#ue4-general

1 messages Ā· Page 1129 of 1

faint delta
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and C# in general lmao

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I've been writing C++ professionally for 2 years and still loath it hahahaha

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but when I started doing game dev stuff in Unity, I quickly fell in love with C# and that's what I miss the most hahaha

restive cipher
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Not sure if this is the right place but, i followed this https://www.youtube.com/watch?v=iY1jnFvHgbE tutorial and for some reason my ai does not move at all and in the behaviour tree the sequence fails when it gets to the 'move to' part. Any ideas?

In this presentation, Epic's Paulo Souza uses Unreal Engine's built-in AI features to build smart enemy behaviors for a game with stealth-like mechanics.

By relying on the Gameplay Framework in Unreal, we're able to quickly create convincing AI using Behavior Trees. Behavior Trees are great for creating complex AI that can be presented in a way...

ā–¶ Play video
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ive been trying to figure it out for the past 2 days but cant find dany solution

plush yew
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Hey how do get the live link add to for blender to ue4 add on?

regal ferry
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anyone know how I can view system overview, on my other pc Its out by default but i cant seem to find it on my second pc

plush yew
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i need to sign in to github

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but i keep getting the 404 error messege

burnt dew
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a pic please

plush yew
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i saw a tutorial vid and it tells me to connect my ue4 account with github but i already did and im still getting this message

burnt dew
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or the web epic store

bright sigil
# plush yew

looks like you havent fully connected to the github. double check the instructions, your missing a step

burnt dew
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then hover over signed in epic account -> ACCOUNT -> CONNECTIONS -> Accounts -> GitHub

plush yew
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But im already connected

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and its still showing me the 404

bright sigil
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you got the email too?

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the one that says you've been added?

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not the invite

burnt dew
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is there a invite on the homepage of your user like on mine

plush yew
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i think i got it?

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is this it?

bright sigil
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i think so

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that is one of the repos

burnt dew
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let me get a screenshooter and i will send a pic of what will be added to your account

plush yew
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im trying to find the add on that will allow me to move blender models/accent's to ue4

bright sigil
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send2ue?

plush yew
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wait i think i found it

bright sigil
plush yew
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YES

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I GOT IT!

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thanks for helping me!

bright sigil
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sweet

burnt dew
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no problem

wise trail
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Does unreal have SSRTGI?

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I know we have RTGI at least its a recently addition to market or are they the same thing?

drowsy snow
wise trail
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Oh okay

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Just saw in the nvidia update they mentioned SSRTGI was wondering if its something coming in the future or if its even important for us.

bleak zodiac
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you means on liveyoutube or other?

drowsy snow
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I was thinking of SSRTGI akin to ReShade's.

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But then UE5 Lumen has more aggresive SSGI anyway, probably comparable to SSRTGI

dire parcel
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moving onto animation kickstart now

neon magnet
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hey guys, uber n00b question, how do I build the engine? As in, I've downloaded the NV RTX branch of the engine. Inside there are some .bat files like Setup.bat. Do I launch those? What do I load into VS? etc.

bleak zodiac
# dire parcel yes

good job, if interested try get the blueprint ninja or journeymen if still available šŸ™‚

dire parcel
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Ohh for a blue print course I get that achievement

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The blueprint ninja?

bleak zodiac
dire parcel
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I’m starting the animation kickstart next

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And then the blueprint

bleak zodiac
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okay, many people's actually wanted that award, but never get, i doing the unreal online tutorial, but they sent the badge to me anyway lol

dire parcel
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My goal for later on today is to get either one

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The animation videos are 34 minutes for the first one

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I’m on a grind

bleak zodiac
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good, i now on real time compositingbasics and blueprints and gameplay

dire parcel
timid meteor
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hi !

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im getting some problems changing

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at lod0 the screen size i cant change

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does anyone knows why that comes?

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auto compute lod distances i had to disclik it xD

plain valve
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Hey guys, is it possible to model an entire house with the yard and overall scene in UE? or i have to use blender to export models? thanks

neon magnet
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and BSP isn't the most efficient way to make models for production anyway.

plain valve
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im new

neon magnet
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3ds max

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maya

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anything that can export in fbx or obj

plain valve
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Is it possible to create a whole scene using blender instead of exporting the model to ue and then i have to add textures and fill the scene in ue?

neon magnet
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This is completely made in 3ds max and all I did in UE was apply textures (trees are also done in UE)

plain valve
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@plush yew @neon magnet thanks ill use this workflow

neon magnet
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@plain valve Look into "Datasmith" plugin. That is way better than the standard FBX if you want to make large scenes like mine and import into UE.

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Otherwise for smaller things which you want to assemble later on, then individual FBX imports into UE is the way to go

plain valve
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ok that would make it much easier

neon magnet
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For me, I knew the layout and everything from the start, so I made the whole thing and exported from max using Datasmith and imported into UE using Datasmith

plain valve
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i want to use blender solely for modeling houses exterior and interior

neon magnet
plain valve
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You are correct, some blender content creator showed that its better to import accurate human figure to build the model on the size refernce which is around 175-180cm

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BlenderGuru i think

smoky timber
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Hey there guys! Anyone here has a few minutes of time for lighting and build 2 - 3 questions?

lucid grove
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Heya. Just noticed that when i add root motion checkbox on animation it not always propagate to anim montage based on this animation. Is this intended behaviour or i need to update montage somehow?

smoky timber
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Sure thing.

  1. If you have a game set in interior space - closed spaces like rooms, hangars etc. Any tips on how much should I add into the Lightmass settins (world settings)? Like Static Lighting Levels, number of indirect lighting bounces etc.
  2. My game is made using level streaming - one level is one room, second room is another level and they are all sublevels of Persistent. Where should I put my Lightmap Importance Volume since I need to build them one by one?
worn bluff
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I’m kinda sad, every time I think about making an mmo or look up can I make one it’s always shot down by the fact that it’s super expensive to make one and that I shouldn’t… I just really wanna make one because I’m too broke to buy other games and games now doesn’t scratch the itch I have yeah I know it’s ambitious, but dam is it really not worth at least trying to make one?

worn robin
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You can just start to make MO.
If you get many players, scale it up.

worn bluff
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That’s true what’s your opinion on VR tho because that’s the main platform I wanted to build it on, do you think the current VR market would be interested in something like a VRMMORPG? I personally think the mmo genre is stagnant there’s only like 5 games worth playing now a days I think virtual reality would be so amazing for something like a VRMMO where you can be directly inside of the world you’re playing, I mean this is just sorta my magnum opus dream I realistically shouldn’t try and make an mmo at this time when I’m barely a student learning code.

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But I just believe the mmo genre is doomed and shit now and the only way it can be saved is with new emerging technologies like virtual reality and no company now is willing to take a risk and make one even tho they realistically could, but if I were to try and make an mmo I honestly think it would be in Unreal engine 5 when it’s viable to use it with VR, but if I were to scale it down I can try to make on an existing platform like roblox where I wouldn’t have to worry about server hosting and whatnot.

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I just think there’s so much potential with VR… and I hope one day it’s possible for smaller people to make games like these using Unreal’s tech because it seems like AAA level games are completely doable with this tech what do you guys think do you think smaller teams or even individuals could make AAA level content using unreal engine?

dense tartan
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Hi. Can a material function have more than one single output ? thanks

toxic hound
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if I understand correctly, in virtual production, the main characters are isolated, stripped their background then placed into a UE environment, subjected to the light and camera of that environment, am I correct ?

worn robin
dense tartan
ruby quarry
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When I select an object in the viewport, how can I quickly go to it in the outliner? Even though I'm keeping fairly organized, I keep having to scroll around and dig through folders.

plush yew
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My world outliner keeps expanding all my assets, how can i make folders and create some oversight inside it?

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if i try to put everything into 1 actor it still keeps expaning them all as soon as i try to do something

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yeah right? i am so used to every other program out there, that if you collapse it you have some space to view other stuff. but inside ue4 i just have to keep scrolling forever

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Doesnt make sense, that would require me to fly in the game to the other side of the map to find a light i want to adjust

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😦

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its escpsially bad with Datasmith imported C4D scens

worn robin
worn bluff
worn robin
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In Siggraph 2021, as long as I remember a lumen Dev said they have no plan to support VR in the near future.

dusty hornet
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@neon magnetare the buildings mostly one mesh?

worn bluff
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That’s unfortunate, but it’s okay thank you for your time šŸ™

neon magnet
# dusty hornet <@!396990950842564608>are the buildings mostly one mesh?

They were separate or the same as in max (i.e. datasmith basically replicates your hierarchy as-is when brought into unreal). So if they were separate when exporting they'll be separate when importing and unified if the opposite. For me this was good because I had to make changes throughout, going back and forth as I lacked accurate blueprints and had to reconstruct buildings from memory, pictures, etc. At the end, I just selected whatever I needed and merged them in unreal to make one mesh.

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So, during export, I had ended up merging at least the main walls as one

plush yew
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@neon magnetif you use omniverse with 3dsmax you can livelink 3dsmax to unreal engine allowing you to do all the material work in max, it even allows you to create new objects within max and you can see them appear and change as you edit your mesh and materials in max reflected in unreal engine, its really great

neon magnet
# plush yew <@!396990950842564608>if you use omniverse with 3dsmax you can livelink 3dsmax t...

I think I read/heard about it but my experience with Omniverse was pretty terrible, it wouldn't install properly, it wouldn't give any messages for debug/errors at all so I had no idea what the deal with it was, when I tried to uninstall it, it wouldn't uninstall properly and leave a service running that had no links in the registry or anything lol so it was a total headache and I blasted it from my system in anger heh. But this was sometime back I dunno how much they've improved. If the docs are any better for me to install it properly then sure I'll give it a shot. However at the same time, running max and unreal simultaneously means my 10 GB video memory runs out within minutes so it would probably not be useful for anything less than a 3090 or for projects in their infancy.

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I believe Datasmith also had a livelink feature but they have scrapped it from current versions (haven't checked in a few months so this may have changed once more)

plush yew
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datasmith can be good for instancing but is very limited

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omniverse is great cause whatever you create in maya or 3dsmax you can see it in unreal engine as you edit

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ive heard a lot of people have issues setting it up, its true it is not simple software and typically reserved for big studios before it came to the public, but if you have the know how its hard to beat it

neon magnet
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@plush yew if you can dm me a short run down on how to set it up right I'm all in šŸ˜„

plush yew
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sure

rocky epoch
rigid yacht
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Hello is there a help section

rocky epoch
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that server is kind of a help section

rigid yacht
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This one?

rocky epoch
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I mean all of the channels are "help" channels just for different topics. That is a general one, so shoot :)

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And if your question is a specific one, it maybe better to ask in its specific channel, so it won't lost in the noise.

rigid yacht
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Thanks - I messed with the skeleton of a bp ai (dumb) it was in a modkit)and now none of the animations will play only t pose. I’m not that experienced.

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I hope that fits?

fossil basalt
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quick math Q ... if an area is say 30km squared ... how do I work out the X & Y (assuming it's a square and not a rectangle)?

rocky epoch
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if it is square then X = sqrt(area), if I understand it right

fossil basalt
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yeah, I can work it out in reverse

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like 10x10 = 100km2

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but I am struggling the other way, lol

rocky epoch
fossil basalt
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sweet

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proving I have not been to school for a few decades šŸ˜›

rocky epoch
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if you search for sqrt in BP or material you should find it

fossil basalt
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it's been y6ears since I needed such info, lol

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nice, thanks

rocky epoch
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no worries, game dev is great for to realise how little we paid attention in school or how long it was:D

rocky epoch
rigid yacht
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Ok big thanks

rocky epoch
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unfortunately not my area, so I have no idea :)

humble sentinel
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So, I wanna mess around with an Unreal Engine 5 game (Security Breach) by flying around the map, spawning in random shit
I'm just wondering how that could be possible

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I already tried Universal UE4 Unlocker but the game just crashes randomly while it's open

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And I've seen several YouTubers having access to the dev console in Security Breach but I can't actually find a way to access the dev console for any UE5 game

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Oop nvm, all i had to do was run the game in fullscreen borderless

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None of the console commands work tho :<

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With UUE4 Unlocker

neon bough
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anyone got an idea why i can't set this static mesh component to static? the parents are all static

sinful adder
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Can anyone help me out adding dynamic combat sistem to the ALS V4

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i have been trying to find videos but or they don't explain and they just do it or there just showing off what they have done if someone can help me out that would be great

rotund yew
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is this the correct naming conventiopns for widgets?

frozen pond
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Hi, how to do map change on dedicated server? Only for 1 player, not so you can move between them

neon bough
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ironically i can change the mobility when inheriting the blueprint class -.-

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what kind of nonsense is that?

sleek mirage
dim saddle
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Can somebody help me figure out how to install 4.15, i want to open another game file?

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I know, but when i open 4.15.3 and get the 4.15 uproject, it says it was made on a different version

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Which clearly doesn't show anymore 4.15

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Alright, give me a moment

frozen pond
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As i understand ATM: for each map in my game, i should have separate dedicated server running ?

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yeah just like mmo type

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so maybe i should just make big map?

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more leraning that doing something that be game ready project

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so maybe gigantic map with travel waypoints and zone themes like snow desert etc, but still one map /

sleek mirage
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the player can change this one
in game

dim saddle
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Nvm, everything works

sleek mirage
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im just a programmer lmao

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this isnt art
its just squares from umg and text

lucid grove
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Hey fellas, I have root motion enabled and character doesnt actually move its capsule. Is that animation problem? I bought it years ago and just noticed it.

sleek mirage
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im just a programmer, this isnt even a game

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its just a test

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why tf do i make art for a test

lucid grove
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I know, but ingame it doesn't move capsule

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No difference with on and off.

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He still moves from side to side

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Thats what i thought

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Thanks!

dense tartan
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Hi. How can I « grade » a material ? Is there a lift gamma gain hidden somewhere ?

lucid grove
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I have another one, that comes from it. Right now im trying to perfect face animation with eyes following other character. I have two meshes - eyes and focus point.
If animation have correct root motion - eyes tracking focus point as they should, but without it - it seems like it thinking that character not moving its head or something.

Is that correct behaviour?

shell surge
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Guys, i'm importing a rigged car with bones and 4 wheels and 1 body, but in the physics tab I get all as 1 single mesh? How can I get the wheels as separate meshes so I can have collision on them ? Please help

lucid grove
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Uh, materials?

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Oh, sorry, wrong reply section. Its about root motion ofc.

still atlas
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hi, i'm trying to move a navmesh around and it seems to only work properly when i call NavigationRebuild through an exec command afterwards.. which works.. but after it's done it says that the command wasn't recognized. is there something i'm missing or doing wrong here?

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i'm not clear on the significance of it saying it doesn't recognize the command afterwards. just not sure if i'm missing a step

dense tartan
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Thanks

karmic cloud
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Project organisation question:

My projects are often loaded with lots of things while I try and experiment with content at early stages, but often I don't use a lot of this content by the late stages of the project. The projects end up being 100s of GBs in size but probably only need be half that if all the unused content was removed.

Is there anyway to collect all of the actually used assets, textures, etc in the project and delete the rest of the unused content once a project is finished?
Blender has a similar feature called "pack all into .blend" and Adobe Premiere has a feature called "Project Manager" that allows you you disregard any footage you're not actually using.

Is there anything like this in UE4/5?

Here are screenshots of the features in those programs if it makes it any clearer.https://imgur.com/a/ONOvpkq

lucid grove
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For example my dirty project was 150gb, migrated - 39, builded - 11gb.

opaque plover
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When you do a template project they ask between best quality or best performance. What things are actually changed by this?

lucid grove
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You can find most of them in rendering section.

opaque plover
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OK, I'll just go compare some fresh projects on those settings. Thanks!

gray narwhal
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Hey all. Anyone know in an AnimBP AnimGraph or Event Graph how to get the list and values of all the morph target values that FaceLiveLinkAr brings in. I'm basicaly trying to break out all the values of morph targets comming in

plush yew
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anything similar to this, but with just specific blueprint collections?

drowsy turtle
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weapon clipping issue solved successfully

shell surge
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what channel can i get help with physics?

drowsy turtle
shell surge
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so when I simulate my car, my wheels just collapse under it ? and if i play it in the game, they don't collapse, but sink a bit in the ground

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can you help me about this ?

plain valve
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https://www.youtube.com/watch?v=otOPdOHWqWY Can someone explain why many people complain about making huge worlds, and this dude made one in an hour with realistic terrain shape which is the North America

In this tutorial we will create a planet and add a surface to this planet and animate between the surface of the planet and space in Unreal Engine. We will also go over how you can implement this as a gameplay feature within your Unreal Engine 4 projects! We are using Earth textures but feel free to create your own.

Link to newsletter:
https://...

ā–¶ Play video
sinful burrow
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hi. In ue4.27.2, when I open the engine scalability settings or anywhere for changing scalability settings, the engine crashes

peak pendant
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Need Unreal nDisplay tutorial for LED with NCam. please help

warm prism
plain valve
ruby quarry
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Why does my undo history get wiped out when I save!? How do I get that to NOT happen?

warm prism
split jasper
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When using stat unit does Frame contain GPU, or do I have two problems?

shell surge
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anyone know why wheels under the car are collapsing when simulating? What am I missing

warm prism
plain valve
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its in the comments, someone posted it saying you don't need to recreate a whole sphere planet, when you have a plugin to do it for you and with textures too

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and clouds

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and oceans

timid meteor
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any ideas how this can be ?

lucid grove
timid meteor
timid meteor
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its to see the invisible thing im walking on

lucid grove
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Show with this

split jasper
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Is there a better channel than this to ask about Unreal Insights and other profiling / perf stuff?

lucid grove
split jasper
timid meteor
lucid grove
timid meteor
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ow the sculp thing is here a little bit off to

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i check

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indeed

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i wish mister gadget was here

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whats the blue thing called again to do painting and foliage?

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cant find the words haha

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i restart the editor

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i deleted the level bounds and restartet the editor

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solved

shell surge
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anyone familiar with physics?

split jasper
open eagle
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is there a way to have a plugin detect when a project is being packaged

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ik it's a weird request but I can't find any info on this

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I'm thinking there must be some undocumented under-the-hood garbage I don't know about

lucid grove
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How can i find look at rotation from forward vector?

late kraken
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Hello! I'm getting an error when I try to start my packaged game - I've been able to package and play my game successfully before but not I'm getting "cannot start or run due to incompatibility with 64-bit versions of Windows" - any suggestions?

split jasper
pure void
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Should be there

split jasper
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Aw shit I gotta package my game to use this dont I

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I have been... avoiding that.

pure void
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Not per se, but for full detail and precision yes

split jasper
pure void
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Yes

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I dont remember how exactly but Ive done it

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and it will only be GPU or CPU i forgot which

split jasper
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I obvs haven't done unreal optimization before, but I've done optimization passes for other software and in my experience, the biggest performance losses in any unanalyzed projects are just a small handful of truly boneheaded mistakes someone made without realizing

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Oh rad that might be the move

pure void
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Ah yes

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And then the log will be in your saved fiels

next swift
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So one of the examples someone gave me for using a source build would be for individual bone damage. Like leg or arms.
It was that adding tags in source would be more efficient, as the alternative would be building an individual damage system for each character, even if they were just copies.
I more recently saw a video showing how to add gameplay tags in-editor. Are these the same kind of tags, or different?
Is a source build still the best way to implement limb damage?

frozen pond
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So i have player character controlled by AI, and AI mobs, how do i stop mob AI from entering safe zones, but still by walkable by player AI ?

robust marten
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How is it possible to get the components to be ABOVE the Actor info(Capsule, Mesh, etc)? I have seen it before but I don't know how to do it

prime willow
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if i wanted to make a moment in gameplay like this ^

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cant you do so with niagara effects for the black body shader

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and niagara again for the waves of energy

frozen pond
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you need le postprocessorr

prime willow
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than slap on a spinning camera and call it a day

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post processing?

frozen pond
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that would work for color

prime willow
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no no not the entire picture but the parts where his body which would be colored and have sun being blacked out

frozen pond
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but for other stuff like shading you need postprocesor

prime willow
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wouldnt you be painting on him somehow?

frozen pond
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you need postprocesor + custom render depth

prime willow
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oh

frozen pond
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so you will set mesh to custom render depth and postprocesor will apply effect on it

prime willow
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o-o

frozen pond
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second way would be making separate material for that

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and just swaping material in runtime

prime willow
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ah i see

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so many wways up the mountain

split jasper
prime willow
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ā¤ļø

split jasper
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Because they're all hard work šŸ™‚

prime willow
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i feel hard work does more than build character but something you can truely call your own

neon bough
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anyone got an idea why i can't set this static mesh component to static? the parents are all static
the weird thing is, that when i inherit the class, i can change mobility on the specific component

prime willow
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the wine you share is the result of the seeds you sow~

prime willow
neon bough
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plain stupid default mesh component

prime willow
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i know how condesending but bare with me * it might sound but does the documentation cover any of that?

neon bough
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but actually it doesn't even matter what kind of component, even for a scene component i can't change it

prime willow
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yabai

neon bough
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where would i start reading?

prime willow
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whats the exact name of this thing giving you trouble

neon bough
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component mobility

prime willow
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ill take a look

neon bough
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yes, but usually you see all three modes in the details, not just one like in my screenshot

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and i want to know why that is

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specifically because when i make a child class of that BP, i can set all three modes

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same component but inherited in the child

prime willow
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that is a little weird..

split jasper
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@neon bough lets see the component tree as well?

prime willow
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^

split jasper
neon bough
split jasper
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Players don't know what's from the Marketplace, they can just sense when things are low-effort

neon bough
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the parent's are all static

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and here's the child bp

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same component, different mobility settings...

split jasper
# neon bough the parent's are all static

I notice its parent, named StaticMesh, has an "Edit in Blueprint" button. I think this is UE5 or something so I'm not certain what that means, but is it possible that its parent isn't actually a Static Mesh but is actually a BP with some complexity to it?

neon bough
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that just opens the BP from which the component was inherited

abstract gulch
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Hi guys, i finished my first work for unreal engine but i dont know about costing. Is someone knows cost of configuring a tank in 3dsmax for unreal engine ?

prime willow
# split jasper Also I've thought a lot about this in regards to games being an "asset flip" bec...

You're completely right an asset flip is near soulless and people can taste, smell, and feel effort when they play a game even when it isnt an asset flip; and i truely believe thats why asset flips hurt so much because not only arre their lacking in anything distinct that perserves and conveys the artist's ambitions, desires, experience and the voyage really in what you call playing a game but worst so, most assets are made with little care and near contempt their not built with the desire to make something truely astonishing more times than not, so just cramming them together can feel hollow in many ways

neon bough
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there are free tank assets on epic marketplace

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just go with one of them

abstract gulch
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there is no all of tank models

prime willow
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Believe it or not, im using assets myself from the marketplace but only to save time with mechanics and systems id build myself, so i can move past the foundational part and start tempering the systems to bleed the ideals of how i wish my game to look feel and sound; and how the players can express themselves in just that

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a perfect example is pokemon blue/red & gold/silver compared to the now sun/moon and sword/shield, tho sword is far less of an asset flip than pokemon gold/silver, they feel leagues apart in quality because iwata went through painstaking measure to make everything in blue feel new unique and completely revamped in pokemon gold/silver

#

@split jasper just keep that in mind when forging your game day by day, as long as you can make the systems or assets youre using bend into your ideal image of the game youre trying to make you'd be no different than any other blockbuster release

soft tree
#

I feel like I have to restart Rider every coupe of minutes because it loses any sense of what's going on.
It constantly has background processes like these, but it doesn't actually seem to do anything
All intellisense and syntax highlighting breaks, and I can't build the project

neon bough
#

just add glitter to everything for your personal touch

soft tree
#

anyone have a fix? I've tried deleting the solution & intermediate folder, as well as the .idea folder

prime willow
prime willow
#

try googling some of the terms used in those systems

soft tree
#

then why respond?

prime willow
#

to give you hope!

soft tree
#

lmao, thanks

prime willow
soft tree
prime willow
#

nevah give up

daring cedar
#

How would you go about creating a background for a level? I want to show a city landscape in far distance from player position. Do I import image or import 3d models and place them far away?

prime willow
#

you can do both

#

just make sure to place them carefully around the edge of the map so it creates the illusion of infinity beyond the border

prime willow
# daring cedar How would you go about creating a background for a level? I want to show a city ...

dont watch the full video this part is where he covers how to do background landscapes https://youtu.be/_a6kcSP8R1Y?t=11830

UNREAL ENGINE 5 BEGINNER TUTORIAL: https://youtu.be/gQmiqmxJMtA

UE5 has released and above is a link to the updated version of this tutorial.

Unreal Engine tutorial for beginners! In this free tutorial we will go over everything you need to know to get started in Unreal Engine 4. You will learn how to install Unreal Engine, navigate the 3D vie...

ā–¶ Play video
sharp crest
#

How to fix game won't fully close if I close the window and I have a media player playing? (process is still running)

feral sierra
#

Hi, anyone knows if it's possible to rotate a BP child component from his own origin point instead of parent?

neon grove
#

Hi, how can i make discord show the packaged game when playing it?

#

with a ue4 build

#

thanks

split jasper
#

Hey so stat unit says my GPU is frames are taking 35ms, but profileGPU says they're taking like 6ms? Am I missing anything obvious?

#

So I need to package my game first and run it standalone without the editor?

#

Or shit I just realized that Run Standalone exists

#

haha and I'm getting a comfy 55-60 FPS in it šŸ™‚

#

...But no audio.

#

WHY WOULD THIS DEFAULT TO ON lol

hollow lake
#

Hi, so I'm new to git and I'm using it at source control. I made a repository that's my unreal project so my brother can get updates straight to his project but I'm having an issue where I don't know how to link his unreal to the repository

autumn flame
vestal cairn
#

Does anybody know how to open .uptnl files?

opaque plover
#

What's the usual collision preset to use if I want to block hit trace (using it to "interact") but not collide with the player? Both the linetrace and the preset are configurable so there are multiple ways to do it, don't know which is the best.

vestal cairn
#

Here's the thing, I wanna deal with it myselfšŸ˜‰

drowsy snow
vestal cairn
#

I'm not ripping assets, I wanna see what caused a glitch in the game.

#

wut

drowsy snow
#

Is that only shipping?

drowsy snow
# vestal cairn wut

You heard him right.
Package your game in DebugGame (or Development if you don't build UE from source code)

vestal cairn
#

Give me a sec

#

It's a problem with the texture maps that I'd like to recreate

#

The only way to see what's going on is by accessing these .uptnl files. Since I want to recreate this effect on my skins for this game.

#

They won't provide them and the glitch will go unresolved for months (it already has). Anyways, I also wanna get files from the previous version of the game to re-create some content they've since cancelled. Why is this such a big problem to you?

autumn flame
#

Cause it's not legal?

vestal cairn
#

What's not legal? Looking at cancelled skins with a private mutator?

drowsy snow
#

Asking for ripping assets is frowned upon in this server

fierce tulip
#

^

#

its part of piracy

drowsy snow
#

And I can understand the reason, in respect to all legitimate UE developers in here. Even as someone who doing reverse engineering for R&D purposes.

vestal cairn
#

Well, I've provided the context for why I wanna do this. Not sure what's wrong with it. I'm not trying to steal anything, all I do for this game is skinning and I want to see the unreleased content both to satisfy my curiosity and to learn a couple new techniques.

autumn flame
#

Ok, then do it yourself, doubt anyone will help with that

vestal cairn
#

There's a reason I came here for help:/

drowsy snow
autumn flame
#

There's articles and stuff to reverse engineer for educational reasons

vestal cairn
#

I've asked in a couple, even in the dedicated modding server for Insurgency Sandstorm and got no answers.
I just genuinely do not understand the problem here. Yeah, ripping assets can be bad, but what I'm trying to do isn't unethical in any way.
Anyways, you do you. Would you mind linking some modding servers?

arctic horizon
#

This is a server primarily for game developers and while modding is imo a very important part of the community at large, the gamedev scene largely frowns upon ripping assets and what's related to it.

drowsy snow
#

Though I'd inclined to think doing reverse engineering on your own, then reporting about the technique you found from the game in question and apply them to your own game you're making is a better act in comparison.

vestal cairn
#

Yeah alright, I just fail to understand the reasoning. Some people here clearly know how to resolve the problem but won't help me because it's 'ripping assets.' And while I do understand that ripping assets can be bad and done with ill intent. What I'm doing doesn't harm anybody.

autumn flame
#

ā„¢ļø

vestal cairn
#

Here's the thing. I'm completely inexperienced with UE. I'm not a dev nor a modder in any capacity. All I ever did development-wise with UE was make custom skins for a single game. I could read the source code, but not only would I waste a ton of time, I also most likely would not find the answer I'm looking for. That's the reason I came to a place like this for help. So yeah, Cheers.

gaunt abyss
#

No one here will tell you how to rip assets and it is against our #rules as well (piracy)

autumn flame
#

So you're asking for a simple way to reverse engineer stuff...

Lemme just hand you my super secret reverse engineer everything .exe (joke)

tender socket
#

is there any way to sync a github repo/vscode workspace to unreal engine?

drowsy snow
dense knoll
#

How do you get Ragdolls to float in physics volumes?

pearl sonnet
#

anyone know a good (asset) pack to whip up a basic shooter
preferably one that works for a noob like me with the mannequin

#

so just the animations i guess that will work with the mannequin skeleton/slots

#

for a "shooter" engine originally i'm having an incredibly hard time to make the most basic of one

exotic sinew
#

Hey im new to unreal engine but i need a little help, when i place a plane peice it flickers with the Grass

pearl sonnet
#

that's not grass that's two of the thinnest surfaces close to eachother

exotic sinew
#

oh

#

i didnt know

drowsy snow
pearl sonnet
#

thanks @drowsy snow will check it out rn

drowsy snow
#

Azure DevOps has some free LFS storage I think

pearl sonnet
#

95 bucks, ah well, probably a good deal if it finally gets me going

exotic sinew
#

Anyone know how to make grass?

pearl sonnet
#

or something like that

marsh nebula
#

I have a problem

#

I need animations for a character I made in metahuman, but I can't seem to get it into mixamo

#

does anyone know a viable solution??

#

I tried downloading some sort of mixamo converter thing but it didnt work since the website was down and retargeting things seems super complicates so I'm jsut wondering if there's an easier way to do it since I'm new to ue4

pearl sonnet
#

woah the demo for that pack is brilliant lmao
@marsh nebula yea i know man, keep running into the same problems
if i was younger and had more time i'd spend the time getting familiar with blender or something and get into a workflow that works rather than mixing and matching but that boat has sailed
just an old programmer, can't make my own models

exotic sinew
#

Why does the metal look like wood

marsh nebula
#

I'm okay at modelling and texturing stuff

#

It's just the animations that I suck at

bleak zodiac
tiny valley
native bough
#

Hi... Can any body tell me where are these editing tools in ue 4. 27

brisk pollen
#

is there an easy way to add a static mesh for an actor that is only visible during edit time -- not during play?

#

like a preview mesh?

minor vessel
#

newbie question but I bought a ue environment from cg trader and was wondering how I import into ue?

bright sigil
bright sigil
bright sigil
night warren
#

Hey

#

Can someone tell me how to remove this sort of light reflection?

#

As you can see on the wall

bright sigil
#

you played with roughness?

night warren
night warren
#

I'm sorta new to this

#

Where am i able to edit roughness?

bright sigil
#

its a property of the material

night warren
#

I can't find it in it's details area

tiny valley
#

How canafklaw;lfa

bright sigil
bright sigil
twin prism
#

how do i make this circular?
like
make it fade at the edges
its a landscape brush

trim pike
#

Is it possible to have one scene capture render to 2 render targets?

bright sigil
# twin prism

if its not the falloff type of the brush, you probably need to make a custom one that has falloff

twin prism
#

unfortunate oof

ruby quarry
#

Would a lighting question go under Graphics or Level Design?

ruby quarry
#

thx

plush yew
warm stirrup
#

So I moved over some folders in WIN Explorer I shouldn't have (I know not the best method but I had a LOT of stuff to move) and now the engine cannot find a few references. Is there a way to tell UE where it is so it can reconnect? I already told it to fix the redirectors which helped on most things but I have a few stragglers.

#

yes I say "some stragglers" but thankfully the ones that are enmass I'd only just downloiaded so just gonna delete those and do it properly next time šŸ™‚

dire parcel
#

@bleak zodiac just finished the animation kickstart

#

i think i might have the most trouble with animation

#

i sat through out the whole 34 minute video paying attention

#

and still, feel very confused on setting up the base animation and stuff

bleak zodiac
dire parcel
#

i felt like i did gain a lot new info

#

and got a good understanding of the basic tools and everything

#

just animation is really slowing me down

bleak zodiac
west warren
#

Hi I'm trying to make my character smaller but it clip throw my gun, can anyone help me?

pure acorn
#

So, I've tried to learn python before but never got past the very basics, mainly because I get bored of it. That's why I feel like I should try to start with what I actually want to do, which is game development. I looked at Godot, but as it uses a specific language only made for it, I don't think I'm going to. So, I'm thinking unreal with the steep learning curve of C++.

#

I'm just going to ask, is it worth it? I'm willing to put in the time to learn C++ from the ground up. I have a book called C++ Primer for that

bright sigil
pure acorn
#

Can you make simple 2d games with unreal engine?

#

Ik it's primarily for 3d, but once I can, I'd like to start off simple

bright sigil
#

it has 2d tools, but ive not used them

#

i guess i started by making some 2d games, but i was always wanting to make 3d games so i just committed to that

simple spruce
pure acorn
#

Also, isn't unity just copying and pasting other people's work from an asset store and calling it your own?

#

No offense to unity

simple spruce
#

I learned Unreal first because you can do little to make things look good. I like environment and landscape design so if you're into that Unreal is great for it.

#

Almost all coding is somewhat coding and pasting. That being your own stuff or others from stackoverflow lmao

pure acorn
#

I'm just going to make my own language and game engine from assembly

simple spruce
#

oh god hahaha

pure acorn
#

Should be easy enough right?

#

Most advanced code I've ever written let me input 2 numbers to add together

#

That was in python

#

Like a year ago

simple spruce
#

The cool thing with Unreal is you can use blueprints which is kinda coding? You can make a lot of stuff without much code know how

bright sigil
#

a buddy of mine made their own engine, had 3d and lighting and could play what was built. the only bad part was navigating the view, but it was otherwise a barebones unreal/unity

simple spruce
#

And for more advanced users you use visual studios to make advanced stuff and efficient code

pure acorn
bright sigil
#

its possible, but im pretty sure they're a smartie

simple spruce
#

@pure acorn Are you just downloading unreal to learn to code or to make games

pure acorn
simple spruce
#

I think you can learn them side by side, Unreal isnt all just coding. Getting use to the UI is a learning curve in itself

#

You're also gonna need to install an IDE if you wanna code for Unreal. I use visual studio, idk if thats the best or if there one built in that I missed

pure acorn
#

Yeah, I know that, but I'd like to get a grasp on C++ outside of just game development too

simple spruce
#

Its a good language to know

simple spruce
#

Go for it then

#

plus there are a ton of people to ask questions in this server, everyone helps everyone

pure acorn
#

What's the difference between visual studio and visual studio code. Apparently they're two different things

#

Looks like visual studio is only for C++

simple spruce
#

Visual studio is an IDE and visual studio code is an editor

#

Visual studio is mostly used for C# and C++

#

vsCode is just a text editor, which can be used for any code I think

drowsy snow
#

And for shits and giggle, you may feel inclined to edit your project code via MS-DOS text editor emulated in DOSBox for no real reason

#

You mean Joel Yliluoma's That Editor?

tiny valley
#

hey does ue4 supprt an insert key

#

Insert does not work inside the editable text widget

drowsy snow
#

Insert mode doesn't work on many text input forms for that matter

neon magnet
#

anybody used rtxgi yet?

small ridge
#

Can you map sprites to integers? I'm trying and i can't

#

i need to achieve this

timid meteor
#

Question

#

Question

  • i want under the water plane to put the grass away.

How ?

Thanks

#

maybe some kill zone trick but i dont know how

timid meteor
#

its hard to understand can you please give me an example ? xD

#

then i can do beneath that that the ground change to ground or something 😮 that wil be much better

#

thanks ! gone try that

#

okay

tiny valley
#

anyway to get the position of a text in viewport, specifically from an editable text box, the font im using has non uniform spacing

timid meteor
#

okay, thank you for your time you learnt me something new today šŸ™‚

opaque plover
#

I'm trying to add a Collision Box that should only respond to queries. No actual physics collisions. I set these settings (in an attempt to first disable all physics collision), but the player still is blocked by it:
How the hell does any physics happen with those settings? They're all at No Collision!

true goblet
#

Any mods online? Looks like that acc is compromised

#

<@&213101288538374145> possible compromised account above. Link was pasted in all channels while pinging everyone

#

Hopefully no one clicked xS

timid meteor
#

<@&213101288538374145> i dont like it to, a ip ban is normaly aplied

timid meteor
#

god.... sorrry

fierce tulip
#

stupid nitro spammers

timid meteor
#

yes i hate that very much

timid meteor
#

Now i want nitro but knowing i cant have it

#

Were can i put my Video of my game ? šŸ˜„

#

more to ask about how bad or good is this video in the eyes of the people

narrow hornet
#

So I have a character that Ive set animations up for just for walking and running and Idle but I want to change her mesh, how can I do this while keeping all the animations working? Not really sure where else to ask

timid meteor
#

yes but i mean in unreal slackers

#

funny answer though

#

thanks

nimble ibex
#

hey guys i have a little question

#

so i need to format my computer

timid meteor
#

oow šŸ™‚

nimble ibex
#

and i will upload my project on my disk

timid meteor
#

thats kinda weird haha

nimble ibex
#

and will my project still work when i will import it back

#

hmm

#

can you help me with that?

#

any tip

#

yeah ty

plush yew
night warren
#

I have an issue, Everytime i open up unreal engine and enter my level, all those levels in that project are like this

#

How do you fix this?

smoky timber
#

If you have an output reference to a None in the Reference Viewer, how do I unpin those since they are non-existant and prevent me from packaging?

daring cedar
#

How do I import dae assets to Unreal? I tried importing them to blender, maya, sketchup to convert and all failed

night warren
#

Does this mean my game is corrupt?

dry crane
#

Hey everyone. Recently I’ve developed an Andriod game using UE 4-27. The game has two levels, a main menu, an intro movie, an outro movie and I added a storyline to the game so that it makes sense to the users. Then i packaged it up and I’ve been trying to upload it to PlayStore for about a month now. While doing so, I came across many errors, most of which I solved on my own with the help of internet resources. But now, I’m stuck at an error which I don’t know how to fix. I searched everywhere but couldn’t find the solution. Can anyone here, help me about this? This is what the error loooks like:

#

In case the picture is not clearly visible enough, this is what it says:

You uploaded an APK or Android App Bundle which has an activity, activity alias, service or broadcast receiver with intent filter, but without ā€˜android:exported’ property set. This file can’t be installed on Android 12 or higher. See: developer.android.com/about/versions/12/behavior-changes-12#exported

#

Please help me out guys. This is very important to me.

autumn flame
#

<@&213101288538374145>

#

Don't click the link, it's a scam

night warren
#

What link?

#

Oh

night warren
# night warren

Listen i dont want to sound like im begging, Im just really desperate, Im nervous it may be corrupt so if anyone can help please

#

I cant select any actors and the map is gone

#

Its just the atmospheric color

#

Or idk

#

I tried searching online but no one had the same issue as i did

clear estuary
#

can anyone point me in the right direction for setting up a passenger/bus stop like system, like you'd drive up to a stop and there's people who board a bus/coach and sit down, then after a while, press the stop button and get off. ambitious but i'm curious. thanks šŸ˜„

night warren
#

I guess so

#

That's not the issue i dont think, I just entered another project and everything works fine

#

Im gonna see if copying all the content from the other to a different one will have any affect on the other one im using

#

Okay

#

It's working so far

#

So everything copied but

#

Alr yeah thats not an option

#

gonna have to fix the main one

drifting rain
#
Unreal Engine

XHoverCar - plugin that will add hovercars to your game. You can customize hovercars. Full multiplayer support.

Unreal Engine

This package contains a Blueprint that allows you to easily turn any physics simulating actor into a hovering unit that can be controlled by the player.

shell surge
#

hey guys, so I have a skeletal mesh with physics and everything, for for some reason it didn't import the smoothing groups

#

how can I replace just the mesh so i don't break the skeleton , physics etc?

#

blueprints

random summit
#

anyone know why I can't change these settings even though they're enabled?

cloud torrent
#

Hai is there some cool youtube guids on unreal engine that leans towards rpg games?

thick herald
#

Have you looked, yourself?

dry wharf
#

how can i disable the start game with running state on als

#

and instead start walking

#

how

#

i am noob sorry

#

i dont know how to do that

cloud torrent
#

@thick heraldyes and no i just wanna ask if there is someone good and easy too follow ya know? šŸ˜„

thick herald
#

the rpg genre covers a lot of things, you'd be better looking for specific things.

shell surge
#

guys, I imported an old mesh, but forgot to click import normals and tangents. Now Im trying to reimport it and click that option, but the window doesn't pop up, it direcrtly replaces the old mesh with the same setings! How can I get the window to show? :S

dry wharf
#

thank you very much!!!

cloud torrent
#

@thick heraldwell im new like i know nothing about this so i just wanna start somewhere

thick herald
dry wharf
#

and how can i use only first person camerA?

violet goblet
#

UE5 - Topdown --> Camera changed to Orthographic, and this is the result -->

#

i actually dont know what this is causing?

dry wharf
#

i tried with a spring arm but when i flick it rotates 360 and i can see the character face

#

i wanted to lock it up

#

to a maximum rotation

#

how could i do that

violet goblet
#

@plush yew it is? i actually thought it is a bug in ue5, so i just create a ue4 topdown demo and change the cam too to ortho...i will give it a try and let you know šŸ™‚

#

oh yes? šŸ˜„ cool, thanks alot!
ok so...this AO..can be disabled?

#

oh in ue4 it looks "normal", but i would prefer ue5, is that a project setting thing?

dry wharf
#

can someone help how can i lock a camera rotation

#

so i dont pass a max degrees

clear estuary
#

speaking of which, it's still 2022 right?

#

i mean, ue5's "release"

#

awesome, the only reason i've not moved over yet is the marketplace and that some devs that make stuff haven't moved over yet

#

can't wait

eternal quest
#

I need to make a replicating grid inventory. Is it better to use Uobjects with added replication for items (weapons, weapon parts) or actors?
Maybe there are some cons of using actors for possible 600-800 items that exist on level?

drowsy snow
#

And shall you want to port the code back, get ready for a lot of engine module exclusive to UE5.

#

To be fair, motion warping is basically moving root motion position.

junior spoke
#

I tried importing .fbx and .obj files for an ammo crate but when I import it this happens.

frozen pond
#

i have werid flickering and i can't add nodes until i restart editor

#

any idea?

#

thanks

sacred sluice
#

Hi all!
Really need some help.
After Project compil, the values of the variables that were in the last revision remain. If I transfer the project to another computer and compile there, the values of the variables will be new. Can you explain why this is the case? And how to fix it?

trim glacier
#

Im having issues with everything being extremely shiny in UE4.27 after updating from UE4.26

#

I made a full rebuild of the engine but still in a shipped game its broken, in editor it's fine. I tested every imaginable combinations of texture settings without any success

dry wharf
#

Is it possible to add character costumization to my game using metahumans ? I am in version 4.27

mild phoenix
#

Hi everyone! . Who can point me to right direction for weapon system. How can I make weapon system with more than 8 weapons like GTA games? Can someone advise me anything? Thanks anyway)

light thunder
#

Still downloading debug symbols...but in the meantime...

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000019c0e72a000
nvwgf2umx
d3d11
UE4Editor_D3D11RHI
UE4Editor_Engine
UE4Editor_RenderCore
UE4Editor_Core
#

Happens when I "end game" in the editor

#

what is most stable version for 4.26 for game ready?

bright sigil
# mild phoenix Hi everyone! . Who can point me to right direction for weapon system. How can I...

i could offer an idea, though im sure there are others, it does depend a bit on your comfort with unreal and such, but anyways.... I like the idea of managing all stats of a weapon in a struct, im sure gameplay tags or data assets could be used as well, but if you go the struct route, you basically have a list of all its stats then you could just keep an array of these structs to manage the inventory since it's a list, then pull from those structs whatever data you need for the current weapon (ammo, damage, icons, single/semi/auto, etc)

bright sigil
potent pendant
#

Hey! How do I make my emissive material only affect the bloom so it doesn't light its surroundings? Or limit it from affecting a mesh? The emissive material is on a moving object

light thunder
bright sigil
mild phoenix
sterile lichen
light thunder
potent pendant
light thunder
bright sigil
sterile lichen
light thunder
potent pendant
#

Ue 4.27

light thunder
sterile lichen
#

right click on "external code" -> check "Always show external code"
is it a widget in UWidgetComponent?
you should be able to switch to SObjectWidget call stack entry and see what exact widget causes you troubles in locals/autos panel

bright sigil
potent pendant
#

šŸ‘

light thunder
#

just kidding

.  Possible causes might be,\n1) ReleaseSlateResources not being implemented for the owner of this pointer.\n2) You may just be ho...```
runic fern
#

hello guys ..
i have this function

#

i have different uniform lists i want to spawn the items procedurally but the rows and columns not going well

#

This is the division function of the rows

trim pike
#

Is it possible to have one scene capture render to 2 render targets?

sterile lichen
light thunder
knotty summit
#

Is there a command for eject that I can trigger from game?

#

I want to do that within editor, it's not for gameplay but if it's not an option I will stick with F8 hotkey I guess. Thanks!

light thunder
#

was there a update to nvidia drivers that broke something recently? editor crash - > UE4Editor-D3D11RHI.dll!FD3D11DynamicRHI::RHIUpdateTexture2D(FRHITexture2D * TextureRHI, unsigned int MipIndex, const FUpdateTextureRegion2D & UpdateRegion, unsigned int SourcePitch, const unsigned char * SourceData) Line 1910 C++

#

It happens when I end play - makes doing anything in the editor (iteration-wise) a real pain in the ass

fierce tulip
#

yea, latest drivers seem to fubar some stuff.

light thunder
# fierce tulip yea, latest drivers seem to fubar some stuff.

thanks for confirming - right now it seems to be editor only - do you know of any editor specific "quit game" function, that will fire when you attempt to exit - I think this is related to some faulty GC but I don't want to mess with anything in the build itself

#

so I I can make some handling function fire when I quit the game in editor only, that might help me work around this

fierce tulip
#

no clue on my part :p

dim saddle
#

Chat, i have a question: if animating on unreal engine full resolution works greatly, does rendering take a bit some time?

light thunder
#

I had to make a bunch of renderings from the engine and I ended up making the snapshot (where it renders out the actual frames) and then opening them in premiere and assembling the video there

dim saddle
#

But why couldn't you just make the animation in ue and when trying to before render, you could just go to windows settings and put on a lower resolution scale of screen and then render?

#

I mean all im saying is that: lowering the resolution scale a bit like to 1280x720 ( not in ue) can maybe make your render process faster.

light thunder
#

you'd be better of just playing the game itself and recording yoru screen

mint stratus
#

Heyo just curious how to move lets say a stationary light source to a selected object

#

Every time I google how to move something in UE4 it just tells me how to create character movement. . .

light thunder
#

in this case, the word is "spawn"

#

so if you googled "how to spawn a light to an object" but in unreal, an object is usually called an actor (or something like a component stuff like this

#

But if this stuff interests you, my advice would be spend twenty bucks and pick out a class on udemy or skillshare, or follow along one of the youtube series for building a game

next badger
light thunder
#

there's not a single person here who hasn't asked a thousand questions - the difference is that these tutorials will answer the questions you haven't even thought to ask yet

urban plinth
#

Hi guys! I'm new in UE4 game dev... I have a question:

#

Why there are more Blueprints videos on Youtube than C++?

night warren
#

Quick newbie question how do you get this in blueprints?

urban plinth
#

Does Big Companys use Blueprints or C++ only?

night warren
#

Blueprint videos as in tutorials?

urban plinth
#

Yes

night warren
#

Well i suppose that more developers just choose to upload them on that

night warren
rocky epoch
light thunder
rocky epoch
#

Yeah, that is why I started to learn HLSL for example. So every single tutorial or solution for my problem is useful for me.
Not like I want to use HLSL for shaders, but want to learn to read it.

lethal gale
#

does anyone no how to use L3DT been tying to get my map all day just carnt seem to get my head around it an how big can maps be on ue4?

nimble ibex
#

Hey guys

#

Do you know how expensive are render targets

rare pulsar
#

Performance Question: How much Performance does a "Save from Slot" and "Load from Slot" use?

I currently made the game so that every time you finish a level an reach the goal point, it will save the GameInstance "Coins / Stars / Unlock next Level" => into a SaveGame. Only at the end of the level when you overlap the exit.

After that Point you will teleported to a Hubworld where it will load the Save Game Complete from all Levels. This will then show a Chapter Select Screen with all the achieved Stars and Coins for each individual Levels.

How much Performance or Load time does it use for Saving and Loading Slots? On my SSD i don't really see any lag or anything, but how is that on a HDD or an older PC? I am not sure how much "Resources" or "Power" it require to load a Savegame.

plush yew
#

is there a way to go back to old save files?

#

i meesed somthing up and i cant undo

astral rapids
#

how would i make a lerp start halfway through?

narrow condor
#

Why does my geometry have this weird line in between? I lowered the lightmap resolutions of both to "16" as well as all surrounding geometry and have "built" multiple times hoping it'd fix itself.

Edit: Both faces are "flat" like there both directly next to each other, there's no lip there.

neon bough
#

wrong normals or weird uv layout for lightmap

narrow condor
#

Now I've tried to adjust the size of this geometry and now it has two lines.

narrow condor
narrow condor
#

I just saw this and I think it's what's being referred too?

neon bough
#

that's just the size of the texture to store light data

#

how the light data projects on the mesh depends on the uv layout

#

which you can usually see by enabling uv layer 1 in the static mesh editor (unless there's another index specified in the lightmap settings, which should be around where you found the lightmap resolution setting)

narrow condor
neon bough
#

the "static mesh editor" opens when you doubleclick the mesh in the content browser (or on the details panel when you have the mesh selected)

#

can't explain everything in detail right now, maybe start with some tutorials instead of jumping all in the engine

covert ivy
#

Hello there ! Does the Xbox Series Elite controller work with UE ? Even the (additionnal) rear paddles ?

autumn flame
narrow condor
cedar wave
#

So - if +X is forward in UE, why is it expected to import skeletons with them facing +Y? Like, I know obviously you don't have to do it that way, but it definitely seems like you get less headache's with it facing +Y.

#

That doesn't really answer the question

#

This is entirely within the context of UE's system

#

Not converting from one system to another.

#

I feel like you're not understanding my question

#

+X is forward in UE. To rotate an object to face +Y, you rotate it 90 degrees, inside of UE.

#

You can model things with the expectation that +X is forward

#

So, when you import, things are facing the correct way.

#

However, seemingly, with skeletal meshes, instead of forward being +X, it seems to be expected that the should face +Y. So rotated at 90 degrees.

#

So, if you model everything with +X forward

#

For skeletal meshes, when you import them, you should add the 90 degree rotation, so they are facing +Y.

#

Just look at manny. Out of the box, he is facing +Y.

#

Both First person template & third person template - the character is already rotated 90 degrees

#

Like I said - I know that you don't have to follow this, but it certainly makes for less headaches if you do.

#

When you retarget an animation, +Y is what is facing forward (IE - you).

sinful tendon
#

How do i get this to stop? There aren't any VR Plugins enabled!

narrow condor
# narrow condor Why does my geometry have this weird line in between? I lowered the lightmap res...

After many different tries and approaches to LOD, "Lightmaps"?, UV, and normals, I finally figured it out. Idk how or why but the geometry there was a completely different piece from the wall and for whatever reason its lightmap(which I found out how to view with "Alt+0") was a different size from the others around it, even though it and the surrounding geometry all had a lightmap resolution of 16. Again idk how or why this happened, but I fixed it by deleting the entire wall and then rebuilding it with one single box geometry that i extruded around the doorway. Hope this might help anyone else with the issue!

thick loom
narrow condor
#

No, I was using box geometry for all the walls and ceilings. I was following along with a tutorial on Udemy(by Christopher Murphy) and he'd only been using the box geometry. He didn't show how to make the doorway or the room behind it, so I challenged myself to do so with what knowledge I had.

#

I used the "Brush Editing" mode and the extrude tool to reshape and size the boxes

#

Previously, user "Ben"(I don't want to @ and annoy them) was helping and giving good advice; although I think his advice was for actors and not geometry because after some googling and research I found that I couldn't use LOD settings for geometry the way I could for Actors nor could I change any UV settings within the "static mesh editor"(which I'm assuming is because geometry is not static meshes?).

#

I think this is what your referring too, but no I didn't have this checked off.

#

I'll keep that in mind as I keep learning, I'm very new to all this. Thank you so much!

deep basalt
#

@hollow token hey, saw your posting in #volunteer-projects but you're not accepting PMs. Hit me up if you're still looking for developers.

sinful tendon
zealous belfry
#

Is there an X-ray mode in ue4 similar to what is available in blender? Lowered opacity for everything? wireframe is not really what I'm after

rustic panther
balmy pier
#

anyone know how to fix the error where an asset faisl to save?

#

this is the message i get "The asset '/Game/Props/AssaultRifle/Animations/A_W_AR_Reload' (A_W_AR_Reload.uasset) failed to save.

Cancel: Stop saving all assets and return to the editor.
Retry: Attempt to save the asset again.
Continue: Skip saving this asset only."

distant totem
#

is usually the culprit

balmy pier
#

i dont

#

i did before tho

#

should i restart my current editor

bright sigil
#

use more than one collision in your 3d software

#

unreal always converts colliders to convex

#

so if this mesh is called MyBoxMesh, you would make two colliders with the collision prefix and number them, so you would export:
MyBoxMesh
UCX_MyBoxMesh_1
UCX_MyBoxMesh_2

drowsy snow
#

Yes, but specifically for DualShock 4 and DualSense, you'd need the console SDK to have the engine interpret the motion control correctly in console.

As for Wiimote... Might as well forget about it. Most people use software that converts Wiimote motion as sets of actions, or in the case of emulators like Dolphin, come up with their own interpreter.

#

Though there's might be an option to use mobile gyroscope, and in homebrew fashion, interpret DS4/DS5 gyroscope as one.

dire parcel
#

Curious, if you wanted to find like a small studio / partner to join with to start learning and stuff is that a channel on here to ask questions like that for?

shy plover
#

hello

#

im trying to make a game using unreal anyone wanna help?

bright sigil
dire parcel
#

Didn’t wanna to spam the wrong channel

bright sigil
#

all good

shy plover
#

no one ok

trim pike
#

Is it possible to have one scene capture render to 2 render targets?

drowsy snow
shy plover
#

$unpaid

#

!unpaid

#

$unpaid

#

!help $unpaid

buoyant graniteBOT
#

Command not found. Please enter the name of a valid command.

dense patio
#

Anybody know if there is a way to find the amount of shadows in the world? For example, I wanted monsters to spawn in the dark shadow zones? I was thinking I would check the buffer for global illumination, or something else, but not sure if that is possible or even the best path

gentle carbon
#

Does anyone have experience in blueprints?

bright sigil
dense patio
#

yeah, thanks

#

ill let you know if I end up figuring it out. I am almost certain it can be done. There are a few game concepts I have seen where shadows have been used to determine damage or healing (sun hurts you). Just cant remember how they did it

bright sigil
dense patio
#

yeah

#

i mean the concept is the same. Find out how much light is or isnt there, then do an event

#

so I will see if there is something that mentions that.

unique vessel
#

does making a game in Unreal Engine need coding skill?

dense patio
#

not really, no

#

šŸ˜›

unique vessel
#

I saw this https://www.youtube.com/watch?v=ImuyHcpO2Hg
and I thought damn that looks fun, I gotta try making that

This is a small project I've been working on for a while. Since Resident Evil Remake is one of my favourite games, I decided to pay a homage to that game and its fabulous Spencer Mansion.

So I've tried to recreate a fully detailed version of the main hall of the mansion. Everything except the audio has been done from scratch: modeling, texturin...

ā–¶ Play video
unique vessel
#

always been a dream of mine to play as Albert Wesker just speedblitz through the mansion slaughtering all those zombies

#

šŸ¤”

#

if I ever want to switch to Publishing License, can I?

dense patio
#

Yes

unique vessel
gentle carbon
#

I have an issue, I'm using an attachment system for my game but the iron sights seem to be apart of the original mesh and as you can imagine, having the iron sights still on when the sight equips is just not the best thing.

Stuck right now 😩

unique vessel
#

if Im understanding this correctly, it means that I am required to have publishing license if I ever want to sell my game for profit

#

but what if I am distributing things for non-profit

unique vessel
#

English is not my first language 🤣

bright sigil
unique vessel
bright sigil
vestal ferry
#

hey, do you think having a big landscape shader that only supports ORM textures would be a dealbreaker for you ? it's for optimization reasons and is quite an advanced tool

#

instead of ORM or O,R,M individual channels

tough perch
#

Question: Is there anyway to make animations inside unreal engine 4? I have metahuman character and I want to make animations(reload, etc). Or should I export mannequin to blender and make animations?

bright sigil
floral aspen
#

I need some help, cant figure this out. I am getting this messege when trying to build for quest2.

LogPlayLevel: Error: ERROR: Stage Failed. Missing receipt 'C:\Users\kugle\OneDrive\Desktop\Quest2Setup\Binaries\Android\Quest2Setup.target'. Check that this target has been built.

The Binaries folder does not exist at all.
Can anyone help please?

rigid bridge
#

how do i set an object reference to a bp. ive looked at unreal engine docs but all it says to do is expose it to spawn but i cant since it isnt in level by default.

#

( i want to be able to pull values from my BP into my Character bp but cant since it says its reading null becuz the object reference i made to the bp has no value)

rocky epoch
vestal ferry
#

i wanted to give choice as i always do, but implementing it will really bog down hte usability of the tool

#

for something that should be done in ORM ideally

rocky epoch
#

Personally I would not mind it, but I can understand it would bother someone.

#

Definitely give some instructions how can one create ORM mixed textures easily.

vestal ferry
#

yeah i plan on making a detailed documentation

rocky epoch
#

I am not really into that, but I think it is possible to make a tool or little plugin to create an ORM texture in the editor. As an extra feature.

vestal ferry
#

i will look into it but i don't think i'll include that sort of thing, it may require C++ and i stick to BP/Shading

rocky epoch
#

I think that could be done in editor utility widgets, but I can be wrong

#

but that would just a nice extra if you are targeting beginners as well

vestal ferry
#

yeah i'm doing what i can to make apowerful yet easy to understand landscale shading tool

#

as automated an AIO as possible

cerulean peak
#

Hello!

#

Im creating a small little indiegame in the 3D sidescroller preset. And I want to add a bow and arrow funcion, does anyone have an idea for how to create this? Or a video / guide i could look into? I have not found anything after a while of research. Thankful for advice! / Ed

vestal ferry
rocky epoch
#

nice one, that is a tough project :)
I understand the need for ORMs.

vestal ferry
#

thanks ! it still is lacking optimization but is supposed to be used for quickly texturing open worlds, etc with vegetation and all. I will look into techniques used for AAA games as well to help it run better

rocky epoch
#

as a reference I can recommend openland, I learned a ton from their assets

#

it is free to download from their github I believe

vestal ferry
#

I will take a look, thanks ! :)

young mirage
#

Is there a way to generate multiple pak files of roughly constant sizes when packing ?

#

instead of one huge pak file

sterile lichen
#

check cook/packaging settings. there is a pak size limit

young mirage
cerulean peak
#

anyone who might have an idea for a solution to my issue? : 9

sterile lichen
#

there is autochunking and size limit

timid meteor
#

hi im trying to connect the selected node ( to the landscape

#

its only for painting and i dont want it to interphere with the logix

#

logic

languid storm
#

Hello guys. Sorry for this question again. 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.

timid meteor
#

got it

prime seal
#

Hi, sorry for noob question... Any recommendations or suggestions for learning materials for the engine to develop a top down rpg (diablo like)

drowsy snow
prime seal
#

Thank you!

vestal ferry
#

still there are some interesting things here and there, thanks again !

rocky epoch
#

cheers :)

#

It is always good idea to see an already established idea, and improving them. Those are great source to learn.
Good luck!

severe hound
#

I don't know what happened but a blueprint I have is crashing my project when i launch, i have the stacktrace but is there some folders I should be clearing in unreal engine source build or other areas to clear a corrupt blueprint? This blueprint compiled fine, but i relaunched project and now it wont ever launch because of this 1 BP. If I rename the blueprint to MyActor2 instead of MyActor everything loads up fine but now my references to MyActor are broken, my child classes are really messed up since now they parent for none. If I rename it back to MyActor it will crash again next load up or if I try to validate that file it just crashes. Runtime/CoreUObject/Private/UObject/UObjectHash.cpp] [Line: 1309] Internal Error: RemoveFromHash NumRemoved = 0 for BlueprintGeneratedClass is error that is thrown on startup

flint dagger
#

Duplicating the blueprint can help with Object Hashes. Package Manager rebuilds references and destroys any variables that may be behaving badly.

#

...Though that's a terrible fix in general, because you have to be sure that you don't destroy existing references. And you take the time to fix them up.

dense tartan
#

Hi. Any way to enhance the edges of this green screen material ?

#

picking a range of colors instead of a single specific green color ?

severe hound
#

i am using c++ project but mainly using blueprints, I didn't hot reload but I wonder if unreal engine did something like this while loading back up? I'm not really sure how to start a hot reload i never really use compile, at project level only in blueprints

dreamy bone
#

Hi all. Not sure where to ask this. But does anyone know if there is a method to send notifications to your phone when movie render queue finished rendering?

severe hound
#

lol i know what you're talking about I never do that

light thunder
#

Does Discord STILL not have search exclusions????

severe hound
#

It's really weird because I reverted to a past version already but it still breaks, it essentially does not like the reference to the name of this broken actor, the error seems to imply some hashtable unreal engine is maintaining of this actor is broken and I can't have this actor name anymore in my project

#

Runtime/CoreUObject/Private/UObject/UObjectHash.cpp] [Line: 1309] Internal Error: RemoveFromHash NumRemoved = 0

#

I couldn't really figure this out so assuming I just need to rename it i guess lol, just sucks cuz i gotta recreate my child actors

gleaming hornet
#

And thats why you use version control lmao

severe hound
gleaming hornet
#

Names can get messed up

severe hound
#

it's most likely some cache issue but not really sure where this would be, already recompiled local source and unreal engine source

gleaming hornet
#

For example: naming a project "ProjectS" will cause the editor to fail while making the project

severe hound
#

This name was fine for about a year, so it's not like the name itself was bad

gleaming hornet
#

Oh

severe hound
#

yeah something really got fucked in ue for my pc

#

renaming it works anyway

#

but i just gotta fix all the references

gleaming hornet
#

F

severe hound
#

using interfaces for stuff like this has been helpful actually

#

dont have to fix as much

flat parcel
#

I have a question; if i'm making a scene with any kind of dynamic movable lighting (like a day-night cycle type of system), does it make any sense to bake AO maps for meshes?

#

or should you just let the engine handle AO at that point? I imagine using AO maps with dynamic lighting is gonna make it look unrealistic

dusty gull
#

Hi everyone! I made a basic material in quixel mixer and I want to cover an area with it but the moss on it makes it look extremely tiled, is there a solution to it? Or I just have to use decals on top of the cobblestones? Thanks!

quick shadow
#

I want to set the resolution that is used when I hit Play in New Editor Window as well as the resolution for subsequent windows that get created for clients (first window is always big and client windows are always tiny). Where might I do that?

rocky epoch
# dusty gull Hi everyone! I made a basic material in quixel mixer and I want to cover an area...

I would make a mossless version, and the moss itself, and blend them together in the material either with heightlerp (if you have heightmap), or with a mask with a lerp, and give the mask some different UV, so it won't be noticeble.

Or if the mesh is kind of higher poly, then vertex painting can be a good solution as well (with tesselation maybe unless you are using ue5).

Decals are fine if you are using here and there, but it could lead performance problems if they are used everywhere.

dusty gull
#

Thanks!

#

I will look into it

#

I used a lor of decals and yes, I took a small performance hit, exploring other options

rocky epoch
#

if you do not have heightmap, you can use some noise mask instead of it, and lerp instead of heightlerp, but the process is similar. Although maybe you have to play with the noise mask (UV tiling, remaping its values, etc) or find a good one.

woven zealot
#

Has anybody ever encountered an issue where the engine crashes on boot with a stack trace that includes ASProxy?

#

this is happening to me every time I try to launch 4.27.2

#

4.25 works fine

#

very strange

#

already tried verifying my install from the epic games launcher, didn't help

lucid grove
#

Hey! I have a question about facial animations in the open world RPGs.

Right now i see two options.

Generated on the fly: I used Oculus Lipsync which generally gives an acceptable result for indie, but very average in all terms. Full auto.

Pregenerated Lipsync: like nVidia Omniverse - the result is excellent, but the size of the lipsink files turns out to be huge, to put it mildly + each animation has to be generated manually.

I was curious about what technologies are used in open world games with a lot of dialogues.

proven lake
#

Guys is there any way to raycast to infinity ?

narrow igloo
proven lake
#

I also tried std::numeric_limits<float>::infinity() but no luck

narrow igloo
#

Well how are you trying to use it? Multiplying your trace vector by FLT_MAX should work.

#

Granted not sure if unreals collision will crap out if you try that tho

proven lake
#

rayOrigin + (FVector::DownVector * TNumerics<float>::Max()) ... This is what I tried

proven lake
narrow igloo
#

I haven't used TNumerics. Don't know if max is a function or not, but to avoid issues with unreals collision, just a million or whatever should work

proven lake
west prairie
#

hey, I have a questions about megascans. I'm following along with a tutorial and I downloaded a megascan from quixel bridge. My problem is the download goes to my UE folder, and i need it to be in my content folder. When I try to drag a drop the megascans library folder into my project it gives me these options. Does anyone have any idea on how I should approach this ? This is UE5

dense knoll
#

whats a good way to make a glowing outline mat for text

compact holly
#

In standalone using Stat GPU i am getting -50ms on Visibility Commands. What does this mean?

dusty gull
#

As far as I understood - dynamic shadows, but please correct me if I'm wrong

stray tundra
#

anyone use any analytics plugins for UE4? If so, which one?

gray basalt
#

Hi i 've made a build of my game and there is some graphic stuffs different from the editor (the hp bar stay visually at 100%, some widgets/images are not visible etc ..) Maybe i missed something with the build ?

grim ore
#

so whats the question?

gray basalt
#

Is there something specific to do with the build configuration that could be related to those problems ?

grim ore
#

probably not, its more than likely any code you used. Is this single or multiplayer?

gray basalt
#

Multiplayer, i've tested the map in the editor with 2 clients and a listen server

grim ore
#

and when running standalone your doing it with a listen as well I assume, running it with 2 or 3 clients

sterile lichen
gray basalt
#

Yep 1 listen server and another client

#

I run the listen server from my IDE with the ?listen option, the other is just a client

#

But the logic seems to work, only graphic stuffs are missing

grim ore
#

its more than likely your networking code then based on the issues, networking in the editor is not the same as standalone

#

is it not working on the clients or on the listen server?

gray basalt
#

On the client

grim ore
#

have you tried running a client in standalone mode in the editor for testing?

gray basalt
#

Yep, with PIE and standalone in the editor, both works fine

grim ore
#

at this point your going to have to debug to figure out where the code is breaking. perhaps your doing something that is not supposed to work in a shipping build?

#

you should have a log, or can turn on logging on the packaged builds so you can look at them. it might lead to some errors

gray basalt
#

I built it in developpement mode with the project launcher, maybe i should try the shipping mode

#

I have logs with the dev mode yep

#

Well i will try to debug those invisible images then :p

grim ore
#

ui is client only so thats something to keep in mind when looking at what is going on

gray basalt
#

Yep i will check this way

#

Thanks for your time !

grim ore
#

I wish it was just a button to press and fix, I had a feeling it was MP based on the problems 😦 replication and events are a pain

gray basalt
#

Well good news is the logic works, i think it will be easier if i only failed with the ui :p

calm pike
#

Is there a way to like "refresh" an actor placed in the scene? I added a component to the owning class but it doesn't update automatically. I have to either replace the actor with its own class (which means I have to redo all the properties) or place a new one (still have to redo all properties).

Edit: I guess just reloading the level is the easiest way.

woven zealot
#

its something internal to the engine

twin beacon
#

Does anyone know of a server or channel mainly aimed for beginners? I would love to learn and practice together.

scarlet bramble
#

Hey guys. Very quick question If you don't mind

Can the CHAOS fractured meshes be destroyed or fade out after some time? I really need this to be despawned, but cannot find way

split jasper
twin beacon
#

I was hoping to find a dedicated server / channel for that to not flood the main channels šŸ™‚

split jasper
twin beacon
#

@plush yew I try to read #blueprint and #ue4-general regularly to see common issues and answers to that, it helped me quite a bit honestly.

scarlet bramble
bright sigil
dull flower
#

So I was wondering, is it possible to use VSCode with UE?

#

I have VS installed but need a lighter code editor that doesn't take up so much resources when both it and the UE editor are both open at once

scarlet bramble
thick loom
#

But UE development is inherently taxing for your system

#

I didn't say it would be GOOD doing that

bright sigil
thick loom
#

I periodically check the latest commits on UE5 hoping to see work to improve this situation.

obsidian steppe
#

It seems like you can create BPs of functions that take references as inputs, but the BP shows it on the right side of the node.
Anyone familiar with this/have any idea how to pass values into these use these?

obsidian steppe
#

Yeah, but the C++ class the BP is referencing has it as const TArray<T>& ParamName as an input, but the BP is showing it as an output. It's weird

tall steppe
#

Hello everyone. I am a unity developer, who is really interested in trying unreal. But I currently have trouble understanding where to start. Could anyone please suggest what I should watch or read to understand some basics of the engine? Websites, videos, or probably literature. The official docs seems good structured, but I have no idea where to find the most basic starter things. I'll appreciate if someone helps!

bright sigil
#

There are links in the pins of this channel

#

The mindset of Unity is different from Unreal though

#

So i think more of what will be the learning curve is in thinking how to architect

tall steppe
tall steppe
keen portal
#

I tried compiling shaders on my computer but it's going so slow. It's taking about 2-4 hours to compile about 8K shaders

#

Any tips?

exotic sinew
#

anyone know how to make grass?

tall steppe
#

I surely will. Betas are not stable, so there's no point in starting with them

keen portal
#

Ok

mellow turret
#

anyone knows if using Continuous Collision Detection could cause performance issues?

bright sigil
mellow turret
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and if instead of using CCD I made a few line traces on Tick() would that be better?

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keen portal
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But, is that a little slow?

exotic sinew
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unreal making my laptop hela slow

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exotic sinew
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im not that rich dude

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i work with what i have

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im still thankfull i have this laptop

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yes, how are you doing today?

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np

keen portal
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I was just downloading the learning kit games

exotic sinew
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you should probably rest

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random complaint lol

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im not mad at it lol

mellow turret
keen portal
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Oh okay, that makes more sense. Thanks

exotic sinew
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exotic sinew
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exotic sinew
bright sigil
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Built it about 2 years ago now

exotic sinew
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parents dont earn much and dont wanna waste their money on a laptop that they cant use

bright sigil
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Understandable