig

bright sigil
# sage bane Its a bull model

alright, ill be asking some more questions. So its your own skeleton, you brought that into unreal and thats where youre stuck right?

sage bane
#

Yes

#

The physics stuff

#

The thingies are too big and has some missing ones

bright sigil
#

what generates as the physics assets is a dice roll

#

you'd be editing what generates

sage bane
#

Hmm

#

So

#

Why the missing bones

bright sigil
#

well you said missing physics colliders

#

bones are missing too?

#

it may not generate a collider for every bone

bright sigil
sage bane
#

Hmm

#

Thats a thing?

bright sigil
#

you should be importing it first as a skeleton, but that sounds like you are doing it because a physics assets is being made

bright sigil
#

usually you get a mesh, skeleton, and physics asset when importing for the first time

flat axle
#

okay @bright sigil I'm pretty sure it has transparent background and is still merging the two textures instead of stacking them