#ue4-general

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raven estuary
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Can you set up unreal to save a like "workspace" or something so that when i open unreal it sets up on both my monitors

bright sigil
vivid scaffold
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does anybody know how i can paint foliage onto a static mesh

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its on in the filter but i still dont see any brush to paint

coarse wind
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๐Ÿ‘‹๐Ÿฝ 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?

hybrid owl
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hello folks, total noob here. how do I change camera in the viewport? ie switching between cinecamera and firstpersoncamera. thanks!

drowsy snow
plush yew
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hi !

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every 5 seconds mine editor stuggers even in a blanco map with only 1 floor

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can i get some help solving this please? ๐Ÿ™‚

raven estuary
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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

regal igloo
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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?

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I am new and trying to learn unreal for archviz

sterile sun
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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

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i saw someone already answered it on answerHub but currently it is not accessible

sterile sun
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?

trim glacier
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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?

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Here is how it looks in editor and in 4.26

stray drift
trim glacier
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but it's fine in editor and in 4.26 and no changes where made

winged lava
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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

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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?

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HOW? I don't get it

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how would I program that

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@plush yew Hi m8! Can u tell what node references a npc pawn for the target. Because this I understand? thx Lorash! ๐Ÿ™‚

cinder bloom
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ฤฐs there anyone know replicated ? pls help

winged lava
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@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?

cinder bloom
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@plush yew i did thanks

oblique whale
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why cant i move when im really far away from the center of the world (0, 0, 0)?

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im pretty sure i have to re position the world origin but idk like how to do that..

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i did try and enable world compsition

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and then also rebasing

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didnt change anything

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wait

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i can convert my probject to ue5=

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?

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oh

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so igotta wait for it to get relaesed?

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bruh

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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...

โ–ถ Play video
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@plush yew

primal crag
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guys i cant seem to find skysphere in my actors list any solution?

winged lava
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Can someone plz tell if it's not too much trouble what node I need for the target when referencing an NPC?

primal crag
winged lava
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My NPC is called ss1 but nothing comes up in search when I type get ss1 ๐Ÿ˜ฆ

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oh okay

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care to enlighten me m8

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do I need a cast to character?

primal crag
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@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

winged lava
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@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

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I know you're saying itself but what would that be?

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ss1 is the npc name

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is it the node get player pawn would that work

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I am just looking for one easy method

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can i use "Get Pawn"?

primal crag
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I am working in meerkat demo scene by weta , is there possiblity they have deleted it for this project

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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

oblique whale
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i just did that, and now i only have my folders everything else is gone

winged lava
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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

oblique whale
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wdym

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EA = early acces?

wild aspen
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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

winged lava
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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

oblique whale
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Yes im using early access... but it isnt fully released right?

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bruh

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so theres no way

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i can fix that gravity thingy

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bro im so new to unreal engine, what is a test level lmao

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isnt there just "levels"

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how would i create a test level

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but how would that fix the issue

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like

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cuz i would still need my planet

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????

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"not an issue"

sick patio
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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

oblique whale
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hm i see

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ye but the problem is

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ok

sick patio
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am i in the wrong room?

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i should go there?

hot thistle
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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 -

trim glacier
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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

hot thistle
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@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?

hazy tundra
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I have a crash when changing the default RHI to dx12, does anyone know why this happens?

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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.
hazy tundra
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1050ti and 27.21.14.5671

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Unfortunately no :/

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We have used dx11 so far, and wanted to switch to dx12

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Not sure if additional work is needed

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We changed the default RHI through project settings

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Also it's not happening on all PCs, but all of them have the same specs

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Which is kinda weird

trim glacier
trim glacier
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I first tought it's something with the new Oodle compression in 4.27 but after disabling it, still no change

sand plinth
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Hey folks, in materials, what is occlusion?

hot thistle
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@trim glacier Hmm, that is strange indeed - do you use a master material for the materials affected?

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@sand plinth
Ambient Occlusion is a texture applied to corners, creeks ect, easily to explain as ''faking'' shadows closest to the model.

sand plinth
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ah thanks

trim glacier
kind zephyr
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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.

hot thistle
trim glacier
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exactly

trim glacier
hot thistle
trim glacier
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Yes I use them a lot but again, the arms don't use them

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It just does not make much sense at all other then UE 4.27.2 is somewhat broken

plush yew
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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?

hot thistle
hot thistle
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Tho I'm not sure if that is relevant to a already published game

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But all tech evolve and I'm certain 4.19 had its mistakes when it comes to future optimizations

pine siren
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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..

digital anchor
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It calls postcreateactor twice, one for the preview actor and one for the real actor

plush yew
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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.

digital anchor
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check for ClassDefaultObject and transient flags

pine siren
# digital anchor It calls postcreateactor twice, one for the preview actor and one for the real a...

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..

digital anchor
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it literally spawns two actors

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but one is transient

hot thistle
plush yew
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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.

hot thistle
plush yew
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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.

tiny zodiac
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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? ๐Ÿ˜ฆ
I need to disable it for all pawns of a specific type only.

lilac sail
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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?

hot thistle
tiny zodiac
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i can make custom collision. but new collision type?

hot thistle
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In your project settings you should be able to create a new collision object type

rustic root
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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?

tiny zodiac
viral lotus
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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

viral lotus
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Where does tag go, and how do you format it? I'm posting to UE5 early access

frozen whale
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How can I hide a model for the local player camera but show it for other players?

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a playermodel

tiny zodiac
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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? ๐Ÿ˜†

frozen whale
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You can email them at: maytreemusic@gmail.com

frozen whale
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Keep in mind this is not really legal advice but it's always nice to contact them about it before including it

tiny zodiac
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i think it will look really cool ๐Ÿ˜บ

tall sorrel
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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

trim glacier
# tall sorrel whats the best way to go about making a loading screen? Should I load the level...

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

dry wharf
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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...

โ–ถ Play video
tiny zodiac
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@hot thistle I could not make it work so far. Im a bit confused ๐Ÿ˜ฆ
What am i doing wrong?

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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...

trim glacier
frozen whale
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Does anyone know how I can fix my mouse not showing up on my main menu?

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All of the things I see involve making a new gamemode

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I don't want to do that

dry wharf
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you have to set show mouse cursor

trim glacier
tiny zodiac
frozen whale
hot thistle
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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)

trim glacier
frozen whale
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Thanks

frozen whale
trim glacier
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yes

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@hot thistle Worked trough everything and disabled all custom plugins, game is still shiny as hell. Feels like the Engine has some critical issues

dry wharf
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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...

โ–ถ Play video
hot thistle
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could be worth trying to copy Saved from the engine version into the Package

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If not, I'd just migrate over to a fresh project to compare

trim glacier
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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

hot thistle
tiny zodiac
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@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

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I created a new object channel called DontBlockAI. But there isnt much in it.

trim glacier
trim glacier
hot thistle
hot thistle
tiny zodiac
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Ok. Im there but i dont see anything where i can change to specify that it should not block BP_HanaAI

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maybe its something simple but i cant see it

hot thistle
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Can you see your new collision channel?

tiny zodiac
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Yes i see. But that is not in any way connecting to BP_HanaAI

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I mean where is it saying that it wont collide with a specific character?

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sorry for being annoying ๐Ÿ˜ฆ

hot thistle
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You're not annoying, dont worry we've all been there ๐Ÿ™‚

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@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)

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Let me know when you've done this ๐Ÿ™‚

trim glacier
hot thistle
narrow haven
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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.

tiny zodiac
hot thistle
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(same way you changed to Pawn object type in the character)

cosmic axle
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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?

cosmic axle
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The movement component has the gravity at 0

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Is that the problem?

midnight root
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why does launcher, tho ticked to do it, not rememberr login ?

frozen whale
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Does anyone know how i can move a widget element with the mouse without clicking it

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so it has kinda a 3D effect

granite geyser
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hi, anyone knows why raytraced reflections fade in the distance and how to fix this? (the cube is 8000m)

hot thistle
cosmic axle
hot thistle
cosmic axle
hot thistle
cosmic axle
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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

tiny zodiac
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I tried everything. And so far they still collide ๐Ÿ˜ฆ

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@hot thistle pls help me

hot thistle
tiny zodiac
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all characters are colliding

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even if i set to overlap

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the only way i made it to work is by setting pawn and then overlap

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but then it will overlap all characters

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my main character is supposed to block the AI. But the AI character is not supposed to block their own characters between themselves

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because that is causing all sorts of problems

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you see they are blocking each other

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and sometimes its causing them to fall below ๐Ÿ˜ฆ

vocal flume
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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?

hot thistle
# tiny zodiac

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

proud hedge
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exported a video in ue4 through the sequencer. why has the file a size of 240gb? its just a 2 minute video. 4k@60fps

plush yew
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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.

granite geyser
proud hedge
granite geyser
tiny zodiac
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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.

prime willow
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can you setup

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clothing with different bones that are identical to the base bones youll use dynamic pose with?

plush yew
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@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

drowsy snow
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VRM stuff was mostly used by Unity users, of course there goes the bias

drowsy snow
prime willow
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can i use different mesh bones

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if its just a clone

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for dynamic posing

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or doe sit have the be the exact bones the mesh is using to also make the clothiing move

drowsy snow
drowsy snow
cedar wave
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HoodieGuy fightin' the good fight โœŠ

drowsy snow
prime willow
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but its legitimately the same skeleton from bone hierachy and stuff

tall sorrel
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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

drowsy snow
prime willow
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same skeleton asset just different name because merging it causes issues ;-;

drowsy snow
tall sorrel
prime willow
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@drowsy snow if i use kawaii physics

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and i apply a morph target to my mesh

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will the clothing stretch to fit the mesh
or do i need to paint it still?

nocturne bough
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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",

drowsy snow
azure reef
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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.

tall sorrel
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just plugged alpha in and its fine on the interface material

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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

prime willow
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@drowsy snow what term am i missing

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to figure out how to make clothing bend to character morphs :C

drowsy snow
prime willow
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oh

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what part is confusing

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also ill post screenshots

sterile sun
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after migrating scene from other project scene is lookng too bright

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may i know reason? and how to fix this?

prime willow
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this

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the clothing dont bend with the character's bodily changes

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and if i apply morphs it merges through it

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how would i setup clothing sims or physics

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but so if the body's morphs change the clothing change with it

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would kawaii physics for this?

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actually lemme send a pm for the example

pearl sonnet
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how would i go about offsetting the roll (i guess) to make sure it keeps "level" according to the rest of the world

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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

sterile sun
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in post process volum right?

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i tried but nothing changed

pearl sonnet
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lol, done

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though still "gimbal lock" at 90/-90 degrees pitch

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essentially now i cant flip it over beyond straight up/down

languid storm
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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.

drowsy snow
languid storm
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sorry for silly questions, but I am really newbie

prime willow
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how does one make the clothing collide with the body

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my clothing merges through the body

rough finch
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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...

โ–ถ Play video
polar remnant
#

u know how presing end snaps it to he floor, is there a way to do that but for the side of the wall

soft tree
#

probably not exactly what you're looking for

#

๐Ÿคทโ€โ™‚๏ธ

nocturne bough
narrow igloo
tardy skiff
#

Hi all. Can anyone help me refference 2 parameters form the water actor ?

#

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

tardy skiff
#

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

prime willow
#

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?

final mountain
final mountain
drowsy snow
prime willow
#

im just trying to get them to collide lol

#

let alone get accurate

#

2 weeks no dice lots of fun >:3

drowsy snow
#

Well, you could have the capsule bodies approximately cover the body mesh.
If in doubt, you can look into MetaHumans for reference.

prime willow
#

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

final mountain
drowsy snow
final mountain
#

sorry but I'm trying to fix this error from last 2 days

fierce tulip
plain raft
#

hello, how can i disable the camera movement on the (Z) side in third person character ??

drowsy snow
plain raft
#

you know ?

#

maybe somehow disable rotation on the Z side

tiny grove
#

what could it be.........?

final mountain
#

not working

tiny grove
#

did you try resetting lightning?

final mountain
#

yes

drowsy snow
#

Because the spring arm don't roll.

tiny grove
final mountain
# final mountain

Please, I am stuck here for like 2 days, I could really use some help

plain raft
#

OK guys i have it

plain raft
near mountain
#

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

rare steppe
#

spppiinnnnnn

tiny grove
bright sigil
rare steppe
pearl sonnet
#

i would not mind a slice from that monopoly

#

there's few who own production of mundane things

#

but they're everywhere

robust marten
#

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.

tiny grove
#

there is a nodein character movement

frozen whale
#

Does anyone know why Min Desired width is not working?

warm hornet
#

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?

desert widget
#

Hello, does anyone have any experience with perforce set up?

frozen pond
#

hi, does anyone here run ue4 on radeon cards?

#

Any problems/

small creek
#

Hello everyone. Iโ€™m painting foliage around my world. Iโ€™m not making this for a game just to showcase some assets Iโ€™m 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.

bright sigil
desert widget
prime willow
#

@bright sigil can you do a good point in right direction

#

I want my clothing to stretch to my meshes morph changes

#

touche >_>

bright sigil
#

i almost pointed left

prime willow
#

xD

bright sigil
#

but i've never worked with morphs

prime willow
#

o-o

#

i swear we had this discussion

#

like 2 days ago

bright sigil
#

we did

prime willow
#

im so sorry ._.

bright sigil
#

and i expressed the same thing lol

prime willow
#

ive been running through the internet

#

for 2 weeks

#

lol

bright sigil
#

all good

drowsy snow
prime willow
#

im so sorry super tired and stupid

#

oh god

#

wadsgfh

#

youre right hoodie!

bright sigil
#

glad i could help

prime willow
#

yess โค๏ธ

#

bik thx

prime willow
#

would it be better to use kawaiiphysics or paint sim

thick loom
prime willow
#

o.o

thick loom
#

I know what Kawaii means, just haven't seen it in context of physics

prime willow
# thick loom 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...

โ–ถ Play video
#

kawaii physics

thick loom
#

Thanks for clarifying! I might have use for this in the not-too-distant future

strong temple
#

hi?

tawdry python
#

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```
light lagoon
#

Does anyone know if there's any timeline for text-based .uassets? Rather than the binary ones we have now.

drowsy snow
tall sorrel
#

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

flat axle
#

How do I prevent camera aspect ratio constraint when adding a widget to viewport?

wide oasis
#

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...

flat axle
wide oasis
#

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

flat axle
drowsy snow
kindred depot
#

Udemy takes like 80% while the creator gets like 20%, don't pay those asshats.

fossil basalt
#

hey guys, any idea where downloaded plugins are installed? I need to tweak one for use in ue5

wide oasis
#

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)

fossil basalt
#

ta

small creek
kindred depot
#

If the creator has a teachable, buy from there.

#

They actually pay them ๐Ÿ™‚ lol

frail glen
#

Any resources on how to get started with unreal engine

#

I hear visual programming is better than text

#

So

#

Here i am

wide oasis
#

same question as mine lols the answer is above

drowsy snow
frail glen
drowsy snow
#

It's a balancing act.

frail glen
#

So its hard?

kindred depot
#

Learning from unreal engine teachings compared to bad practices is always better ๐Ÿ˜‰

drowsy snow
#

Depends on what your project really needs. 100% BP is possible, but your project can have some C++ shall the need arise.

kindred depot
#

Assets for courses. If you want to browse them.

small creek
#

If anyone gets a chance I'm very interested to see if you got a solution to the problem I posted at 21:07?

flat axle
#

create link to it

wide oasis
#

not gonna scroll back to find it lmao

fierce tulip
small creek
wide oasis
#

I created this 3D model 2 days ago, not sure if this is the right place to showcase it but here you go ๐Ÿคทโ€โ™‚๏ธ

flat axle
#

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.

drowsy snow
fierce tulip
#

@wide oasis #work-in-progress

wide oasis
drowsy snow
#

Knew it lmao

wide oasis
#

lmao

drowsy snow
#

Put it in Unreal, then we talk.

fierce tulip
#

ah yea, if not unreal, then not in #work-in-progress

wide oasis
#

Yeah it's easy to put it I already did it for another character I made previously

small creek
wide oasis
#

For some reasons I like the Subsurface option more than the Mtoon one

drowsy snow
#

Try custom shading model

wide oasis
#

Do you have any tutorial videos for that? alex

drowsy snow
wide oasis
#

ohh

drowsy snow
#

Which I have the fork with it.

kindred depot
#

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

wide oasis
kindred depot
#

You should look into this ๐Ÿ˜‰ This is for clothing and hair btw.

wide oasis
#

alright thanks!!

drowsy snow
#

Shit, I have yet to solve the slomo issue with it, just don't have time to tamper with the C++ code ๐Ÿ˜ฐ

wide oasis
#

good luck x)

frozen whale
#

does anyone know how to space this out more?

kindred depot
#

use a spacer?

narrow igloo
#

Or padding on the widget.

frozen whale
#

How does this look?

#

I can't make them smaller

#

but this kinda works

#

my Min Desired width is broken

kindred depot
#

looks basic lol

split valley
#

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...

kindred depot
fossil basalt
#

hmmm, I woke up today with a desire to make a tower defense game ๐Ÿ˜›

#

shame they're not very popular

drowsy snow
split valley
keen verge
#

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?

crimson basalt
plush yew
#

Hello everyone, thinking that with an i5 11400H 2.7Ghz I am comfortable with a blender, thank you ??

flint verge
#

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?

keen verge
#

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

flint verge
#

Awesome, thanks

frozen whale
frozen whale
#

the width does nothing

soft tree
#

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

plush yew
#

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?

plush yew
#

Ah

#

quelqun parle francais?

spark gate
#

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?

karmic dagger
#

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

coral wigeon
#

yo what can i put as object when casting to a scene component?

past pilot
#

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

cloud aurora
#

Yo Iโ€™m tryna make my game and when my character crouches he wonโ€™t uncrouch?

gray narwhal
#

Hey all. Anyone know how to force the VR controlers to turn on and be available in a non VR game?

timid spade
#

does the finished arrow activate on both play and reverse or just play?

cloud aurora
#

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 itโ€™s a floating gun that only looks in one direction, my bullets themselves/ rays are in my looking direction however

blissful trail
#

yo how would i create a dodge system like this game ? https://youtu.be/kxdWSyoBcH0

โ—โš ๏ธ Please, add Atomic Heart to Steam wishlist: this will help us a lot! โš ๏ธโ—
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)
๐Ÿ‘‡๐Ÿ‘‡๐Ÿ‘‡

Atomic Heart is a first-person adventure shooter with a rich storyline ...

โ–ถ Play video
cloud meadow
#

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.

timber flower
#

You could delete content file in file explorer tho

stray drift
blissful trail
#

i have no idea but my friend really wants me to try and make something similar

stray drift
coarse wind
#

๐ŸŽ‡ 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 ๐ŸŽ‡
(BTW, can't open the learning center. am I the only one?)

blissful trail
#

any ideas why this works in editor but not in standalone ?

sterile sun
#

Viewport (Widget) Toolbar Missing

#

how to get it back?

#

and for how long answerhub will not be accessible ?

round light
#

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

bright sigil
#

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

round light
#

i got the text working but not the integer

round light
#

i see what you mean

#

cause its static and not updating the integer

bright sigil
#

data tables are great to pull values from, but yeah, they never change, so dont fetch them in places that update regularly

round light
#

how can i get data table value?

bright sigil
#

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

round light
bright sigil
#

just make that text a variable and set it ๐Ÿ™‚

round light
bright sigil
#

sorry to confuse you, but i realize you can skip the binding

round light
#

no proble, i really appreciate the help

torpid wagon
#

Getting this when trying to package project

#

I feel i've setup everything it needs

bright sigil
# round light

so if ItemName is the name of the text element in umg, your good

round light
#

how do i set the text to the variable without binding

bright sigil
#

but im not sure what you plan to do after, looks like you may end up modifying these values

round light
#

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

bright sigil
#

inText is where you plug in your var

round light
bright sigil
#

thats in the designer

#

select your text, its at the top

round light
ripe star
#

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 !

bright sigil
round light
#

would a tick be better to update the values?

bright sigil
#

i dont think so, these dont seem like values that update often

#

just based on event

round light
bright sigil
#

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

round light
#

its also a 3d widget

bright sigil
#

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

round light
#

so its always up

#

so i think the construct would only play once

bright sigil
#

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

round light
#

im not quite understanding the set text way, it comes out blank, ive set it to binding but still the amount doesnt change

bright sigil
#

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

round light
#

here ive bought the items to give me something in stock

#

but it still hasnt updated

bright sigil
#

what is your AmountInStock binding?

round light
#

the variable set from the constuct

bright sigil
#

sorry, whats the code look like

round light
#

i just selected that node let me create a binding itself

bright sigil
#

so that will grab that variable value

#

but now you need something which changes that value

bright sigil
#

so if you purchase a soda, you would need to change the AmountInStock, ie the math

bright sigil
round light
#

you can see the print strings increase from 30 to 35

#

ahh i see

#

hmm

bright sigil
#

so it should be Soda Single 35?

round light
#

yep

#

and if you buy again 40

#

then customers buy and it goes down

bright sigil
#

and that number is AmountInStock right?

round light
#

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

bright sigil
# round light

little confused here. this is SodaInStock, but the binding says AmountInStock

#

wrong binding?

round light
#

so its not just text block

bright sigil
round light
#

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

bright sigil
#

i dont think thats going to change anything

#

it's about the binding

round light
bright sigil
#

i think you need to change the binding so it references the function and not the variable

blissful trail
#

is there any way to make this not effected by fps

bright sigil
torpid wagon
#

How to delete imported content that I dont need in my project ?

round light
bright sigil
#

the data table is setting it right?

round light
bright sigil
#

this is from Construct right?

round light
#

this is what plays when i purchase an item in my computer widget

bright sigil
# round light

i have to squint a bit, but is there the AmountInStock variable being referenced here? it looks like you are updating the struct

round light
#

here is where its adding to the amount in stock

#

i think its my avaliable items then

bright sigil
#

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

round light
#

set the amount in stock

#

making a variable now to reference it in the widget

bright sigil
round light
#

its a component

#

thats doing the updating of the amounts

bright sigil
#

i dont think works because this component needs to have a reference to the widget so it can set that widget's variable

round light
#

ohh i see so reference the widget in the component then

#

and set ITS variable for in stock

#

idk lol

scenic charm
#

hm

round light
#

im seeing another issue happen then when i want to get the amount of a different item

bright sigil
#

My internet died though so i guess im going to bed

round light
#

i appreciate the advice

scenic charm
#

hi, I usually use unity but, fuk making a script for EVERY single item/action, currently I'm downloading ue5, any advice?

scenic charm
#

why

round light
#

id say more tutorials and resources for ue4 as ue5 is new

bright sigil
#

Oh... no reason...๐Ÿ˜ maybe you want to use ue5 instead anyways

scenic charm
#

conflicting stories

round light
#

i havent used ue5 yet but im hesitant

scenic charm
#

should I go for it since I'm new to ue?

bright sigil
#

Maybe its past the tipping point where its okay to use it and not run into its unstable walls

round light
scenic charm
#

ion plan on making a game with big boy graphics

bright sigil
#

If ue5 gets too annoying to work with you can always bounce to ue4

scenic charm
#

like I said, I'm tired of making a script in unity for every action

bright sigil
#

Well you got cpp if you ever miss it

scenic charm
#

cpp?

drowsy snow
#

C++

scenic charm
#

ah

bright sigil
#

Chocolate pineapple pizza

scenic charm
#

man I can barely write in c#

#

I haven't even peeped into the c++ world

trim pike
#

Actually could you elaborate on this some more?

scenic charm
#

man I just went to the thing and pressed download latest

#

I'ma jus cancel that... and bam ue4 is downloading

bright sigil
#

Nice

#

Whats wrong with ue 5?

scenic charm
#

you scared me from it

bright sigil
#

You want nanite and lumen right?

scenic charm
#

dawg I ain't a nerd, emphasize please

#

those sound like lighting tools

bright sigil
#

One of them is

scenic charm
#

all I went is a neon sign typa look

bright sigil
#

Probably can do in ue4

scenic charm
#

like that, the same lighting colors and stuff

bright sigil
#

For sure. Import pictures like this no prob ๐Ÿ‘Œ

scenic charm
#

my bad

#

but yk what I mean

bright sigil
#

Yeah i do

#

It has emissive lighting

scenic charm
#

ue4 definitely should be able to do that right

bright sigil
#

Yeah, right? Its possible. Just need to learn how yeah?

scenic charm
#

calm down

bright sigil
#

Mesh, emissive, that part where it glows

scenic charm
#

I've never used ue

#

and your overhere being funny

bright sigil
#

Its kinda like Unity

scenic charm
#

unity is bad with lighting

bright sigil
#

Oh

#

I remember making good unity lighting

scenic charm
#

I changed the brightness by like 0.001 and the whole map went from pink to white

bright sigil
#

Sounds like a math problem

#

Im sure you can do that in unreal

scenic charm
#

I hope, if not then we doin it in the dark๐Ÿง

bright sigil
#

Thats the spirit

#

Hope it goes well

scenic charm
#

parkour games hit different when you can't see๐Ÿซถ

bright sigil
#

Yeah that was the hard part in dying light

scenic charm
#

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

brittle plume
#

Is a meme?

scenic charm
#

don't know what that means but Italians are cute

brittle plume
scenic charm
#

๐Ÿง

brittle plume
scenic charm
#

have your engine walk

drowsy snow
#

Virgin AVG users
vs
Chad Windows 10's built in antivirus users

scenic charm
#

never heard of avg

scenic charm
brittle plume
drowsy snow
wild aspen
#

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...

drowsy snow
brittle plume
#

Can I delete AVG that like this?

wild aspen
brittle plume
#

I think it is illegal to uninstall AVG

wild aspen
sterile sun
drowsy snow
wild aspen
#

Bleepingcomputer is quite trustworthy for such tools

brittle plume
#

but

brittle plume
plush yew
#

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

cloud aurora
#

Which guide

plush yew
#

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

drowsy snow
plush yew
brazen torrent
#

how to add vehicle physcis

plush yew
#

why are ppl with anime pfps always so unfriendly nvm dont actually care

brazen torrent
#

car speed

drowsy snow
drowsy snow
drowsy snow
brazen torrent
#

you send me link i am very thankful you

drowsy snow
plush yew
#

This discord hasnt been helpful at all

#

server

#

since i joined

#

its like, theres no point to it

#

so im out.

dusky inlet
#

wonder how long he was on the server before leaving ๐Ÿค”

drowsy snow
#

Not to mention pulling off that crappy ad hominem move...
But eh, no use to talk about it anymore.

cloud aurora
#

For day 1 progress would you say having: a gun model that faces forward but doesnโ€™t 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 โ€œjet packโ€), can run (with stamina), have a reticle and also can crouch (I broke it but I did have it at one point)

drowsy snow
#

The enemy doesn't even have to react or move around, just stand still, but disappear when shot

cloud aurora
#

The things I listed it what Iโ€™ve done so far but I ended up breaking the crouch so I canโ€™t uncrouch anymore and then all of a sudden I had 2 stamina bars so today Iโ€™m gonna try fix them

drowsy snow
#

At least that's what Doom achieved within first few days of development

brazen torrent
#

Gear Switch Sound

tall sorrel
#

time to put in another good 6 hours of work with the illusion of 0% progress towards the final goal ๐Ÿ™‚

faint bone
#

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?

drowsy snow
rustic saddle
hot thistle
#

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?

brazen torrent
#

gear switch audio

faint bone
#

please considered me 5 year old dumb kid who has no knowledge of math or games.

frozen whale
#

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!

โ–บCheck out my Unreal Engine courses right here: https://devaddict.teachable.com

โ–บSubscribe if you enjoy! https://www.youtube.com/channel/UCGxt9c_CREmnquHjPEknHYw?sub_confirmat...

โ–ถ Play video
cloud aurora
#

should i be using UE4 or UE5?

frozen whale
coarse wind
frozen whale
coarse wind
# frozen whale 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

thick herald
#

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.

faint bone
#

Also what pc you have, if it is toaster like mine, then go 4.26 or soemthing nearby.

wide swift
#

which one is more better to use in level map simple collision or block volume ue4

brittle plume
#

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

dusky inlet
#

interesting. Oh well. Not my experience :)

hollow girder
#

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.

frozen whale
pearl minnow
#

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

worn copper
#

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.

pearl minnow
#

@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.

brittle plume
#

How can I open the photo gallery on android?

worn copper
pearl minnow
#

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 ๐Ÿ˜„

frozen whale
#

Does anyone know how I can make multiplayer work without port fowarding? i'm using steam but none of my friends can connect

tiny valley
#

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

worn copper
potent goblet
pearl minnow
brittle plume
worn copper
pearl minnow
potent goblet
# brittle plume No, I solved this by buying a Plugin, but now I don't know how to open the Andro...
brittle plume
#

What is used for Android?

tardy skiff
#

Hi all.. Any thought s of where do i get this in a landscape ?

cedar wave
#

Nanite is truly a marvel.

tall sorrel
#

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

small pewter
#

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 ๐Ÿ™‚

quartz sierra
#

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

grim ore
#

it seems to be off and on, try again

#

also they are aware of it and looking into it ๐Ÿ˜ฆ @quartz sierra

quartz sierra
grim ore
#

never hurts to ask to make sure you aren't crazy ๐Ÿ™‚

teal jasper
#

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?

gleaming pumice
#

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?

fierce tulip
#

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

gleaming pumice
#

I'm sure there's a way...

fierce tulip
#

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

grim ore
fierce tulip
drowsy snow
obsidian steppe
#

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?

somber stump
#

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

sharp crest
#

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

tall sorrel
neon bough
#

yea, it's the guy from the tomato videos

tall sorrel
#

yea

neon bough
#

i still find them useful when i want to refresh knowledge on things

#

short and on point

tall sorrel
#

yea I still watch them as well, they are very helpful on like node specific things
edit: in his wtf series

lucid plover
#

Can anyone help me by sending a 4096x4096 blanc png to me? Dont have laptop with me

#

Just a black .png file

frozen whale
#

Does anyone know how I can make my background on the main menu move with the mouse

sharp crest
#

just move the translation?

#

it's a variable

frozen whale
#

I mean

#

like in game

#

when you move the mouse it kinda moves the background image

sharp crest
#

'kinda'

frozen whale
tall sorrel
# frozen whale Does anyone know how I can make my background on the main menu move with the mou...

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

tall sorrel
#

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

frozen whale
#

Could you send the post to me?

#

Found it

plush yew
#

does anyone have any idea how to get rid of this problem? ๐Ÿ™‚

drowsy snow
plush yew
#

@drowsy snow it's just the folder where the game should be saved.

swift tartan
#

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!

tardy skiff
#

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

flat axle
tardy skiff
#

i found a export selcted

#

to fbx

#

this is the way ?

flat axle
#

pretty sure thats a permanent grouping but not 100

#

you can try and see if it works

tardy skiff
#

other idea i didnt dfind anyway searching

#

๐Ÿ™‚

#

so if anyone can share other thingpls do

#

ty

flat axle
#

lol

#

you could try to migrate a level

neon bough
#

you can just copy over the uassets from one project to another

flat axle
#

that could maybe work?

neon bough
#

but keep the path structure, e.g. what was in Content/Animals/Cats has to be in the same path on the new project

flat axle
#

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

neon bough
#

ah ok

#

you can select a bunch of stuff and convert that selection to a blueprint

#

however, that will stay in the blueprint then

flat axle
#

yeah but then you can remove pieces from it anymore or make their own blueprints later

#

yep

#

what you said XD

neon bough
#

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

flat axle
#

thats what I thought of doing, wasnt sure it would work or not though

neon bough
#

that works

flat axle
#

anyone good with interfaces?

tardy skiff
#

the fbx is imported as a Bp with components

neon bough
#

what? no

tardy skiff
#

can the components form BP be moved in outliner ?

neon bough
#

no

flat axle
#

your best bet is to migrate the level

tardy skiff
#

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

flat axle
#

so youre wanting to be able to drop it into multiple projects?

tardy skiff
#

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

flat axle
#

not sure there is another way yet if there is and you find it let me know XD

tardy skiff
#

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

flat axle
#

Does anyone know how to send input from a widget to another blueprint with an interface?

tardy skiff
#

found solution even if no one helps :))

#

for anyoen who didn know it works !!!

potent bridge
#

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.

neon bough
#

float2 offsets[4] = {{-RADIUS, -RADIUS}, {-RADIUS, 0}, {0, -RADIUS}, {0, 0}} you are missing this ;

#

probably

potent bridge
#

nice I missed a semi colon xD

drowsy snow
potent bridge
#

that fixed one of two, still have the unidentified issue, might be missing a colon there too

neon bough
#

i hope so

#

did you recompile?

#

pos wasn't defined before because of the semicolon, too

drowsy snow
neon bough
#

that's a new one ๐Ÿ˜„

potent bridge
#

yeah, works now

#

thanks for the help! and correcting my stupidity by not checking for semicolons yet again.

neon bough
#

doesn't your IDE scream at you for missing them?

potent bridge
#

First time doing shader programming, was kind of following a tutorial, so no, I probably don't have the IDE for shaders

drowsy snow
neon bough
#

rider has HLSL support

drowsy snow
#

Not to mention VS doesn't have HLSL syntax highlighting

neon bough
#

maybe they have a plugin for that?

#

i dont know anything about VS and if there even are plugins for it

plush yew
#

Salutation a tous voila je me prรฉsente je m'appelle Christophe je rรฉalise du montage vidรฉo 4K gratuit donnez ce que vous pouvez si besoin je peut faire en 2K et mรชme 1080p mp de prรฉfรฉrence je regarde les spam cordialement merci de rien

drowsy snow
drowsy snow
plush yew
#

Lol

ornate ice
#

Is there any reason to make AI behaviour in BPs instead of BT?

autumn latch
#

How do I know if the player has changed the date?

drowsy snow
ebon marlin
#

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? ๐Ÿค”

potent bridge
#

Is there a way to get the distance to an object with shaders? (I only want this paint effect to show on distant objects)

drowsy snow
#

It's actually a very common issue with newer NVIDIA drivers

potent bridge
#

I thought there was a node that gave a black/white response based on distance lol

potent bridge
#

and I had to divide it by 2000. weird node

#

also, how does that If node actually work in shader graphs?

potent bridge
plush yew
#

Guys how to get list of all ActorBlueprint by command like a "getall"

ping me

plush yew
#

I need for command

function Controller Spawn(class<Controller> ControllerClass, class<Pawn> PawnClass, optional Vector SpawnLocation, optional Rotator SpawnRotation, optional ActorBlueprint Blueprint)

drowsy snow
#

That syntax....

#

JavaScript?

plush yew
#

UnrealScript

drowsy snow
#

So you're working with UDK?

plush yew
#

Yep

potent bridge
#

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

drowsy snow
# plush yew Yep

Yeah, sorry, this server was mostly for UE4+, which don't use UnrealScript, and nobody make UnrealScript UE4 plugin

potent bridge
#

TheHoodieGuy, sorry to bother you but would you know how to achieve what I'm trying to do?

potent bridge
#

I know what the lerp node is, not sure where I'd use that in this case

drowsy snow
potent bridge
#

I see

#

theres loads of lerp options here.

#

which one is it?

#

oh god that returns so many errors

drowsy snow
#

Kuwabara, Kuwabara

Wait, no

potent bridge
#

thats a custom node

drowsy snow
#

Is the custom node returning float3?

potent bridge
#

it returns col, which is a float3 yes

sharp crest
#

why do I get this error when trying to run my game...

#

it used to work I didn't change anything in the packaging esttings

I tried earlier with a full rebuild and it worked, but I don't wonna do a full rebuild every time..