#ue4-general
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the alpha works like a mask - black for A, white for B
but does the skeleton asset have all the bones?
got it! thanks @bright sigil !
ive noticced my outfit and groom just merges through my characters mesh
when i use multi convex physics
but it doesnt when i use basic shape any idea why this is the case?
as i said, it does not generate all and you may not need all. you can make colliders and edit here
you can see more of the skeleton by changing the Options settings at the top
what you are looking at are the colliders and the bone name is used for them to identify which they were created from
Hmm
So what do i need?
I mean which ones
Not many great examples of loading stream levels from c++ out there, are there?
which colliders? of a custom rig you made? that you have control over editing?
?
Does anyone have advice on how to prevent this in my character creation menu? Basically whenever the user resizes the window it shows too much of the scene, especially if the window is is a strange size. Constraining the camera aspect ratio doesn't seem to help either.
I'm a C dev by trade, Unreal is a hobby, so not used to all this ui stuff yet.
How do i edit the colliders
select one
Then?
move or scale or rotate
yeah
Alr then
anchors
After that its basicaly a successful import riht?
i guess so
How do I set one of the textures of a material inside of a blueprint?
;-;
you convert it to a parameter so it can be accessed as a param to be set
The thing is though it's not just UMG, I'm spawning/removing characters in the scene which is essentially two planes, one with a background image material on it.
havent forgotton about you, just not sure what your asking or i dont know ๐
xD
So if the window resizes it shows what's outside the plane, and if I constrain the camera aspect ratio it just shows black bars around everything instead of scaling
im trying to use non capsule shaped physics setups via single or multi convex in the physics asset but my groom and clothing jsut melts through the entire body
unless i use the basic balloon shaped capsules
not sure then, usually when i resize it just crops while adjusting ui
convert as an object refrence?
i would imagine those kind of sims play with simple shapes and not mesh colliders then
sounded like you were using custom colliders no?
setup a dynamic material instance in your bp then access that DMI to set the texture parameter. I think doing it those way will also mean you need a texture object plugged into the texture sampler
i think single convext hull is the same as custom mesh data
oh
could be wrong, havent done that much with cloth sim
i see
i remember working with simple capsules and how restrictive the entire system is
yeah, thats the annoyance of it
i dont know
the cloth sim is limited in general, the type of sim should not be full body or things like shirts
its more like for hanging things - capes, partial skirts, etc
never used them before
ah
Tyx @Conrad#3555
uh, sure thing
So I have a multiplayer lobby set up and working but was thinking of having a 3D widget in the world that would display the widget and update as players joined. I did some looking around but wasn't able to find much. Anyone have a direction? Or tutorial?
Hi
Any suggestions for tutorials for a person just getting into game development in ue4
channel pins
wdym
https://gyazo.com/f8d3f3251c6a5f4c35daaccf3566b174 Thats what he means
oh thx

i have learnt python
ok thx
i always say - that is up to you
but you might end up using both tbh
how tho
both will be a learning deal and you will no doubt use both
^
no thanks?
Hi Everyone, I am hoping someone can help me with a problem I am having. I am working on a Zombie Survival game using Modern RPG and have implemented the Ultimate Hit Reaction Component (using the built in Zombie) I have everything working EXCEPT I can't get the Zombie to deal damage to the player. Modern RPG uses an Actor Component to store Character health. I am having a hell of a time trying to get the Zombie to kill the player. Any help would be greatly appreciated!
It turns out this was only a problem in the new editor window (pie). Doesn't happen on standalone.
aha
I almost hate it how often as a dev I bang my head against something for hours and it turns out to be stupid simple
It's actually never the hard mathy/logic stuff
Then again I mostly work on stuff with no UI and I'm not a game dev, so I'm out of my element without a terminal window
lol
is there a way to change my capsule shapes without it always scaling in all 3 directions at the same time?
Does anyone have a fix for drop down menus instantly disappearing or going black? (I don't want to do driver rollback or registry stuff)
i dunno, i thought you could do it per handle
verify engine? i dunno
https://nvidia.custhelp.com/app/answers/detail/a_id/5157/~/after-updating-to-nvidia-game-ready-driver-461.09-or-newer%2C-some-desktop-apps I had the same issues. This worked for me
I'd rather not do registry stuff. Just my preference
Then I'd say rolling back the driver will be your best option
Sorry missed the registry bit in your original post
Its ok, I might just do the registry file as rolling back drivers is also not really an option as I want those for some of the games I play as well
as long as you can revert the edit back it should be fine
Was a pretty simple edit from memory
Any good C++ tutorials for beginners
tysm
in your gamemode, you can bind to the OnPostLogin event and do what you need to do with the widget
I do that with the widget the gets added to the view port but I can't figure out how to access that same widget but it's in the level
How can I make landscape puddles stand out more, I have normals flattened where they are at, I have them looking like water, I have wind ripples in them and rain drops, but they still look sorta flat.
I was thinking about turning displacement and tessellation on because flattened displacement and bormals would look really good with that, but it kills performance, so idk
puddles are going to look flat though, they are pools of water
yea I know, but I mean the ground, like a transition from flat to flat doesn't look very good, I'm thinking about adding very slight displacement and tessellation that falls off like not even half a foot away just so when you are very close or standing in a puddle it looks better
my foliage will cover the transition line, so by literally not even a half a foot, I basically mean you almost have to look straight down to see it, idk i'll have to play around with it
i think it would look fine with bumpy normal textures around it to contrast, care to share a screen shot?
hey fellas
im noob
tryna pick up UE4 for now
initially i did the 4.27 but i wanna run the hohurofcode asset
and i get this
i already installed 4.26
but i need help to get this up and running
any suggestions would be appreciated
thank you
well did you? ๐
you've tried the launch button?
asset?
oh ya that then
did you move it?
move what to where
i created the project i just cant open it im assuming based off the error message its trynna run it via 4.27 but that particular project is only compatible with 4.26
it should open regardless or tell you that it is of a different version, but do you have 4.26 installed? i assume so
alright so launch it from that button
oOOOh okay got it
i guess i was just following the tutorial and it told me to double click the project
but i see it now
yeah, you did it all right, but i guess something bugged
my guess is something with the uproject file since thats the pointer for it
but Launch will open the editor then you can choose project
i guess its a workaround
unless you know where the uproject is, you can see if it launches from that
thank you for that Conrad
or should i say
comrade
sure thing
yepyep! gna run thru those too, thank you!
yea in a bit, got some work I gotta do on something else
I made my gamestate with all map variables and everything runs fine, except im getting red errors saying tmaps are not replicatible, should I worry or is maps fine
are you doing mp?
yes
sounds like a problem
im mapping the player ids to structs I can reference them fine just get errors that are null I assume
but i guess if you're not replicating - maybe its okay if its server only stuff
yeah im storing my combat stats serverside only since the server does the battle calc
red errors usually important though lol
Also is there an upper limit on how many structs I store on the server I have some heavy structs im storing in arrays on the server, is this a problem
you asked in mp channel?
not yet Ill repost
check the top left - it says Right
@bright sigil here it is, I haven't optimized it for the landscape yet, so puddles stretch farther than the player can even see.
edit: this is obviously just a test level
heyo
so i was playing around
but i clicked some keys by accidenty
and all my light actors dissapeared
how do i undo that
ctrl Z doesnt work
the light actors still have effect but i cant see where they're placed and mess with them
I want to bind some actions to CAPSLOCK (sorry, caps ๐ ), but I'd like to prevent it from being enabled, just act as a normal, standard key. Is it possible in UE?
it would help if you send a screenshot of where the problem is actually occurring in your previous screenshot
lighting has nothing to do with being able to play or not
yeah idk i like literally
clicked some random hotkeys something along the lines of alt, z, control, or something else
the problem is when i click "play" i usually can go into the character and move around
but right now i cant
for reference
this is the honor of code project
i just closed to project and unsaved most but
now im back to this
lost all my mess around terrain work but idc
but the lights stayed
and the only error message i got
was literally something about lights
what i realize is theres an X on one of the lights
thats because you have too many dynamic lights overlapping each other, and thats giving a warning that there could be performance issues
not sure the amount
but your route issue is your error is complaining about not having initialization when you try to access it.
so somewhere maybe in the gamemode on that level you somehow removed a reference, if it uses a gamemode, which im not sure if that would effect it, but just having an error and not knowing where it is at or what it looks like, all that can really be explained is what that error means
don't have any spotlight near each other, or they won't able to bake the lightmaps even stationary, put them distance
mmm i see okay good tips with the lighting stuff
but yeah
ima assume whatever it is i clicked, i deleted or changed something important accidentally
so ima nuke this project and start from scratch
its just teaching me basics like mesh and actors etc so its no biggy
you dont have to you can click the error and it will take you to where it is if it is a blueprint
there should be a link at the end of the error
like right after where you cut the image off at
check to see if you have a value set in the gamemode on the level
should be in world settings
should be the default pawn class
you can also click the very far right link and it will highlight what node is having the error, so that can also tell you what value it is being passed and what not
can sb tell me how I can blend/animate material change eg. if you have a car and change material (not parameters) it should look like an animation from front to rear from old color to new one. it's not only a few material so a master material with some mask and a bunch of instances would not really work.
i'm pretty sure it doesn't require it to be in the world (outliner), but try that just in case, idk how that project is setup
never used it before
you looking for lerp?
try what exactly? sry
not sure
like drag a pawn in?
if the case is i deleted the pawn then its clip
yea but lerp what? I would need to lerp a complete material with another one. not only texture/color etc
material functions
hm thats. a point. so a mat. func. can output a complete material...that could work - thanks ๐
still - hoped there is something builtin like setMaterialWithBlend ๐
yea also with a material function you'll have to mask to use it with a lerp, but there are blend material functions you can use that do different things, I just wasn't sure your exact situation, and didn't know if you had heard of a lerp, and I am pretty sure the blends can take in full materials, but they also add a lot more calls
I'll look into it. maybe also an automated baking material to texture and then using this to lerp. I'll see - thank you all!
ima just nuke haha
thank you again appreciate it

btw , in the tutorial, the dude can use the button "N" when selecting an actor or whatever, and it'd be placed down to the floor quickly. that button doesnt seem to work im assuming its cuz it was an older version of unreal or something. anyone know what button that might be ?
i am not able to find one blueprint feature COLLAB VIEWER in this list in UE 4.27
how to get that
Hi all. Can anyone please help with a landscape albedo texture to apply correctly ?
hi guys
I am trying to install unreal 4.26.2 from source
and it gives me an error
anyone can help me out
I guess you need to use COLLAB VIEWER template. create a new project with the template and migrate things over you need
I have hundreds of doors and windows assets for my building and I'm placing them all by hand. Is there an easier way? I have been alt tabbing back and forth to blender to get the coordinates of each door and typing in the exact xyz coordinates. For common areas I can duplicate and use delta transform but if there's an easier way to snap assets to static mesh vertices or something that I'm missing that would be amazing.
most likely not without an log
where can i see log
in your project directory under Saved/Logs/Projectname.log or something
Hey there! Can anyone plz help me with my basic problem? My HUD overlaps my main menu and and I don't know how to solve it. I've tried Z Order but nothing changes. The menu is a level with a menu add to view port under level blueprint. THX
Can anyone tell me how to get rid of the overlapping HUD from the menu screen plz? THX! a lot ๐
Honestly I am pulling my hair out trying to solve such a basic problem
Plz help me I feel like such a n00b asking but my project has come grinding to a halt! ๐ฆ
Hi. i'm looking to emulate the look of a real vintage camera lens with unreal engine. A slight overall image distortion, sharp in the middle but blurry on the edges. Any way i can achieve this ? Thanks
It's okay I SOLVED it!
I would like to do something similar. I think you're looking for a post process material...I asked this in the #graphics channel this weekend for something similar...
I recently made some stylized grass, would anyone be able to point me in the direction for making a radius based 2d fire? Much like a pyro attack from Genshin Impact?
Hey there devs!
As in fire propagation or what?
No I don't want it to spread if that is what you mean
I am trying to make a laser attack that will "light" the grass around it on fire
Thanks. I was more thinking of something that truly emulates the lens distortion and blur, instead of a post process filter
hi. for FPS melee trace, which one do you prefer a line trace, sphere trace in front of the player, a box/capsule trace or socket trace molded to the weapon and follows the movement? Of course a notify is sent within the actual range of the attack. Thank you
Hi. I got unreal engine 4.27.2 today and I am trying to follow a tutorial on youtube. I accidentally hit the close button on a window at the left side of my screen that allows me to place geometry and actors, but I don't know how to get it back. How do I get it back? The screenshot attatched with this message is taken from my pov in the editor
This is a screenshot of the menu thing I accidentally closed
Go to window, Load layout and load the default
Any reason why this shouldn't be working?
Ignore the mapping name, im just testing
I have it now. Thank you very much for your help :)
All good man
Yeah that's beyond me...
Is there an "equivalent" to BeginPlay that I can use which will run in editor (not play-in-editor, but if I want something to happen when something is dragged into the editor)?
Is there a way to get better fps in the editor? My gpu and cpu usage is 7% and 17% respectively. I assume it caps that to save resources. Instead i would like it to pump more fps out in the viewport. I'm having an awful 8-20 fps.
There's no single cpu core reaching 100% usage, i really can't see any hardware bottleneck here
Hello! So I want to add mega scans to my scene, and I am using the Bridge plugin but its super laggy and buggy it isn't working to well. I installed the Bridge app through the exe that I found online, and I installed a bunch of assets. How can I import these assets, preferably automatically.
Please ping me if you respond!
I watched tutorial and person said "I'm going to do sometime i've been advicesed not to do: Use tick function"
Using using tick really that bad?
There's no way around it sometimes, EG timelines and all. It's there for a reason, use it when you need to, avoid it when there's another, more efficient way to do it
I'm using a cel shader I got from the marketplace to get outlines around my objects. I added a custom stencil value filter to the material so that only objects with custom stencil value - 5 will be outlined. This is working correctly. However, the objects that are affected by the post process material are drawn over other objects like a transclucent silhoutte. In the picture, tree is affected by the post process material (custom stencil 5) and the cube is not. Tree is drawn on cube anyway.. ๐ฆ Any idea how to fix this?
Not really an unreal question but can someone tell me if changes to .gitignore should take effect as soon as it is saved? Or does it need to be added/committed/pushed first?
gitignore won't apply to already committed files, for one. It should work from the start though, IIRC
Ok. It's being a butt. I have an uncommitted file and I add the file path literally to my gitignore and it's still showing as an uncommitted file
Path relative to the gitignore file?
Yeah
Drop this in #source-control maybe
Oh, good call. Didn't know that channel existed
Are here epic mods
Hello guys ,
I want to apply datasmith runtime to one of my projects
https://docs.unrealengine.com/4.27/en-US/WorkingWithContent/Importing/Datasmith/Overview/UsingDatasmithAtRuntime/
anyone know which blueprint I should work on with this documentation ?
The mods here are pretty epic tbf
Hi, I'm currently doing research on the new USD format from Pixar as we're trying out a new modular work structure for 3D models and environments.
(For those interested in the USD format: https://docs.unrealengine.com/.../WorkingWithCo.../USDinUE4/)
Now, I've got a working local nucleus server and importing and changing the models seems to work fine enough with the Stage Actor, a bit clunky at times, but that is expected to improve once the system is out of beta.
I'm just interested since this is fairly new, has anyone else here transferred to the USD structure? I would love to hear your experiences and thoughts of it after testing it out for a while. Pros / cons?
Professional or private, I'd like to start a conversation around this newcomer in 3D technology!
Thanks!
Can you check what caps FPS in UE4? My session seems capped at 45FPS
Does monitor refresh rate influence it?
Can I adjust that in Project Settings?
On material instance I don't have any parameters that will let me change. I was following a tutorial on dynamic materials but I don't have the options hes does.
Right click the node and click Convert To Parameter?
ty @tame marsh XD
You're welcome!
found an ARRI plugin but it's not out yet. Talked to the dev and he told he's making a deal with epic to include it in UE5 release... good stuff
Looks pretty cool but isn't that a rather unfair set of comparison images? The camera movement and framing are different
hey guys can foliage painting be used on a regular mesh?
i have this mesh i made with displacement and i wanna paint some grass on it
does it really matter ? if this comes as a free plugin it's awesome
Just saying, makes it hard to compare more subtle effects like distortion
@vivid scaffoldif you want to paint foliage on a static mesh, and it has collision to paint against, then yes you can do that.
I don't even know what's the deal with supposedly """real""" lens distortion against doing the same thing through post process shaders.
Is it just the matter of using a full screen texture to control the distortion shader intensity, as opposed to procedural vignette mask?
thank you but i wanted to try other way
add collab template in exisiting project
Create a new project and migrate the content to your current project. Delete the former when you're done. Voila.
yes but main question remains unaswered
why collab template option is not appearing here
in add new content window
Because the template is not a content pack.
Answered.
ok but i thought it is default option available in "add feature or cotent pack"
i can see same in 4.26 but not in 4.27
m i missing anything
kindly guide
Longer bloody answer:
Collab Template is a late addition to the template list, but the Add New Feature feature was remnant from the ye olde versions.
how do i get material instance dynamic as an option
it looks like your talking to the material instance already
are you trying to change it on a landscape, or just a normal mesh? if so it's basically changed to do it for you
normal static mesh
you dont need to make an instance, just change the parameter or you can change it directly on the mesh like this
this is the way with an instance you create, but you dont need todo the create instance anymore. If you have the instance reference, which you might above, just set the parameter value on it as you can see at the end
oh cool! i didnt know you could do that
is there any documentation on the pak file structure?
Underground modder, I presume?
No, just a guy with a really niche need to quickly and automatically re-version several thousand files several times, and while one decent solution is to use unreal pak to extract it into a temporary folder and then use the desired version of unreal's unreal pak to re-pak everything in that temporary folder, I was wondering if I could graft parts of the header from a newer file onto an older file
can you auto search the Static Mesh for element index(s) of the source material instead of having to specify which one it is?
I beleive that is what the first one does, atleast that is what it says. It should search all materials and indexes and set the parameters with that name. I have never tried it on multi material objects tho so...
so yes, the mannequin has 2 materials on the body (boldy and chest logo), both using the same material setup technically but 2 different id's. Changing the "BodyColor" parameter changes both the chest (ID1) and the body (ID0) on that skeletal mesh so yes it should search over all materials on the mesh and change the parameter that you specify
yep and I double checked, I set up a unique material for the chest logo with its own parameter name and setting that parameter on the mesh changed just that parameter on the mesh which was on material ID1
Cool Thanks again! @grim ore
Why i have this error when try to save ..
I added a macro from macro library
Hello. Does anyone know how to have a decal appear in Sequencer? I want to put a blood splatter on a wall but I want to time it to appear after a character action. Any ideas?
I want this decal to appear at a certain time.
Is there anyway to do that? Do I need to put this actor into sequencer?
@tribal nimbus go to #instructions and post in the appropriate channel
problem is no one ever looks there
shrug that's where its supposed to go so we dont get flooded in here with posts that people dont want to see in here
not true, people use it regularly and either find people for their project, or het hired to work on a project.
if nobody is replying its either because it sounds fishy, lacks information, poorly written, or incentive. (or just bad luck)
also #rules
Anyone know how to SHOW spline points in runtime?
I know it's a command line function but I've looked everywhere and cant find it
Do you know any video tutto or channel to make system fire like RE 7 Village o Far Cry ?
With well over 50 Unreal Engine-powered games set to launch in 2022, this year is primed to be one of the biggest years for UE developers around the world. To commemorate this, we have created a video that celebrates the upcoming highly anticipated UE titles.
ยฉ2021 Daedalic Entertainment and Nacon. ยฉ2021 Co-published by Daedalic Entertainment a...
heppened when i tried to add a new texture
multiple editors open?
figured it out, was a bad export from gimp, yeah im on a multi editor session but not using perforce
https://cdn.discordapp.com/attachments/728552296908193843/930149198828032110/unknown.png
hello guys this is my problem when i tried to get a light build, can somebody help me
So I have a player blueprint (BP_Player) with a camera component that is in the world settings as the default pawn class, yet whenever I run the game the camera in the it get its position set to 0, 0, 0 in world space and doesn't move along with the parent it's assigned to.
So the camera component just stays at 0, 0, 0, yet the player's controls work fine (movement, mouse movement) and so does everything else, except the camera is "locked" at that position.
Can anyone help me?
I can send screenshots if it would help.
Yo does aynone know why gravity is so messed up when you really far away from like the center of the world (0, 0, 0) ?
like i cant walk with my charwecter
because gravity is so messed up
Float imprecision. In ue4 the standard solution is world rebasing. In ue5 the problem has been virtually fixed due to using doubles instead of floats.
wdym world rebasing?
sorry im really new to unreal engine
been using it for like 2 days lol
Google for "unreal world origin rebasing"
yep since to have problems with imprecision you have to be REALLY far away
uh
lemme check'
48207216.0
-36778940.0
16556470.0
xyz
yeah that might have something to do with it
LOL
yes
lmao
so
i want gravity to work at both of these places so like if i re position the world orgin to the spaceship that will just make it so gravity wont work properly on the planet right?
Why does my player start says bad size? I bought this environment asset so not sure if something is on the way but it doesn't look like it? It's empty space
so
can you amnswer this
also sorry for my bad spelling i type a little to fast
@plush yew
Typically you would origin shift periodically. So shift when you are on the ship and also when on the planet
Is there a way to set the Editor Viewport to a specific size?
would you be able to move the world orgin depending on whrre your charecter is?
that seems possible
i think
@plush yew ping
with some blueprint stuff idk
say something
instead of reacting with emojis lol
What do I need to check? I don't see collision box on walls or floor
btw does anyone have any solutions to this?
I've tried searching for it but couldn't find anything relating to the problem I'm having
^
Is there a way to fix it without rebuilding?
set your collision to non convex (advanced) and ensure that your colliders are properly set up
yep, thanks for mentioning that
does anyone know how to combine these two? I can only get one or the other to work whichever is ran first
It seems you dont have enough memory
Yo, i cant seem to find anything useful when i search up ue4 world orgin rebasing...
i tried doign some nodes
this is def all wrong lmao
i dont really know what im doing...
They say you don't need 64 gb of ram - I'm glad I made the upgrade -
UE's law: editor will expand to use the memory resources available
How do I refer to image and swap it out without changing color
I have 16 GB, is there any settings i could possibly mess with to fix this?
I think it should be automatical...
Hey guys, I just started using Rider with Unreal and I have some trouble using the debugger efficiently. As of now I have to rebuild and restart the game editor each time I make a change and want to place a breakpoint on some new code. For obvious reasons, this fucking sucks and slows me down. In Unity I was used to having the engine and the IDE open at the same time and when I made changes, Unity reloaded the code no problem and I could place a breakpoint on the new chunk of code and happily continue working/debugging. Is there anything like that for Unreal or do I have to seriously rebuild and restart the whole damn debugging editor instance each time I make a change?
UE4 keeps crashing on me.. idk if itโs assets or background programs running or what.. Iโve done a few things to address & I just re-installed the program, so hopefully that helps but please help, I canโt get in 15 mins before it crashes..
Hi, any idea how to fix that issue?
Problem is only visible on client that moves, on other clients is perfectly fine
does anyone have advice on how to make a packaged project less susceptible to manipulation/tampering/hacking? Some butthead is pirating/cracked my game and managed to bypass some systems I have in place to stop people from pirating it
never tried it, but maybe you could reattach the debugger after hot reload / recompilation with live coding?
I'm of the stance that if someone pirates something, they were never going to be a customer anyway.
Have a sandwich
Any decent guides anywhere on how to do performance profiling in UE4?
I'm literally just starting from the point of "oh hmm I'm not getting the FPS I should be"
yeah i understand that, also i take it as a compliment that some people thought it was worth pirating, but also it's annoying.
you didnt change the binding did you?
I get ya man, is time spent antipirating worth it? Your time is money, and probably more valuable spent doing something productive ๐ If the massive studios consistently fail to make any real difference to pirates, what's a bloke to to? ๐
no its my keyboard i have to put that binding 2 times before it works
lots of people have that problem
its probably there on the first press, just hidden at the very bottom
i just pressed some words and found it thanks
its at the very bottom first, then expanded on second
so your play window might be covered by taskbar or seomthing
oh, i was assuming you were PIE when accessing console
i thot it was the same button for editor console, should show in viewport no?
maybe Shift+`?
check keybindings i guess
All I have to do is press ` and I get this
cool
lol OUTPUT LOG
i honestly thought thats what you meant originally, not console
we aint in Unity
this aint unity xD
What he's saying is the Output Log and the Console are two different things ๐
the outrage
lol
aaaah xD
bud here you can do commands to
solved my texture streaming with it xD
you have a point
Its a decent size, there was only like 200 things that needed built, and it had the same issue, but theres a lot now because i was working on it
xD
@drowsy snow I had installed unreal 4.27.1
and the same error appeared
Hey folks, quick question. Has anyone had any issues loading assets in UE4 and attaching those assets to a Character BP? I've loaded some weapons assets that I am attaching to a character BP, but for some reason when I do it the orientation of the weapons are all kinds of messed up.
Are you using Blender?
I got the assets from the marketplace
So I am not sure
It happened with multiple assets too
anyone knows what this error means? (game closes, this appears in the log)
=== Critical error: ===
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000860
Does anyone know how I can fix my game not connecting to steam? I'm using spacewar (480)
error in the log: LogOnlineSession: Warning: STEAM: Failed to initialize game server with Steam!
I heard it was just borked in 4.27
Is it good to study Unreal Engine 5? I am a complete beginner who can't even handle Unreal 4 yet.
If I were you, start with 4
imo it runs way worse than 4
Is it slower?
or my computer just sucks I don't know
Any clever ideas on how the fuck this happened?
If you're not a filmmaker, stick with UE4.
that's just a git moment
What the fuck has happened exactly?
Any reason?
You don't need UE5 exclusive new features like Lumen and Nanite just to get started
Unreal Engine's .git folder has killed my computer
Probably Git's junk blobs stacking up too much, could be cleaned up easily with one Git command line.
Where should I go to learn Unreal C++ coding? The official website is difficult.
do you know C++?
The weird part is that I'm not even using this version. I completely forgot I cloned it two years ago, haven't touched it since. Git must've been confused. Deleted the entire 812GB folder. Yummy.
You ruined the Git binding and won't be able to push any change to your own fork, but oh well ๐คทโโ๏ธ
Do you have experience and know about general C++?
Alright, then master your way through BPs first, then come back with doing Unreal's C++.
BP and C++ have lots of things in common, even though BP is on top of C++.
The en4 api can be seen to some extent, but how to harmonize the blueprint.;;
If you know your way around general C++ and Blueprints, chances are you can get up to speed of C++ the way Unreal 4 did it
Okay. Are you saying you should try BP first?>
something strange happens, when I export the game there are several levels, only in one level the commands do not match, but inside unreal it works, how is this possible?
It was a clean clone from two years ago, no change. Super weird gif behavior. Maybe related to sourcetree, which I used back then.. oh well, water under the git ๐คทโโ๏ธ
How do I set an image instead of a color with this without changing color?
I have it set to "Image" what would I have to do next?
@drowsy snow I'm currently taking a course in Unreal Engine, and it seems to be written basically like programming in Blueprints, but is it C++ to make additional things that aren't in Blueprints?
can someone help when i click left shift my game just restarts
how can i change that
any advice for a smooth camera when crouching?
all your blueprints compile to some form of a less than ideally optimized C++
you can get around that by programming in C++ to begin with
very few things are not accessible by blueprints
Are they any bluerpint/level builders?
Ah, the blueprint is converted to C++. Then all C++ is also possible.
yes, but usually impractical
Quickest way to intentionally cause a crash in a packaged build?
you normally want to handle UI and animations, timelines, anim state machines, behaviour trees, etc in blueprints rather than cpp
Why is it inefficient?
it's best when you can combine c++ and blueprints
make functions and classes in c++ , and then use them in blueprints for fast prototyping
it's tough to do. people on here have tried to do that all in cpp, and then fail and never return. they get burnt out.
hold on. i have the perfect video
it's a long video, but it will answer all your questions about blueprints, cpp, performance, optimization, working with them together, use cases, etc
Ah, that's right, but I hate blueprints. So should I go to Unity Engine?
Someone know how to fix this issue?
If you hate Visual Scripting in general, make your own engine.
if you want to use unity then go for it. you can do anything in cpp that you can do in blueprints. but sometimes requires more work is all
Unity even has Bolt.
keep in mind that unity also has native visual scripting for animation graphs, bahaviour trees, and a few others
100% C++ in Unreal is nigh impossible.
Mark my words.
you normally won't get away from it.
literally everyone I've seen here try that has failed.
same for unity
Even AAA studios using UE4 also uses BPs even if it's just 10%
The consensus I gather is it starts much higher, then reduces as BP prototypes are ported to cpp.
It's just so damn efficient to prototype in BP
Even then one does simply have Blueprint Callable C++ functions to make BP superpower.
Hey guys ! I have a very specific (paid) request, but i dont really know if the "job board" is the place for it.
I have a websocket receiving packets from a overlay twitch extension, and I need someone capable of connecting it to UE
There is Ping/Pong involved
It also gives me the Twitch User ID of who clicked on the overlay (need a way to translate it to a username with twitch API)
That's why i need somebody who has both UE and websocket knowledge.
Do you think i should still post it to "job board ?" Even if it's a one-time job ?
I read a bit of this one, i felt like it's minimum 3 month contracts
but wtv, i'll post it
thx
there are as short as 1 day contracts in there. look at the most recent messages
okay ๐
In the end, some of the bp is converted to C++, but some of it has to be converted to bp.
What "role" do you think i should "hire" for this kind of request ? Programmer only ?
not converted to BP, you just expose cpp to blueprints
Above, and no, BP runs in a VM, like most other scripting languages
๐คทโโ๏ธ networking/programmer maybe? they're not really strict there. just focus more on correctly dictating what you want done
Hey, what's up everyone. I'm just getting into Unreal and looking to learn the ropes.
See pinned messages for beginner resources (except the NVIDIA stuff)
So should I learn Blueprints first?
Yes.
Or make your own engine if you hate visual scripting as a whole.
How can I build an engine?
You have gotta be kidding me, someone suggested build an engine?
I would stick to blueprints then transition into learning c++.
Context: he despise visual scripting, for whatever reason, and many mainstream engine has it in one way or the other
I get that connecting cables isn't as cool as keyboard only full on Hackerman mode tho
Also I repeat, 100% C++ in Unreal is nigh impossible.
Is learning c++ necessary?
Not obliged, but you'll going to need it as a gameplay programmer
Trying to become an indie game dev I've gotten miles more respect for actual indie game devs you have to learn so much to even get started
Also Cherno's Hazel playlist is more of an adventure on making game engine as opposed to fully fledged tutorial
if you have to ask this, you're not ready.
Well, early on he kind of went with semi tutorial format, but nowadays it's more of a devlog
Not ready to become this
lol never seen that, but reminds me of the 90's hacker movie
Can you recommend the engine name?
Give Kung Fury a watch, it's basically 80s movie cliche fiesta, and I love it. It's free on YouTube btw
Name it anything you want.
Or just base it from the game's title, like Unreal did back in 1996.
If you absolutely despise visual scripting, you will get further with Unity than Unreal Engine. Example: Try setting the color of a cube exclusively from code in both engines.
But having a philosophy to stay only in code for a modern engine is kind of like trying to use a hammer to drive in a screw
There are lots of tools for the job, learn to use the correct one.
But then Unity still have visual scripting for other necessary parts
Visual scripting wasn't a core part of the engine when I used it ~3 years ago. It was more or less bolted on. Though I'm not talking about materials / shaders / w/e it was called.
Yeah, Unity pre-2019.
I will make a good 3d engine that is easy to use, but the performance is not guaranteed.
Yeah get back to me on that
Until they realised how successful Unreal was with BP and started using Bolt as their BP
Guess that's your unintentional pun quota
A self-adapting scripting language that will keep you entertained
If performance is not guaranteed, I'd go with Unigine.
Ah Bolt is the one they chose. Figures.
And no, Unigine is its own thing, not an amalgamation of Unity and Unreal
I have very negative opinions about their engineering teams. It is very telling that unity technology has never shipped a game with their engine.
Last time they did it, it was 2005
Nowadays it's all just non-interactive demo, which Epic used to do it with UE4 and before, but ditched nowadays with UE5 and interactive tech demo.
I don't have the confidence to make a good engine from scratch, but I will make an engine and grow it gradually.
Even then Epic actively make games with their own engine.
Less talking, more action.
Just start working on your own engine and don't spew any marketing blurb until you actually have it running.
I feel like I'm building an engine with all the low level work I'm doing when trying to figure out how to do some procedural mesh generation.
I know
Just make sure not to stole code from other engine verbatim ๐
don't worry ^^
And it's a little rude to say this. I didn't mean to write.
Someone can help me?
The trouble is the hardest parts are first. Like you're going to spend months writing a ton of fucking linear algebra to make the parts of your engine that distort polygons from their absolute shape to their perspective shape for display
If I made changes to character BP's and changed their meshes can I just send those changed assets to a friend instead of sending the entire project?
Like if you look at the work that Epic has done for us with this engine, 80% of it is just the nastiest fucking math you can imagine, and that's before you get to the real headaches like how you approach threading and memory management and the other nasty fucking CS problems you'll half to solve
Need to solve a huge math formula?
Yes, #source-control
Thanks. I know about source control but my friend won't use it.
hot take, before you try make a game engine, you should know what a game engine does
Then he won't go anywhere without it.
truth
What kind of math do you usually have to solve?
Hot take 2, the people who are most opposed to source control are the people who should most be forced to use it
Basically any math John Carmack et al have solved.
Linear algebra, multivariable calculus, plus a bunch of other shit I dont even know about
I only took like one or two 400-level math courses, so I doubt I'm qualified to make an engine myself
Well, not force it, but source control is a necessity with collaborative effort, and his friend would either use it, or get out of the project.
That's what I've heard, but I'm also suspicious of myself.
Aha, the acceptance phase.
I know defenestrating typing only Hackerman ego is hard, but in Unreal, BP and C++ go hand in hand, and Unity would still have visual scripting for graphics related stuff. And I'm sure CryEngine also has visual scripting recently.
But eh, doesn't matter when you can write your own engine, right?
Also like... if you wanna be a carpenter, but you dont wanna use hammers, you're either going to have to get over it, or you'll be constantly struggling to work around that preference
Like, these are the tools we've got to do the work. You don't have to LIKE them all, but you should recognize when something is the right tool for the job.
Everyone has some tools they like more than others.
Shit, every time i go into Blender I leave wanting to fistfight a fuckin fridge or something
I do get the appeal of being constantly on the keyboard, especially with clicky mechanical keyboards sounds make you feel like doing something super important, even if typing gibberish
Hiii
Hello
Iโve been trying to figure something out, that should be super easy lol
I have 2 characters in my level, and when I press play to test the game, I canโt figure out how to switch control from the default character, to mine
So I can test the other character
sec i think i can actually help you with that unless someone beats me to it lol
change the default pawn class
In the project settings right?
well you can make a blueprint, and then have the project settings use the blueprint
for easy swaps
Yea I just tried it and switching the default pawn class to the other character didnโt do anything, it still controls the default character for some reason
you changed it in the project settings?
whats your default game mode?
Side scrolling, and yea the character I imported isnโt built for side scrolling so that could be an issue somewhere there
when you open side scrolling is the pawn set to the one youre trying to use also?
The pawns just set to the default character. I basically just opened the basic side scroller mode with starter content and imported this Paragon character to try it out
you should be able to open the default game mode and change the default pawn from there, im not 100% sure though XD
Haha yea thatโs what I thought, been trying to look it up for 2 hours and thereโs nothing that explains switching between 2 characters in play test
Every time I try to do anything in Unreal I go, Iโm gonna try this. And spend hours trying to figure it out and ending up finding nothing
same thing for me, usually takes at least a day when i get stuck XD
Switching the character u can test should be like, in tutorial #1 lol
Iโm in college and Iโve had one class on Unreal so far lol
through college?
Yep
what all did you learn?
Well we never had to work with 2 characters in one level before lol. We made one basic game in the semester. We learned just all the basic controls, basic blueprint stuff, making landscapes, buttons, AI, lighting, menu and HUD stuff
Most of the program so far has been modeling in Maya and learning how to make things
Ah, yeah that first course i took coverd all but mya
Yea this is my third year. First 3 years have been all pretty much Maya stuff, last semester was my first unreal class
Hi, does anyone know how I managed to break the lighting in my scene, it was fine before and now the shadows are very dark, unsure how I caused it, quite new to Unreal
You could adjust attenuation and intensity
theres usually more people that are way more experienced than me to answer questions in here, sorry im not too helpful XD
I believe i'v tried that, thanks for trying tho
Have u tried rebuilding the lighting?
Maybe at a better quality since itโs auto set to the lowest possible
lightmass importance volume applied?
Anything?
Not even close to having an idea on that one XD
what did it look like before, when it was fine?
This is the only screenshot I have, but you can kinda see how the shadows and general lighting/shading was a lot better
Tried that, doesn't seem to help
and you didnt delete anything thing? like skylights? or change lightmass light environment color?
I haven't applied one yet, I'll give that a go
Not that I'm aware of, all are still there
Another screenshot from a while ago when it was fine
you can try to unclick casts shadows on skylight?
(build lighting after to see changes)
did you do what CE suggested?
I will try soon and get back to yous, shut it down because it was annoying me haha
Anyone one else have any ideas for me, switching between what character is controlled when trying to play test?
is there a way to name my materials in maya or blender so that unreal engine assigns the textures to the right slots
because sometimes it just guesses and roughness maps get plugged into metallic
If u have it applied to a character or just a basic shape or something and import the asset, Iโve never had any issues with shaders and materials doing it that way
@digital mist ill try to replicate here in a few mins to try to find a solution
Yea maybe itโs just a glitch and Iโd have to restart and make a whole new side scrolling project
@digital mist i got it halfway working by just switching out the skeletal mesh
But, the animations you might have to program in
nvm
just set the animation class to whatever came with the paragon
and switch out the skeletal mesh
good to go
let me know if that fixes it or you need more help
If its not what your looking to do exactly let me know and ill try to help further
@drowsy snow hey I noticed you mentioned using Vroid for your characters in UE4 and I was wondering do you have to rig them when importing them from blender into UE4?
Yeah, I have to rerig the VRoid models in Blender, primarily due to lack of twist bones.
what do twist bones do again?
Basically preserving volume when other bone is twisted
Without it, backhand poses cause shrinking mesh issues
I see, so do you know any videos that can help me do this?
maybe any add-ons for blender too?
As for addons, I use Auto Rig Pro.
so do you just delete the bone rig that comes with the vroid and then replace it with the one you make using Auto Rig Pro?
it might be stupid of me to ask, but can i use a spring arm to do a first person view?
how?
how what
how would you use it?
i mean, yeah go ahead, just not sure what you're trying to accomplish that spring arm does for you
im trying to find cameraboom in the components since ive started from scratch watching a tutorial, only problem is the guy does it in 3rd and if i try to replace the spring arm, theres no option for said camera boom
you want to be able to look down and see your feet or something?
spring arm is camera boom
hence why im simply asking "is it possible to use a spring arm for a fps"
they just renamed it
ah gotcha
simply a fps
im trying to do a roleplay game but in fps, fivem/gta style but fps only
dont think fps needs it
an animation montage that is interrupted will call the Interrupted delegate before playing the montage that interrupted it right?
spring arm is to put the camera behind the player, hence camera boom
so if i just link a camera to the head socket, everything should be fine?
but then wouldnt half the face clip in the wall?
as well, it doesnt let me parent socket to the head because my mesh is inherited, is there a way to fix that
sounds like a different problem that springarm doesnt fix
fix which?
the inherited part
springarm is not parented
if i remove the spring arm
you can start from pawn instead of character
the capsule?
inhereted is part of the class, so if you're making a character and it extends the character class, you have those
all that say inherited
means it comes from the parent class
right
you're working from scratch though?
or want to?
as in not the template fps character?
yes all scratch
i guess yeah, you should start from pawn
only thing is, im not using a pawn
i did a character blueprint
nvm
i think i did it
character extends pawn, so you could start from pawn and have no inhereted stuff
Yes, though I keep the bones for hairs and eyes, and merge them with the ARP made rig.
im having trouble with uncrouch (i can uncrouch through a wall)
Uncrouch through ceilings?
Do an upward line trace to check for blocking collisions before uncrouching
the problem is the line trace moves when i crouch :<
any suggestions on how to implement leaning?
ive tried going the timeline route but way too many problems with camera teleporting because the timeline is wrong, ive revised it many times and this is my final yet flawed creation
yes its a mess i know i didnt have the time to organize it
wdym?
You could line trace upwards from the character center and get the collision check working
basically what im doing rn
i fixed the issue where it moves when you crouch
but like got more issues now :<
i would break hit result and then use the location of my hit to set a limit to how high the character can go, if if the position of the player is under what it is standing up, then keep checking to see if it changes
the current problem is if i move in the right location i can still go up through walls
i think its because the line trace is smaller then the player capsule
make sure the top of the player capsule doesnt reach the line trace
it can be right below it
just make sure it doesnt surpass the hit location
and the reason i said to keep checking because if it only checks once, it will just "half" uncrouch and stay at that position, which will not be fully standing up if you were underneath an object
idk how to explain the problem but its kinda like this
pretty sure you can do multitrace so it checks the area around
im not too familiar with that
K, thanks
nvm i might be wrong about that
actually no
so basically
multispheretrace will run a sphere with a certain radius up a line and check for collision
you can also do multiboxtrace
same idea except its a certain dimension
I like how UE be like "Everything is free, as long as you use UE" (Until you profit that is)
The stuff in quixel is pretty amazing.
yes thats how they can afford to develop such an amazing engine
cant be free for commerical use
its like licensing
It is licensing.
would u want someone to use a song you spent hours on for free and not get paid for it?
yeah ik
As a composer and academic-level musician. No.
I think you're misinterpreting me though. I'm not complaining
Like everything on Quixel is free if you're using UE
im just saying
That's f'ing awesome
its not a paywall for people who want to experiment and potentially use it for a published game
Essentially, it's the same type of "free" as Canada's healthcare system.
thats payed for by taxes
im always paying for it
just no upfront cost
kinda like a subscription
either way, i think its fair
because you dont actually know if youre gonna use anything on quixel for your published product
but if u do
gotta pay
its a good system
which is why websites who make you spend 5$ for sounds recorded with an android mic are dying
Do they include sounds too?
no idea i dont use it
but im just giving an example
as to why its not going anywhere
id rather have to pay for something when i actually use it commercially than pay for it first then expirement with it at home and might not even use it for anything
sound paywall turns me off
Wat?
There is none?
The protection is if they catch you, they could sue you for copyright abuse.
Sorry to be the police but don't talk about cracking games here.
I thought he was meaning to use UE assets in other engines or something.
The flaw is the idea you need a computer algorithm to stop copyright abuse.
As someone that decomps N64 games.
There's no point.
It just slows people down and that's it.
dealing with less copyright lawsuits is easier than dealing with more
What are you actually worried about? People stealing your game textures? Or your game code? The sounds?
i dont really care tbh because i wont end up finishing my project for another year probably or more
but i was just curious
cuz if i do get to publishing i would be slightly worried about that
If it was me, I probably wouldn't even bother. Especially if I was using free assets from quixel cause anyone can download them.
And there's much better programmers out there (than me)
i plan on making my assets mostly on my own or hiring people if it gets to that point
if i need to buy one i will then it wont be a problem
Even with asset encryption, people can rip assets straight out of memory.
I would say the main point of encryption is to prevent modding, really.
yes that makes sense
regardless, still harder for little jimmy to do that
im not stopping all cracks
theyre bound to happen
Solution: Put your own game on pirate bay
I actually bet UE's license wouldn't allow that.
doubt
Cause then how are they supposed to get their 5%.
if its a bogus version of the game
itll probably make them realize that people who are trying to crack it are gonna be bamboozled
and flood the crack market with bogus
forcing people to buy real deal unless youre really determined
That's probably the best encryption. Is to put random bullshit code snuck everywhere that does weird gameplay if it realizes it's cracked.
The issue, is that legitimate copies will trigger the crack prevention software.
also, just make users connect to your servers (if its mp game)
nobodys gonna play online if they cant
Yea, that's the best. But then you have to pay for servers.
its annoying yeah but like
nobodys gonna play modern warfare or vanguard or cold war campaigns every day for hours
theyll just end up buying the game for multiplayer
Also consider, all those games have hackers too.
And most of them aren't being banned because hacking software constantly changes.
Yea, my brain said one thing, my fingers wrote something else lol
vanguard is doing it right
you can still esp
but aimbot is no go
they check for weird movements
esp only works certain distance
the only companies who care about their game is riot and ubisoft
theyve sued for the real deal
Did they win?
activision isnt winning engineowning
its not winnable
russia wont extort their citizens
and the 2 "german" guys are unidentifiable
so theyre probably also russian or they dont exist
and it doesnt matter anyways
its a publicity suit
riot games setlled for 2m$ with a val cheat i forget the name
ubisoft sued a few people and cnd'd a lot of people
for r6 cheats
Did blueprints cost someone at first?
oh yeah i forgot to mention
some guy spent 10 minutes coding an anticheat on unreal that checks for weird movements and stuff just like val does
and what do u know
90% success rate
not hard to check for stuff like that
companies are just too greedy
I personally don't believe it's that easy. Companies would have been doing that in 2010.
i disagree,
Or perhaps the code is reliant on engine features that didn't exist in 2010
for example eft cheaters spend around 25-30$ per account code every time they buy a new account
someone who gets banned every week
thats 30$ a week from 1 guy
theres also a cheat which modifies game textures for tarkov
I doubt those cheaters actually do that.
could be patched with md5
you have no idea
i know people in the commnuity
some good friends who are making a bag
people spend hundreds
i dont use them myself
its boring and
i dont wanna be banned and have to deal with hwid bans
some people spend hundreds a month just trying to be better
its kinda sad tbh
i cant even blame developers at this point not because theyre making cheats but because people spend so much money on it to the point where you can get rich if you make enough sales
pretty fast too
Has anyone hosted a dedicated steam server on a windows AWS server?
Thanks, looking to talk to someone who's actually done it though.
my bad, just sent that in case u wanted to look at it
I read through a bunch of posts on reddit and forums, and searched the Steam Advanced Sessions thread looking for specifics but no luck
Thank you ๐
what are you having trouble with exactly, setting it up or something else?
Actually being able to join the AWS server, dedicated server works when hosted locally but can't access it when it's on the AWS box
