#ue4-general
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not sure about the monitor part, but you can definitely save the layout
does anybody know how i can paint foliage onto a static mesh
its on in the filter but i still dont see any brush to paint
๐๐ฝ Hello everyone, hope 2022 is great for you.
My project crashed, and when I opened it again, it displayed this error ^
the objects are in the scene, but not really. you can see them in the outliner but only there. How can I fix this?
hello folks, total noob here. how do I change camera in the viewport? ie switching between cinecamera and firstpersoncamera. thanks!
Pilot the camera. (Right click -> Pilot Actor)
hi !
every 5 seconds mine editor stuggers even in a blanco map with only 1 floor
can i get some help solving this please? ๐
Me and my friend want to start a game together where would i go to figure out how to do that cause Im sure that just sending random thigns back and forth isnt the best way to do it
Hello i am having some problem with megascan materials when i check enable displacement on megascan plugin the material that i import from megascan bridge becomes a checkered material when i apply it to any model. Any one knows how i can solve this?
I am new and trying to learn unreal for archviz
after migrating project to other unreal project , my blueprint not working properly. some of the variables are missing and its throwing compile time error. kindly guide
i saw someone already answered it on answerHub but currently it is not accessible
?
Hey, I have updated a UE4.26 project to UE4.27.2 and in the editor it looks all fine but in a packed build it's now all extremely shiny.
Anyone know this issue and a fix for it?
Here is how it looks in editor and in 4.26
Hand material looks like wonky metallic setting
but it's fine in editor and in 4.26 and no changes where made
Hi there! Basically I don't know what node to use. Let me explain. I am using an Event tick with a branch and a boolean to check whether or not an enemy has been killed and if it has to load a different level. I am doing the coding inside of the level blueprint. Now my problem is my boolean for the monster killed needs something plugged into target. WHAT do I use please? Is like "Get character pawn or something"? THX
Thx for the reply. I plan on having like 20 monsters per level and you have to kill all the monsters to proceed to the next level. ANy ideas how this can be done m8?
HOW? I don't get it
how would I program that
@plush yew Hi m8! Can u tell what node references a npc pawn for the target. Because this I understand? thx Lorash! ๐
ฤฐs there anyone know replicated ? pls help
@plush yew Hi Lorash! Can u plz tell if it's not too much trouble what node I need for the target when referencing an NPC?
@plush yew i did thanks
why cant i move when im really far away from the center of the world (0, 0, 0)?
im pretty sure i have to re position the world origin but idk like how to do that..
i did try and enable world compsition
and then also rebasing
didnt change anything
wait
i can convert my probject to ue5=
?
oh
so igotta wait for it to get relaesed?
bruh
https://www.youtube.com/watch?v=j-mm2SDSV48 you sure you cant convert it lol?
Unreal Engine 5 (Early Access 1.0.0) is here! Let's learn about the essentials of using Unreal Engine 5 (UE5) and converting our older Unreal Engine 4 (UE4) projects to work within the next version. In this episode, I take a C++/Blueprint Side-Scroller project made with Unreal Engine 4.23.1 and convert it to Unreal Engine 5.0.0.
Unreal Engine 5...
@plush yew
guys i cant seem to find skysphere in my actors list any solution?
Can someone plz tell if it's not too much trouble what node I need for the target when referencing an NPC?
My NPC is called ss1 but nothing comes up in search when I type get ss1 ๐ฆ
oh okay
care to enlighten me m8
do I need a cast to character?
@plush yew yes thats the problem , i cant seem to add it , because its not coming up in the search , nor is it there in the list
@plush yew Aw come on m8 I ain't got time tbh to watch a two hour video. All I wanna know is the target for ss1
I know you're saying itself but what would that be?
ss1 is the npc name
is it the node get player pawn would that work
I am just looking for one easy method
can i use "Get Pawn"?
I am working in meerkat demo scene by weta , is there possiblity they have deleted it for this project
I have no idea at this point then , i have tried everything , its available in every other poject of mine , it just doesnt work in this
i just did that, and now i only have my folders everything else is gone
I have 10 different types of monsters in an FPS game and I want to be able to trigger the next level when they are all dead. How would I do this plz? Explain it to me as if I'm STOOPID. THX
We have some serious performance issues here, we can't figure out. From time to time, without fixed frequency, the gpu usage suddenly drops down, the clock drops down, and unreal gets to unusable levels of lag. Over time, this behaviour lasts longer and longer. The minimum clock drop you see in librehardwaremonitor doesn't last for the whole duration, it's almost instantaneous. During all the lagging phase, the GPU clock is still between 1800 and 1900MHz. In the graph in red is temperature, in green is usage, in yellow is vram.
Any other GPU-intensive application we tried with 96-99% GPU usage leads to temperatures stabilizing at 78ยฐ with clock stabilizing at 1800 and keeping high framerate. Unreal has a totally different behaviour.
Cpu usage and temperatures are always low, so they're likely unrelated.
Is this a known unreal issue? Is there something in the settings that make unreal artificially throttle down for saving on power consumption or stuff like that? I've no idea where to look for the cause of such terrible in-editor performance drops.
We have relatively slow ram with high cl (2666mhz cl19 in one machine, 2933mhz cl21 in another) and I would understand that causing drops when new objects are added on the scene and similar operations. However the drops happen seemingly randomly even if all you've done in the last 10 minutes was holding right click and rotating the camera at semi-constant speed (tested)
It's not a case of
I have 10 different types of monsters in an FPS game and I want to be able to trigger the next level when they are all dead. How would I do this plz? Explain it to me as if I'm STOOPID. THX
Yes im using early access... but it isnt fully released right?
bruh
so theres no way
i can fix that gravity thingy
bro im so new to unreal engine, what is a test level lmao
isnt there just "levels"
how would i create a test level
but how would that fix the issue
like
cuz i would still need my planet
????
"not an issue"
I'm sorry can someone help me with this error? I downlaoded this marketplace asset and got this error when i put it in my project
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.
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 -
Still having the issue that 4.27.2 is just all over shiny no matter what I do. In editor i's all fine but in a packed build it looks like above. Already tested several compression methods and uncompressed but it never changes
@trim glacier
Since its not packaging correctly there might be a flaw in the texture reference, I'm guessing metallic? This shouldn't happen so its weird, can you show an image of the material for the hand?
I have a crash when changing the default RHI to dx12, does anyone know why this happens?
This is the error
Exception thrown at 0x00007FFA81994F69 in UE4Editor.exe: Microsoft C++ exception: _com_error at memory location 0x0000005ABBAFCD20.
Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/RHI/Private/PipelineStateCache.cpp] [Line: 139]
Shader compilation failures are Fatal.
1050ti and 27.21.14.5671
Unfortunately no :/
We have used dx11 so far, and wanted to switch to dx12
Not sure if additional work is needed
We changed the default RHI through project settings
Also it's not happening on all PCs, but all of them have the same specs
Which is kinda weird
it's basically applied to each material but yeah give me a second
This is how it this material looks, nothing special. But I also noticed that even just Images used in UMG looks like having more contrast
I first tought it's something with the new Oodle compression in 4.27 but after disabling it, still no change
Hey folks, in materials, what is occlusion?
@trim glacier Hmm, that is strange indeed - do you use a master material for the materials affected?
@sand plinth
Ambient Occlusion is a texture applied to corners, creeks ect, easily to explain as ''faking'' shadows closest to the model.
ah thanks
I use several different master materials. and even materials witout master materials and just a 3Vector as color and no other setup are way to shiny
Hi there! Is it dangerous to reorder variables and put them into categories?
I suspect that it was the reason of a total mess in a previous project.
To my experience, no that has never happened to me
But not in 4.26?
exactly
the entire game is unchanged, just switched from UE 4.26 to 4.27 both source builds
Are you using combined textures? Like a roughness, metallic, ao - I've had issues with the RMAO textures being way to shiny sometimes
Yes I use them a lot but again, the arms don't use them
It just does not make much sense at all other then UE 4.27.2 is somewhat broken
Hey, I have a question not sure if anyone has had this problem but I am working for a studio and it currently is using an older version of Unreal Engine (4.19.2) and recently there has been an unexpected issue where as soon as someone loads into the match their game would just close out. In the windows event viewer it just shows up as an unknown crash. But UE does not produce a crash report at all. This happens to very few people and now I have a theory it might be ties into newer hardware? Like ddr5 ram and the newer Intel could technology. Does anyone have any information in this regard?
hmm, i would then try to turn off any plugins you use one by one, as they may interfere with something in 4.27
Or migrate it all to a fresh project
I've read from Epic that problems can persist from hardware/graphics recently in versions below 4.20 or 4.21
Tho I'm not sure if that is relevant to a already published game
But all tech evolve and I'm certain 4.19 had its mistakes when it comes to future optimizations
Does anyone know the specific lifecycle of an actor when you grab it, drag it over the editor, then drop it into the editor?
I'm experiencing some weird double-instancing with a custom object, and I can't figure out what's happening. Seems like the object that is dragged is a different object than is placed when dropped, but that the deconstructor is never called for the first object..
It calls postcreateactor twice, one for the preview actor and one for the real actor
Yeah, well the reason I was thinking that might be the issue is because one of our QA members just got new hardware and now has the issue of the game just closing out. But for majority of our community there is no issues, I am going to cross reference all the people having the crash. But I fear that it means the only solution is going to be porting the project forward to a newer version of UE.
check for ClassDefaultObject and transient flags
Interesting.. Is there anyway to hijack this? I don't fully understand the switch between preview and placement.. By printing out the memory address I can see that these are two different instances of the class, and that the preview isn't actually deconstructed. But it doesn't exist in the outliner, so I can't access it.
Is it the same instance, just moved, hence the new address? It can't be, because all the proper inits are running in the second instance..
I am confused..
Yea, but to be fair - if your game is still active that is not a bad idea either way
Well it is a old project in a reboot phase and we are working on integrating it into blockchain. It seems like the only solution might be to upgrade the unreal engine version used.
I see, I wish you good luck on the update! It can be tedious, lets hope it goes smoothly!
Majority of the project is Blueprints and a few plug-ins, looks like they support up to 4.27 so other than some code update my theory is it should be fairly contained.
Im making a game where many characters need to jump through platforms. But they often collide with each other and fall because of that.
So i was wondering if i can disable the collision between a character and only 1 specific pawn?
In the collision options when i set it to custom i can only ignore to all pawns? ๐ฆ
I need to disable it for all pawns of a specific type only.
Hey sorry to ask but I NEED to know I am switching my main OS to Arch Linux and will be virtualizing Windows from then on because windows is so so unstable and keeps braking, Will there be any issues with the Unreal Engine?
You can try to make a new collision type?
thank you. is that possible in blueprints?
i can make custom collision. but new collision type?
In your project settings you should be able to create a new collision object type
If I right click and delete this folder, is it just deleting the link to it within my project or will it actually delete the folder from my pc?
thanks you @hot thistle i found it. and this video is explains it very well too, just in case others are reading:
https://www.youtube.com/watch?v=vzZGwbf_lsQ
Hi, I'm trying to post a question on the UE forum - but it keeps demanding I add a version tag.. I am trying, cant figure out how
Glad you solved it
Where does tag go, and how do you format it? I'm posting to UE5 early access
How can I hide a model for the local player camera but show it for other players?
a playermodel
Hi. I want to include this video in my game that is about Squid Games, in a big screen TV in the middle of the level:
https://www.youtube.com/watch?v=RtPb4NMkT-s
Do you think there is a copyright issue? My game is an amateur project.
And that music is from squid games too. So its a copyright of a copyright? ๐
you should ask the producers of that video if you can include it and since it's a cover it's not copyrighted.
You can email them at: maytreemusic@gmail.com
Thank you @frozen whale
Keep in mind this is not really legal advice but it's always nice to contact them about it before including it
i think it will look really cool ๐บ
whats the best way to go about making a loading screen?
Should I load the level then on begin play add the widget?
I watched a tutorial and the guy applied the loading screen before even actually loading the next level, and that just seems dumb since it literally does nothing, so I stopped watching.
edit: im alos level streaming
Depends on what you want and how you want to do it.
You can add a loading screen widget to the viewport before loading the level. The last thing on screen will be frozen on there until the level is loaded and instantly removed.
I do it a bit more complex. I create a generic loading screen before loading the map, but mine is mostly empty and is using sublevels. Then in the Level Blueprint I create a new detailed loadingscreen which is animated while the sublevels stream in in the background
Hello, i watched this video
and made everything as he said
https://www.youtube.com/watch?v=3zVh1-4zmy4
how can i replicate
so that the other person in server sees turning
Hey guys, in today's video, I'm going to be showing you how to turn in place. In this, if the player moves their camera, the character will rotate to follow it playing smooth animations to display the character turning in place.
Re-Targeted Animations: https://drive.google.com/file/d/1kAT1qROHKzIi__WxBe7XKVJCNcTnLHrh/view?usp=sharing
Mixamo Ani...
@hot thistle I could not make it work so far. Im a bit confused ๐ฆ
What am i doing wrong?
Just in case if someone else can help me. Im trying to make characters of the same type as my Character not to collide with myself. But other characters should collide...
Did you create new collision profiles?
Does anyone know how I can fix my mouse not showing up on my main menu?
All of the things I see involve making a new gamemode
I don't want to do that
you have to set show mouse cursor
get player controler -> ShowMouseCursor
yes but i dont understand what difference will it make. I cant find where can i make it not collide with specific character types?
In this case i just need it to not collapse with characters of the same type as myself
Make a new one in the Object Channel, then you can an own collison for the ''enemies''
They block each other, but ignore the pawn collision type (which I guess your character is using)
Thanks
Something like this?
yes
@hot thistle Worked trough everything and disabled all custom plugins, game is still shiny as hell. Feels like the Engine has some critical issues
Hello, i watched this video
and made everything as he said
https://www.youtube.com/watch?v=3zVh1-4zmy4
how can i replicate
so that the other person in server sees turning
Hey guys, in today's video, I'm going to be showing you how to turn in place. In this, if the player moves their camera, the character will rotate to follow it playing smooth animations to display the character turning in place.
Re-Targeted Animations: https://drive.google.com/file/d/1kAT1qROHKzIi__WxBe7XKVJCNcTnLHrh/view?usp=sharing
Mixamo Ani...
Really strange.. the only times i've had issues with the package being different than the engine version its because of SaveGame - but I don't suppose you're using any form of local saving in the game?
could be worth trying to copy Saved from the engine version into the Package
If not, I'd just migrate over to a fresh project to compare
I can try and delete them, but still if this would be the issue, it's not acceptable. The game is out for nearly a year and it's getting new updates
Yea I get that.. is 4.27 essential for the update in the game?
@hot thistle I read the link. But im still confused. I dont know how and where can i specify that the character should not block other characters of a specific type
I created a new object channel called DontBlockAI. But there isnt much in it.
More or less, as 4.26 has very wonky PS5 support which will not pass certfication
once you have the profiles, you need to go and open each character blueprint and assign the collisioncapsule the one or the other profile
You have to go into each character you want to edit, select custom collisions and set up the proper reactions
Then I would file a report to Epic as this should not happen at all
Ok. Im there but i dont see anything where i can change to specify that it should not block BP_HanaAI
maybe its something simple but i cant see it
Can you see your new collision channel?
Yes i see. But that is not in any way connecting to BP_HanaAI
I mean where is it saying that it wont collide with a specific character?
sorry for being annoying ๐ฆ
You're not annoying, dont worry we've all been there ๐
@tiny zodiac
I would change the name of your new channel to - AI or Hana, something relevant to what that object is.
Go to your main Character (not AI)
Then select the Capsule Component (or whatever is controlling your collision)
Under the Collision info to the right select Custom as your Collision Preset, change the Object type to Pawn (unless it already is)
Your character is now of the object type Pawn, that means everything that can Block the Pawn will collide with it.
In Collision Responses find your new object type (BlockAI or whatever you called it) on the list and check it as Ignore.
Your character will now ignore the type BlockAI (or whatever you called it)
Let me know when you've done this ๐
Yeah guess reporting it is worthless. Epic has never reacted or responed to anything for the last 10 years
I guess that is true yea, but maybe try the forums - developers often respond there
Hi all, any FPrimaryAssetID users here? Did you guys notice slowdowns/lag when you click in the editor on an exposed FPrimaryAssetID field to show the dropdown of all the possible options? I noticed after some point in my project, after having a few (less than 20) PrimaryAssets that clicking on the dropdown takes at least 500-700ms to show up. Not sure if other people have this issue or just me.
I think i get it now. Thanks so much
Cool the only thing you need to do after the above is changing the collision type of your AI to your new Collision Channel, thereby - the character will ignore AI collisions
(same way you changed to Pawn object type in the character)
Hey! So, my character is kinda of "sliding" after I release the input, and I remember there's a setting to disable that, but I can't remember the name. Can anyone help me with that?
Does it have gravity enabled?
why does launcher, tho ticked to do it, not rememberr login ?
Does anyone know how i can move a widget element with the mouse without clicking it
so it has kinda a 3D effect
hi, anyone knows why raytraced reflections fade in the distance and how to fix this? (the cube is 8000m)
Without gravity there is no friction, which means no gravity stops the movement
Makes sense, but even with gravity enabled my character still slides. I am using a tilemap, can it have something to do with the problem?
No it shouldnt, how are you adding movement?
Thru C++, AddMovementInput(GetActorRightVector() * AxisValue)
So you're not using the movement component?
I am, but I am inheriting the character with the movement component from the C++. Sorry if something does not make sense here, I'm rather new
How does you main characters collision look like?
all characters are colliding
even if i set to overlap
the only way i made it to work is by setting pawn and then overlap
but then it will overlap all characters
my main character is supposed to block the AI. But the AI character is not supposed to block their own characters between themselves
because that is causing all sorts of problems
you see they are blocking each other
and sometimes its causing them to fall below ๐ฆ
Hi Guys! Im making my own skybox.. Everything is working except there is a big seam running down the skybox where the edges are.. Any idea how to fix this?
When you have the Preset to ''Custom'' in the characters you're overriding the settings in your new Collider - try changing from ''Custom'' to HumanCharacter and DisableHanaAI
exported a video in ue4 through the sequencer. why has the file a size of 240gb? its just a 2 minute video. 4k@60fps
Hey guys, I want to make a mechanic in which the player cannot return to the way he came from. For example if he walked a patch then he cannot go back from that same path. Does anyone know any kind of tutorial that could help me. I tried googling the term but couldn't find anything.
i think it would be better to use movie render queue for rendering and render to image sequence, not video. then you can render the image sequence in after effects or other software where you can choose the video format and codec ๐
I also want that way, but because it is a university project it has to be a video sequence which should come directly out of the engine ๐ It is one of the rule from our prof ๐ฆ
try "use compression" in the settings
Herman: When you have the Preset to ''Custom'' in the characters you're overriding the settings in your new Collider - try changing from ''Custom'' to HumanCharacter and DisableHanaAI
@hot thistle I did that just now, and it didnt change. The AI characters although having a very thin collision capsule collapse mid air and tend to fall very easily :(. Whereas if i make them overlap all pawns they jump smoothly and never fall. But then if they overlap all pawns i cant use my human character to punch/push the AI characters. So sad this isnt working.
can you setup
clothing with different bones that are identical to the base bones youll use dynamic pose with?
@drowsy snow hey so what about if you wanna add cosmetics to your Vroid? I know you can use either Unity or Blender, but people on the Vroid discord say Unity is easier
Who tf said Unity is easier lmao
VRM stuff was mostly used by Unity users, of course there goes the bias
Not sure if I can understand your question
im saying
can i use different mesh bones
if its just a clone
for dynamic posing
or doe sit have the be the exact bones the mesh is using to also make the clothiing move
Can you DM me the link to the server? I'm going to clear the fricking air lmao
Not sure how you set it up, but Copy Pose From Mesh works if more than one skelmeshes share the same skeleton
HoodieGuy fightin' the good fight โ
Unreal Engine represent 
what if they dont share the same skeleton by name
but its legitimately the same skeleton from bone hierachy and stuff
how do I fix the streaking?
I already applied 2d texture settings, and it looks fine in the content browser and when I open it, but I drag it into a material and it looks like this
So it's the same skeleton asset or not?
same skeleton asset just different name because merging it causes issues ;-;
This is good sign, believe it or not.
How?
this is the texture opened
@drowsy snow if i use kawaii physics
and i apply a morph target to my mesh
will the clothing stretch to fit the mesh
or do i need to paint it still?
Hi everyone, can anyone tell me why Engine.build.cs (and Launch.build.cs) have HeadMountedDisplay reference hardcoded?
I keep seeing my builds compiling Advertising, EyeTracker, tons of VR/AR stuff that isn't loaded by plugins, now I learned that is all refs from Engine main modules, I saw it on UE4.23.1 and UE5EA sources.
== from Engine.build.cs ==
"HeadMountedDisplay",
"EyeTracker",
"MRMesh",
"Advertising",
"MovieSceneCapture",
"AutomationWorker",
"MovieSceneCapture",
The bleeding colours you see in mat graph is a good sign, because your texture won't exhibit a classic issue with transparency.
Hi guys. It's possible to save png images so it ca be layered after that in Photoshop for example?
Right now if I save using HighResScreenshot tool It looks like this.
oh yea I see now lmao
just plugged alpha in and its fine on the interface material
I was screwing with mip stuff and everything, which didn't do show any sign of fixing it (everything was changed back to what it was before as I went)
thnx
@drowsy snow what term am i missing
to figure out how to make clothing bend to character morphs :C
The problem is you don't give enough context to the skelmeshes in question (screenshots would help here)
after migrating scene from other project scene is lookng too bright
may i know reason? and how to fix this?
@drowsy snow https://gyazo.com/ce36bae0a44a71a9f8dd7d2f2a0285ab
this
the clothing dont bend with the character's bodily changes
and if i apply morphs it merges through it
how would i setup clothing sims or physics
but so if the body's morphs change the clothing change with it
would kawaii physics for this?
actually lemme send a pm for the example
how would i go about offsetting the roll (i guess) to make sure it keeps "level" according to the rest of the world
essentially the effect i'm looking for is to pivot the actor around it's center based on the mouse x, y axis input
but because i was experiencing a "gimbal lock" the above approach was suggested
i just notice that it gets kinda odd in where the actor appears sort of rolled
lol, done
though still "gimbal lock" at 90/-90 degrees pitch
essentially now i cant flip it over beyond straight up/down
Hello guys. I have Imported FBX model in UE4 from Blender. All textures looks excellent in Blender (pic 1), but when I create materials with this textures (diffuse, normal map and specular map) in UE, the material looks kinda weird on my mesh (pic 2), distorted or so. Material quality level is set on epic (pic 3). What I am doing wrong? I'm new in Unreal. Thanks.
Adjust both the Specular and Roughness .
What exactly I need to adjust?
sorry for silly questions, but I am really newbie
how does one make the clothing collide with the body
my clothing merges through the body
Is anyone aware of any tools or anything to create 3D environments in UE4 from tiles instead of meshes like in this video? The video is using a program called Crocotile. I'm willing to just use the program but I was hoping to get similar functionality out of UE4 itself isntead. https://www.youtube.com/watch?v=91yBN2OAd5k&t=241s
Testing Crocotile 3D, a new program that allows you to build 3D models and enviroments with Tilesets (2D Graphics).
Silent Hill 1 uses 256x256 pixels textures (Tilesets).
Each texture is composed by 64 quads, and each quad is made by 32x32 pixels.
The textures used in this map were extracted directly from the game disc.
-Silent Hill Intro T...
u know how presing end snaps it to he floor, is there a way to do that but for the side of the wall
there is vertex snapping
probably not exactly what you're looking for
๐คทโโ๏ธ
I saw this done recently in "Blueprint For Artists" : https://youtu.be/c6Hc_RBA7ww?t=1255
Blueprint isnโt just for programmers, and with just a little know-how, artists can up their game with dynamic actors and simple tools made for their own bespoke needs. Come find out how to get started!
๐ค I know that hand. . .
Hi all. Can anyone help me refference 2 parameters form the water actor ?
Water Mesh Component responsible for generating and rendering a continuous water mesh on top of all the existing water body actors in the world The component contains a quadtree which defines where there are water tiles.
i need to reffrence 2 variables form the mesh
and i dont know how with BP
i want to get the margin of the water tiling
in order to get refference in a material node to some variables i need to expose them in a separate BP ?
becasue i am trying to get those values data in a material
Any idea why groom doesnt work with multi convex physics and only capsule
and who and or what would i need to go do to make that somehow happen?
hey, I need help with this can anyone help me?
Don't bother trying to be accurate down to the milimeters.
im just trying to get them to collide lol
let alone get accurate
2 weeks no dice lots of fun >:3
Well, you could have the capsule bodies approximately cover the body mesh.
If in doubt, you can look into MetaHumans for reference.
well that doesnt seem to be working much at all :C
and idk why its not colliding with the body
especially if i use multiconvex settings for physics
hey
No, because you crossposted like a bad boy.
sorry but I'm trying to fix this error from last 2 days
hello, how can i disable the camera movement on the (Z) side in third person character ??
As in making the camera dead straight?
so that I can only move on the X and Y side
you know ?
maybe somehow disable rotation on the Z side
may be delete some stuff?
what could it be.........?
not working
did you try resetting lightning?
yes
So it's like Wolfenstein 3D / Doom without freelook?
Because the spring arm don't roll.
what the heck๐๐
Please, I am stuck here for like 2 days, I could really use some help
OK guys i have it
but thank you for your help
do bones require constraints in order to show up in a physics model?
because i have a few bones that refuse to show up when generating bodies, selecting size of 0 or all
Maybe some one could I guess
cool
you should work for VLC
the 3d cone model market must be very large these days
i would not mind a slice from that monopoly
there's few who own production of mundane things
but they're everywhere
How can I possess another character without destroying the player character? I have a bike and want the player control it. I attach them to it and then possess the vehicle(character) but then I get UI errors, such as the player health missing because I now possess the vehicle instead of the player.
unposes previous and then poses on new (on event)
there is a nodein character movement
Does anyone know why Min Desired width is not working?
Unreal light baking issue. On a large mesh I processed in Houdini to create texture atlas then imported as FBX in Unreal.
In Unreal placed in level, set mobility to Static, but after a light bake none of my light maps are showing up.
Could this have something to do with the Source And Destination Lightmap Indexes in the Static Mesh Editor? Right now they are 0 and 1 respectively.
If not what else could be the cause?
Hello, does anyone have any experience with perforce set up?
Hello everyone. Iโm painting foliage around my world. Iโm not making this for a game just to showcase some assets Iโm making. This terrain will just be a backdrop for a small scene I will put together and then render out some nice stills. Can anyone tell me how I can fix the trees that are in the distance? or at least tell me what is wrong with the trees. I have been playing with LOD settings for the individual tree assets and the culling values in the foliage editor but I still can't get the desired result. Any advice would be greatly appreciated.
no problems
sry, missed the channel
@bright sigil can you do a good point in right direction
I want my clothing to stretch to my meshes morph changes
touche >_>
i almost pointed left
xD
but i've never worked with morphs
we did
im so sorry ._.
and i expressed the same thing lol
all good
I did DM you about it not too long ago lol
glad i could help
i member you said sync morphs but what about for clothing sim
would it be better to use kawaiiphysics or paint sim
What are Kawaii physics?
o.o
I know what Kawaii means, just haven't seen it in context of physics
It's demo movie of my simple fake physics #KawaiiPhysics . It's easier to set up than AnimDynamics and respects the pre-physics shape. The left character has no physics, the right applies KawaiiPhysics.
https://github.com/pafuhana1213/KawaiiPhysics
https://forums.unrealengine.com/community/released-projects/1638095-kawaii-physics-simple-fake-phy...
kawaii physics
Oh that is cool physics for the... non-rigid parts
Thanks for clarifying! I might have use for this in the not-too-distant future
hi?
I keep getting out of VRAM crashes but I'm not doing anything funky that would warrant it, is there an issue with my GPU driver or something? this is the crash report
Log None RHI resource memory (not tracked by our allocator)
Log None 0 - Pixel buffer memory - STAT_PixelBufferMemory - STATGROUP_RHI - STATCAT_Advanced
Log None 6422208 - Structured buffer memory - STAT_StructuredBufferMemory - STATGROUP_RHI - STATCAT_Advanced
Log None 63493998 - Vertex buffer memory - STAT_VertexBufferMemory - STATGROUP_RHI - STATCAT_Advanced
Log None 72036432 - Index buffer memory - STAT_IndexBufferMemory - STATGROUP_RHI - STATCAT_Advanced
Log None 4739456 - Uniform buffer memory - STAT_UniformBufferMemory - STATGROUP_RHI - STATCAT_Advanced
Log None 82378380 - Texture memory Cube - STAT_TextureMemoryCube - STATGROUP_RHI - STATCAT_Advanced
Log None 19382348 - Texture memory 3D - STAT_TextureMemory3D - STATGROUP_RHI - STATCAT_Advanced
Log None 859597418 - Texture memory 2D - STAT_TextureMemory2D - STATGROUP_RHI - STATCAT_Advanced
Log None 2228160 - Render target memory Cube - STAT_RenderTargetMemoryCube - STATGROUP_RHI - STATCAT_Advanced
Log None 48454220 - Render target memory 3D - STAT_RenderTargetMemory3D - STATGROUP_RHI - STATCAT_Advanced
Log None 2082852745 - Render target memory 2D - STAT_RenderTargetMemory2D - STATGROUP_RHI - STATCAT_Advanced
Log None 3091.417MB total```
Does anyone know if there's any timeline for text-based .uassets? Rather than the binary ones we have now.
Wasn't all .uasset binary files? Or am I missing one asset type?
pretty successful morning
the ground looks bad because I changed my landscape material in my actual levels and just didn't change the dirt material that I had on the floor in this test enviroment, so unreal is having a seizure about it
edit: and those numbers are food and water, they slowly drain, and tomorrow gonna start that system and add more items and get them functional
How do I prevent camera aspect ratio constraint when adding a widget to viewport?
Hi, I'm starting with Unreal Engine 4.27.1, and I have a game idea in mind, but it's quite complicated for me to make it rn. Does anyone have any courses that are not way too boring? so that I can start learning...
What courses have you tried that you found boring?
I mean I looked up for some tutorials on YouTube and most of them are +20 minutes videos for something that can be explained in 6 mins...
lol
I've taken some paid courses on https://www.udemy.com/ the method I used to help with stuff that takes along time is increase the speed to 1.5x or 2x speed
You could've same some dime and take this instead.
https://www.unrealengine.com/en-US/onlinelearning-courses
Udemy takes like 80% while the creator gets like 20%, don't pay those asshats.
hey guys, any idea where downloaded plugins are installed? I need to tweak one for use in ue5
Alright, thank you guys, I wasn't going to pay anyway because unfortunately there are no ways to purchase things from the internet in my country... x)
Engine\Plugins\Marketplace
ta
I agree and they are often more expensive than going to the tutorial creators direct
If the creator has a teachable, buy from there.
They actually pay them ๐ lol
example https://devaddict.teachable.com/
Any resources on how to get started with unreal engine
I hear visual programming is better than text
So
Here i am
same question as mine lols the answer is above
No.
What
It's a balancing act.
So its hard?
Learning from unreal engine teachings compared to bad practices is always better ๐
Depends on what your project really needs. 100% BP is possible, but your project can have some C++ shall the need arise.
Assets for courses. If you want to browse them.
If anyone gets a chance I'm very interested to see if you got a solution to the problem I posted at 21:07?
create link to it
not gonna scroll back to find it lmao
time on discord is local, so who knows where it is XD
haha
I created this 3D model 2 days ago, not sure if this is the right place to showcase it but here you go ๐คทโโ๏ธ
not sure what you're trying to do with the trees exactly, but I'm not very good with lighting XD someone else may be able to help you if you describe what you're tying to do better.
VRoid w/ custom textures? ๐ค
@wide oasis #work-in-progress
yep
Knew it lmao
lmao
Put it in Unreal, then we talk.
ah yea, if not unreal, then not in #work-in-progress
Yeah it's easy to put it I already did it for another character I made previously
I'm just trying to get the trees in the background to look more like the trees in the foreground.
For some reasons I like the Subsurface option more than the Mtoon one
Do you have any tutorial videos for that? 
Sadly no, custom shading model requires engine modifications.
The shading model list is hardcoded.
ohh
Which I have the fork with it.
I have no idea how one project 2 source builds and one back up project takes up 1.5 tb..
time for appdata cleaning i guess
this is a grown up version of this character lol
You should look into this ๐ This is for clothing and hair btw.
alright thanks!!
Shit, I have yet to solve the slomo issue with it, just don't have time to tamper with the C++ code ๐ฐ
good luck x)
use a spacer?
Or padding on the widget.
How does this look?
I can't make them smaller
but this kinda works
my Min Desired width is broken
looks basic lol
Is there a good example or primer or something about managing cameras? I'm not sure if I want my camera on my Pawn, my Controller, or to use a PlayerCameraManager...
hmmm, I woke up today with a desire to make a tower defense game ๐
shame they're not very popular
Not the controller, for sure.
What's wrong with putting it on the controller?
I just imported a bank from blender into a new 3d scene into unreal but when I play the level the 3d character gets pulled to a certain location of the bank and can move out of it, I tried making it in a 1st person default project and encountered the same issue. Does anyone know a solution to this? Where I can freely move my Character?
there hasn't been a real powerful shakeup in the genre for quite a while, but they are very comfy
Hello everyone, thinking that with an i5 11400H 2.7Ghz I am comfortable with a blender, thank you ??
ไฝ๏ผ
does anyone know if there's a good place in this discord (or another) to ask questions related to the unreal python plugin and its functionality/documentation?
I opened their blueprint and the collision was set to blockAll, do you think changing that to overlap all would solve the issue? thank you for responding btw
Awesome, thanks
probably because the horizontal box is overriding the width
try this, change the 'Name' text to the Fill size property
and do the same with the players & ping
then play with the numbers of these.
I believe it's the ratio between them, at least that's how I treat them
So if you want the 'Players' to take up 1/3 of the space set it to 0.33
So this is a weird mechanic, but I want my guy to squirt a stream of blood from his eyes
How would I go about doing that?
I can't seem to find a video tutorial for it
Like I guess I'd need Niagra for the blood texture, right?
With something like a car, should all the moving parts like doors, wheels, etc, be joined together with the unmoving parts in one mesh or do you just export all the meshes as separate files and put it together in unreal?
When i try to build my project it says
Error LNK1181 cannot open input file 'G:\UnrealEngine-4.27-chaos\Engine\Intermediate\Build\Win64\UE4Editor\Development\Core\UE4Editor-Core.lib'
someone knows how to fix it?
it is UE4.27 Chaos source
yo what can i put as object when casting to a scene component?
Anyone figure out how to make a character buoyant with the water plugin in 4.26? No matter what i try, The waves make it so you are under water or flying above the water while you swim
Yo Iโm tryna make my game and when my character crouches he wonโt uncrouch?
Hey all. Anyone know how to force the VR controlers to turn on and be available in a non VR game?
does the finished arrow activate on both play and reverse or just play?
Anyone know a good guide to get some good crouching? Or a guide on how to get arms and then have both the arms and gun to follow the direction you look in? Right now itโs a floating gun that only looks in one direction, my bullets themselves/ rays are in my looking direction however
both
yo how would i create a dodge system like this game ? https://youtu.be/kxdWSyoBcH0
โโ ๏ธ Please, add Atomic Heart to Steam wishlist: this will help us a lot! โ ๏ธโ
https://store.steampowered.com/app/668580/Atomic_Heart/
Here's the 4K gameplay trailer showcasing the stunning halls of VDNKH and the melee combat with Plyush mini-boss (Featuring Mick Gordon)
๐๐๐
Atomic Heart is a first-person adventure shooter with a rich storyline ...
Could use some assistance with this one. This has happened with two of my C++ projects now. I imported the standard assets and wanted to delete them, so I notice that in the delete window it shows that I have memory references despite never doing anything with these assets.
I imported standard assets then realized I don't need them but it still showed this
When I click Force Delete, the engine crashes 100% of the time. I am unable to delete anything without a crash
Using 4.27 - any ideas? This happened in a different project when I tried to delete a Paragon character I imported.
Oh, seems that for large files / folders it's better to close the editor and delete from Windows explorer? Seems to have fixed my problem.
You could delete content file in file explorer tho
What's special about the dodge system?
i have no idea but my friend really wants me to try and make something similar
I didn't even see one, but I was skimming it. Timestamp?
Usually you just disable can take damage and push the character for a bit, ez pz. Is there more to it?
๐ Hey everyone, hope I'll find here someone who can help !
I'm a 3D architectural visualization artist, and I want to make short movies in UE5.
How should I start ? Do you know a good tutorial for cameras, keyframes, and so on?
I know UE well enough to skip everything not related to this. Thank you guys ๐
(BTW, can't open the learning center. am I the only one?)
any ideas why this works in editor but not in standalone ?
Viewport (Widget) Toolbar Missing
how to get it back?
and for how long answerhub will not be accessible ?
hey, anyone know how to reference a data table amounts in a widget? im not sure how to bind it, I believe im on track but cant figure it out still
dont do a bind, get the data table value and then set it as a variable which you feed into this binding. Binding update yet data tables are startic, so it's not a good idea to keep fetching the same value in a data table when you can set it once at the start of play
hmm
i see what you mean
cause its static and not updating the integer
data tables are great to pull values from, but yeah, they never change, so dont fetch them in places that update regularly
how can i get data table value?
you have the right node, just do it on construct or something
get row, break to struct, promote that output to variable, then the binding can reference it
unless you change that variable later, it's also not necessary to even use a binding
just make that text a variable and set it ๐
sorry to confuse you, but i realize you can skip the binding
no proble, i really appreciate the help
Getting this when trying to package project
I feel i've setup everything it needs
so if ItemName is the name of the text element in umg, your good
hmm
how do i set the text to the variable without binding
but im not sure what you plan to do after, looks like you may end up modifying these values
the integer is the only one which changes
yeah its a inventory bulletin board that shows how much of a product you have in stock
im not seeing this
and where is this in construct?
Hi! I have seen a picture about 4.26 will have two road. One is 4.27,another is 5.0 Alpha, and finally both road will integrate to Unreal 5.0.
However I cannot find that picture now
May I ask where is the link of that picture of roadmap?~ Thank you !
Construct > get data table row > break struct > set vars > set Text referencing these vars
would a tick be better to update the values?
oh yeah you constantly buy more inventory
you could bind lol, but honestly its better to just set the value and then when the right event happens, it updates them
that way it can be made into a function and you can call it from wherever
its also a 3d widget
could even make it so the function is generic enough that you can call the same function and feed it the variables to change for your store prices
true, it would do it when the game starts
but it looks like you are changing only some of these values
that you are getting from your tabel
so, since those are stored as variables, you can access them and change them when you need to
then update the text, or just have that variable in the binding
lol, this started as not putting the data table fetch in binding, so thats the only bit id say you really shouldnt do
you can do your binding if its comfortable, but use the set vars from construct so you dont pull from the data table all the time
im not quite understanding the set text way, it comes out blank, ive set it to binding but still the amount doesnt change
so you have the data table part, then the struct, so it might be the var - that's set from the struct and thats referenced in the binding, should be good, but ill double check myself
yeah it works, although i dont have the data table part, i am setting the same variable plugged into the binding function
here ive bought the items to give me something in stock
but it still hasnt updated
what is your AmountInStock binding?
the variable set from the constuct
sorry, whats the code look like
so that will grab that variable value
but now you need something which changes that value
thats this
so if you purchase a soda, you would need to change the AmountInStock, ie the math
but this doesnt show the math ๐
so it should be Soda Single 35?
and that number is AmountInStock right?
yeah
for that row
i assume i have to make a sequence and set variables for the other names and rows
i only have 5 or 6 items
on construct
and then reference them in binding
is my thinking at least
little confused here. this is SodaInStock, but the binding says AmountInStock
wrong binding?
soda in stock is the text widget name
so its not just text block
yet this binding is SodaInStock Text 0
soda in stock text is get the variable from the data row of single soda the amount in stock
the text node is jsut named soda in stock
i think you need to change the binding so it references the function and not the variable
is there any way to make this not effected by fps
ay carumba
lol you can try removing and remaking the binding
How to delete imported content that I dont need in my project ?
just tried and connected the soda amount instock to the return value and still nothing
i dont get how you get the print string with the number
the data table is setting it right?
this is from Construct right?
i have to squint a bit, but is there the AmountInStock variable being referenced here? it looks like you are updating the struct
well if the AmountInStock variable which belongs to the widget isn't referenced here, then its never being written to
seeing this, i think you could just get this struct which is being changed
lol, whatever you are changing and storing this value, that needs to be using in the binding OR you set the variable AmountInStock somewhere in this which would update it in the widget
you would need a reference to the widget for the latter
wait, this is part of your widget?
i dont think works because this component needs to have a reference to the widget so it can set that widget's variable
ohh i see so reference the widget in the component then
and set ITS variable for in stock
idk lol
hm
im seeing another issue happen then when i want to get the amount of a different item
Yeah, it would would be better to make this a function so you dont have to make a redundant amount of code
My internet died though so i guess im going to bed
i appreciate the advice
hi, I usually use unity but, fuk making a script for EVERY single item/action, currently I'm downloading ue5, any advice?
You probably want to use ue4
why
id say more tutorials and resources for ue4 as ue5 is new
Oh... no reason...๐ maybe you want to use ue5 instead anyways
conflicting stories
i havent used ue5 yet but im hesitant
should I go for it since I'm new to ue?
Maybe its past the tipping point where its okay to use it and not run into its unstable walls
my thought too, i felt thered still be bugs
ion plan on making a game with big boy graphics
If ue5 gets too annoying to work with you can always bounce to ue4
like I said, I'm tired of making a script in unity for every action
Well you got cpp if you ever miss it
cpp?
C++
ah
Chocolate pineapple pizza
Actually could you elaborate on this some more?
man I just went to the thing and pressed download latest
I'ma jus cancel that... and bam ue4 is downloading
you scared me from it
You want nanite and lumen right?
One of them is
all I went is a neon sign typa look
Probably can do in ue4
like that, the same lighting colors and stuff
For sure. Import pictures like this no prob ๐
ue4 definitely should be able to do that right
Yeah, right? Its possible. Just need to learn how yeah?
calm down
Mesh, emissive, that part where it glows
Its kinda like Unity
unity is bad with lighting
I changed the brightness by like 0.001 and the whole map went from pink to white
I hope, if not then we doin it in the dark๐ง
parkour games hit different when you can't see๐ซถ
Yeah that was the hard part in dying light
it's weird to think Fortnite was made with ue
like it's very well optimized
look at Fortnite on switch, game of that size running at a playable quality on a tablet from 2003 is amazing
Is a meme?
don't know what that means but Italians are cute
HAHAHAHA
๐ง
have your engine walk
Virgin AVG users
vs
Chad Windows 10's built in antivirus users
never heard of avg
vs Chad 100% Disk at random times
help
Either uninstall your antivirus, or defenestrate your computer.
Is there a way to profile blueprints running in editir? There's sometging slowing everything down but i can't find it manually disconnecting every single node until i find the cause...
:(((
You may get some mileage with Unreal Insights, but it can be daunting at first
I understood it was for packaged programs, not for the engine editor ๐ค
Wrong channel?
Btw no, never remove programs that way. Do a regular uninstall first, THEN remove eventual leftovers
can anyone guide me here
AVG fucks with his UE
And not that easy, third party AVs tend to deliberately stubborn when it comes to its removal.
Bleepingcomputer is quite trustworthy for such tools
Oh i done
but
this
May i ask someone here regarding AR ue4, it was made with 4.26 and now in 4.27 some original functions are missing
i cant make my AR project work
Which guide
Bruh
thats like... a patient with a broken leg walking into a cast making office, and being told to walk out to waiting room with no one in it
Except that's a channel dedicated to XR, and people dealing with XR more would hang out there.
And no, your analogy is an Epic MegaFail.
my brain rn is too preoccupied with understanding the f***ery behind 4.26 - 4.27 functions missing
how to add vehicle physcis
why are ppl with anime pfps always so unfriendly nvm dont actually care
car speed
I'm genuinely bored with that classic ad hominem.
Look at the (advanced) vehicle template, it has car physics pretty much set up.
But he is preimum
No, it's not.
It's built in template.
you send me link i am very thankful you
No link required, all you need is to go to Add/Import in content browser, choose Add Feature on Content Pack, and then choose Vehicle Advanced
Oh THanks
This discord hasnt been helpful at all
server
since i joined
its like, theres no point to it
so im out.
wonder how long he was on the server before leaving ๐ค
Not to mention pulling off that crappy ad hominem move...
But eh, no use to talk about it anymore.
For day 1 progress would you say having: a gun model that faces forward but doesnโt follow where I look, basic walking, can look around and cast rays that when shit at an enemy will make them fall from which bone has been shot, has audio when shooting, can jump (double jump and Ik how to โjet packโ), can run (with stamina), have a reticle and also can crouch (I broke it but I did have it at one point)
For day one progress, I'd say getting the movement and rudimentary hitscan working.
The enemy doesn't even have to react or move around, just stand still, but disappear when shot
The things I listed it what Iโve done so far but I ended up breaking the crouch so I canโt uncrouch anymore and then all of a sudden I had 2 stamina bars so today Iโm gonna try fix them
At least that's what Doom achieved within first few days of development
Gear Switch Sound
time to put in another good 6 hours of work with the illusion of 0% progress towards the final goal ๐
can someone suggest me how scale and orientation works in ue. like i always end with irregular sizes and when spawning it rotates in random direction. this roll, pitch and yaw is confusing. is there some standards to size and orientation so that it can become less confusing?
UE still adhere to general 3D space transforms. The only minor difference is that X is considered forward, and 1 Unreal unit equates to centimeter, everything else is indifferent from others.
Those who has used Cesium;
I have 2 maps;
A map where Cesium is streaming
A map where I got a landscape and assets ect - -
I can run these two individually perfect, but when I use level streaming to show them at the same time the engine crashes?
gear switch audio
x is considered forward? its even more confusing. can you show me using a diagram or some reference? which side is forward here? for me anyside i look from is forward.
please considered me 5 year old dumb kid who has no knowledge of math or games.
Does anyone know how I can make VOIP? I tried this tutorial: https://www.youtube.com/watch?v=cndbrTOAQD4 but I can't hear my voice
How to add VOIP to your Steam Multiplayer Game in Unreal Engine 4 (UE4). A nice, simple tutorial that will make you happy hehe xd
SUBSCRIBE RIGHT NOW OR I WILL END YOU!
โบCheck out my Unreal Engine courses right here: https://devaddict.teachable.com
โบSubscribe if you enjoy! https://www.youtube.com/channel/UCGxt9c_CREmnquHjPEknHYw?sub_confirmat...
should i be using UE4 or UE5?
UE4
UE5
Can you explain why?
I'm not an expert, but I know that UE5 will be released in the coming months (or even before), it's not perfect yet but I don't think that learning UE4 and than translating to UE5 is worth the time. in UE5 the lighting system is way better, it can hold up objects with much more polygons, the UI is better, and much more
Use 4.xx Currently 5 is a buggy mess. Even if you go down the source route you may find things unreliable.
You'll be able to move your projects to 5 once it goes live.
Also what pc you have, if it is toaster like mine, then go 4.26 or soemthing nearby.
which one is more better to use in level map simple collision or block volume ue4
Hello again! To show something in a GUI that is on a server, then basically read a URL and put it in the GUI, do I need a Plugin?
I try to explain it to you with an image
four months.
interesting. Oh well. Not my experience :)
Would it be possible to create something like the foliage tool in game for a fire attack? I am trying to figure out the best way to create something like a pyro attack in Genshin Impact.
Does anyone know how I can use steam p2p in my project? this is my DefaultEngine.ini
hi all, how do i get my 3d widgets to not be affected by post-processing or lighting or whatever is making their colours so dull?
these should be white and bright green for example
I want to create Ingame Coin System to Unlock Inventory Item/Skins. To get player have to purchase coins with real mony. How can we do this. suggest any tutorial. Easiest method.
@worn copper i would look at making data tables first. so you can make a text file (JSON format for example) where you can list all the different unlockables. that will be much more manageable in my opinion than managing all the different items in the unreal editor. you can then import that file into unreal as a "data table" and read from it to build your UIs and use it in your game logic etc.
How can I open the photo gallery on android?
But how can user purchase coins by real money? Not getting complete
that's like 10 different steps i guess
find some sort of payment provider like paypal or steam, make a UI in your app to show people products, when they click you call some HTTP webhook to trigger a payment, maybe in a browser, then you have to store somewhere the purchased thing in the user's steam profile or in a database online. That's a lot ๐
or find something like this that works https://www.unrealengine.com/marketplace/en-US/product/xsolla-payments-sdk?sessionInvalidated=true
Does anyone know how I can make multiplayer work without port fowarding? i'm using steam but none of my friends can connect
Hey I want to cut a mesh into slice using the world position offset inputs, just evenly spaced horizontal slices, how may I achieve this
I can make custom website for this. I'm just finding how to connect database with UE Blueprint.
Are you asking how to pull images from a URL?
VaRest is a nice HTTP package for sending requests
No, I solved this by buying a Plugin, but now I don't know how to open the Android gallery
okk Thanks! will look into it.
If you make a custom website for sales then the that part of your question is not about unreal, but yeh to connect to any API you could try VaRest its pretty good. Try to work out what parts of your app are happening where, where's the UI, payment system, persistence layer. you could do it 20 different ways
I assume you mean this? https://forums.unrealengine.com/t/open-the-android-photo-gallery-and-get-photo/42774
Hi guys How can i get a photo from Android Device. i want to open Android Gallery of photos and pick one and send back to my game. i saw that post How to access iOS photo library / use Objective-C properly? - UE4 AnswerHub but iโm a newbie on c++ until now i dont know how to convert that code to work on Android plz help
No I don't need it anymore, but I would like to know that Path is used for Android ... that is, if I have to open a file, there is no C:\LOL\Hi
What is used for Android?
Nanite is truly a marvel.
is line tracing on tick do-able?
by do-able, is it ok, and the only math after it is checking to see if it hits a pickup
Is it possible to create a struct and put a boolean in it and when it's checked it opens a submenu to be able to put values in it like for instance :
HealthRegeneration? : Boolean
- Amount to regen : Float -- The submenu starts here and only shows if HealthRegeneration? is true
- Instant regen : Boolean
Please ping me if any answer ๐
Is anyone else having problems with accessing official learning courses?
It says that "Unable to complete sign in, please try again" when I try to start a course
it seems to be off and on, try again
also they are aware of it and looking into it ๐ฆ @quartz sierra
Thanks๐ Was thinking might be something wrong on my part
never hurts to ask to make sure you aren't crazy ๐
I'm having a problem importing an asset I made in blender to UE4, does anyone know which channel I should ask my question on?
Hey guys, not sure best channel to ask this -- I have been developing a game in 4.27, but need to drop down to 4.26.2 for dependency reasons.
Once I built my game with the older version, I am getting an error that my map can't be opened because it was saved with a newer version. The solutions I have found online require opening backups from the older version, but I don't have backups because I started at 4.27. Any ideas?
not really, its already a wonder that you where able to get anything working in an earlier version because there is basically zero backwards compatibility
I'm sure there's a way...
if the map is the only thing breaking, you might try to copy everything in it on .27, and see if it pastes in .26
but generally there is almost zero chance of anything working backwardsly
It should be back up and working if you want to check again
thanks!
Unfortunately this is just the setback from world space widgets.
I've got a bunch of files that all have the same set of prefixes, so when I'm looking for a file in my pile of tabs everything is identical. Anyone know a way to have the tabs show the ending of the filename instead of the beginning?
Hi guys, awkward question I guess but I think it's level specific. I'm using the free Async loading plugin but I can't figure out how to make it view a loading screen inside my VR headset. What happens between loading levels is that the default steamVR loading screen appears instead. Anyone know how to make sure my loading screen appears inside my HMD please? Not sure if this is the right place to ask really
why am I suddenly packaging but I can't open the game now?
it says 'this game doesn't match your 64 bit pc'
it worked just yesterday...
I tried to package like 5 times
same error
why is it seem to packaging for 32bit or something?
this is what I'm pressing
oh shit ur in here?
bro your tutorials were so helpful when I was starting out several months ago, thanks
if ur him lol
yea, it's the guy from the tomato videos
yea
i still find them useful when i want to refresh knowledge on things
short and on point
yea I still watch them as well, they are very helpful on like node specific things
edit: in his wtf series
Can anyone help me by sending a 4096x4096 blanc png to me? Dont have laptop with me
Just a black .png file
Does anyone know how I can make my background on the main menu move with the mouse
what?
just move the translation?
it's a variable
'kinda'
well it does
If you want to make it look like tarkov, you would probably need to make it on 3 separate canvases and then have those 3 nested in another canvas, then you can control each layer, and also have a master control (what the mouse would affect (I think)). Then you would just have to override the on mouse move function, loop through each canvas, and there is a map range node or something like that I believe you would have to use.
edit: or I wouldn't say "have" to
Thanks
oh also, I found a forum post of this exact thing, and they basically suggested what I said, but the dude posted a pick of what he did
does anyone have any idea how to get rid of this problem? ๐
Yadda yadda Gradle something something
Must be #mobile then
@drowsy snow it's just the folder where the game should be saved.
Not sure if anyone would be able to help me --
I am trying to replicate a system sort of like this one from halo 3 https://www.youtube.com/watch?v=FWYatlEjW18
Basically, all I need is a NPC's model to change into an infected variant during gameplay, then take on a different behavior tree for AI.
Does anyone have suggestions or a tutorial I could be pointed to? Thanks!
Hi all. besides migrate, is it possible to save a group of actors as an obecjt and then use them in another project ?
becasue merging them to a stati mesh allows me to modify materials but i dont know to unpack them
nor i find help
It didnt use to be possible but im not sure about now maybe with some addons
other idea i didnt dfind anyway searching
๐
so if anyone can share other thingpls do
ty
you can just copy over the uassets from one project to another
that could maybe work?
but keep the path structure, e.g. what was in Content/Animals/Cats has to be in the same path on the new project
I think he wants a group thats placed already to stay a group migrate to another project and be able to move them around again
ah ok
you can select a bunch of stuff and convert that selection to a blueprint
however, that will stay in the blueprint then
yeah but then you can remove pieces from it anymore or make their own blueprints later
yep
what you said XD
another option: create an empty level, add it as sublevel to your current level, duplicate your selection to the sublevel and migrate that level over
thats what I thought of doing, wasnt sure it would work or not though
that works
the fbx is imported as a Bp with components
what? no
can the components form BP be moved in outliner ?
no
your best bet is to migrate the level
i knwo that approach
but i want to save just this particular group of actors as a gorup to be able import it withotu this migration
migtration implies i need to be aware all the time in wich project i have created x thing
and for example i amp playing with a template from epic an did some sutff there
i want to be able to recallthose objects
and importing fbx does a bp
so youre wanting to be able to drop it into multiple projects?
yes
and also redo some stuff on the actors
i have lets say a base group of actors and i want to save this work
not sure there is another way yet if there is and you find it let me know XD
becasue in other projects i want to add other actors or remove or something
well fbx shoudl be the way
but importing drops them in a bp
and i am stuck to the bp then
Does anyone know how to send input from a widget to another blueprint with an interface?
So, I am having a custom shader issue here.
Heres the code
float3 mean[4] = {
{0, 0, 0},
{0, 0, 0},
{0, 0, 0},
{0, 0, 0},
};
float3 sigma[4] = {
{0, 0, 0},
{0, 0, 0},
{0, 0, 0},
{0, 0, 0},
};
float2 offsets[4] = {{-RADIUS, -RADIUS}, {-RADIUS, 0}, {0, -RADIUS}, {0, 0}}
float2 pos;
float3 col;
for(int i = 0; i < 4; i++)
{
for(int j = 0; j <= RADIUS; j++)
{
for (int k = 0; k <= RADIUS; k++)
{
pos = float2(j, k) + offsets[i];
float2 uvpos = UV + pos/VIEWSIZE
col = SceneTextureLookup(uvpos, 14, false);
mean[i] += col;
sigma[i] += col * col;
}
}
}
float n = pow(RADIUS + 1, 2);
return mean[0] / n;
I get two errors.
1: syntax error: unexpected token float2
2: undecleared identifier pos
Anyone know what might be up with that?
also, thats a big code block. sorry about that.
float2 offsets[4] = {{-RADIUS, -RADIUS}, {-RADIUS, 0}, {0, -RADIUS}, {0, 0}} you are missing this ;
probably
nice I missed a semi colon xD
Aren't we all.
that fixed one of two, still have the unidentified issue, might be missing a colon there too
i hope so
did you recompile?
pos wasn't defined before because of the semicolon, too
float2 uvpos = UV + pos/VIEWSIZE also missing ;
that's a new one ๐
yeah, works now
thanks for the help! and correcting my stupidity by not checking for semicolons yet again.
doesn't your IDE scream at you for missing them?
First time doing shader programming, was kind of following a tutorial, so no, I probably don't have the IDE for shaders
This is HLSL, so no.
rider has HLSL support
Not to mention VS doesn't have HLSL syntax highlighting
maybe they have a plugin for that?
i dont know anything about VS and if there even are plugins for it
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There is, but doesn't support USF inheritance
ใใฉใณใน่ชใฏ่ฉฑใใชใใใ , ใ ใใทใฅ
Lol
Is there any reason to make AI behaviour in BPs instead of BT?
How do I know if the player has changed the date?
Compare it with a timestamp var storing the date in previous tick, and determine if the difference is large enough.
I recently upgraded to a 3080 TI and noticed that after about 30 minutes the UE4 editor starts drawing incorrectly, with frequent black screens, see-through window backgrounds, flickering and invisible context menus, is this familiar to anyone? ๐ค
Is there a way to get the distance to an object with shaders? (I only want this paint effect to show on distant objects)
See pinned message.
It's actually a very common issue with newer NVIDIA drivers
I thought there was a node that gave a black/white response based on distance lol
Scene Texture: Scene Depth
and I had to divide it by 2000. weird node
also, how does that If node actually work in shader graphs?
thx, do you have a video?
Thanks. So in my case. How would I set up the if node for my custom paint effect to only show on white areas? (further away)
Guys how to get list of all ActorBlueprint by command like a "getall"
ping me
For what?
I need for command
function Controller Spawn(class<Controller> ControllerClass, class<Pawn> PawnClass, optional Vector SpawnLocation, optional Rotator SpawnRotation, optional ActorBlueprint Blueprint)
UnrealScript
So you're working with UDK?
Yep
This doesn't quite work. Basically I'm trying to check if the scenedepth is higher than 0.5. if it is then use the post process. If not, use normal rendering.
Error: If Input A must be type float
Yeah, sorry, this server was mostly for UE4+, which don't use UnrealScript, and nobody make UnrealScript UE4 plugin
TheHoodieGuy, sorry to bother you but would you know how to achieve what I'm trying to do?
How about using Lerp node?
I know what the lerp node is, not sure where I'd use that in this case
Basically blending from one texture to another.
Use the Scene Depth as the alpha.
I see
theres loads of lerp options here.
which one is it?
oh god that returns so many errors
Kuwabara, Kuwabara
Wait, no
thats a custom node
Is the custom node returning float3?
it returns col, which is a float3 yes