#ue4-general
1 messages Ā· Page 1129 of 1
I've been writing C++ professionally for 2 years and still loath it hahahaha
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
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...
ive been trying to figure it out for the past 2 days but cant find dany solution
Hey how do get the live link add to for blender to ue4 add on?
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
a pic please
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
looks like you havent fully connected to the github. double check the instructions, your missing a step
then hover over signed in epic account -> ACCOUNT -> CONNECTIONS -> Accounts -> GitHub
is there a invite on the homepage of your user like on mine
let me get a screenshooter and i will send a pic of what will be added to your account
im trying to find the add on that will allow me to move blender models/accent's to ue4
send2ue?
maybe check here first https://epicgames.github.io/BlenderTools/
sweet
no problem
Does unreal have SSRTGI?
I know we have RTGI at least its a recently addition to market or are they the same thing?
SSGI in UE4 doesn't need RT.
Oh okay
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.
you means on liveyoutube or other?
I was thinking of SSRTGI akin to ReShade's.
But then UE5 Lumen has more aggresive SSGI anyway, probably comparable to SSRTGI
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.
good job, if interested try get the blueprint ninja or journeymen if still available š
what do you mean??
Ohh for a blue print course I get that achievement
The blueprint ninja?
you have already? okay good then
no no, not yet
Iām starting the animation kickstart next
And then the blueprint
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
My goal for later on today is to get either one
The animation videos are 34 minutes for the first one
Iām on a grind
good, i now on real time compositingbasics and blueprints and gameplay
Update me tomorrow on progress
hi !
im getting some problems changing
at lod0 the screen size i cant change
does anyone knows why that comes?
auto compute lod distances i had to disclik it xD
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
You could but it would be pretty basic and dare I say harder than if you used a dedicated content creator like blender, max, etc.
and BSP isn't the most efficient way to make models for production anyway.
whats the best way?
im new
using a program like blender
3ds max
maya
anything that can export in fbx or obj
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?
Yes you can create an entire scene and then export it but you will likely have to apply materials in UE because of how materials are setup in UE. There are some ways to also automate this but I didn't bother with that
This is completely made in 3ds max and all I did in UE was apply textures (trees are also done in UE)
@plush yew @neon magnet thanks ill use this workflow
@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.
Otherwise for smaller things which you want to assemble later on, then individual FBX imports into UE is the way to go
ok that would make it much easier
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
i want to use blender solely for modeling houses exterior and interior
Yea so if you know how it should be from the start (blueprints and stuff) then just make everything and use Datasmith for export/import.
Keep in mind to keep your units in blender to centimetres. It's good to keep a box the size of the UE character around 180cm tall for a reference in blender
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
BlenderGuru i think
Hey there guys! Anyone here has a few minutes of time for lighting and build 2 - 3 questions?
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?
Sure thing.
- 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.
- 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?
Iām kinda sad, every time I think about making an mmo or look up can I make one itās always shot down by the fact that itās super expensive to make one and that I shouldnāt⦠I just really wanna make one because Iām too broke to buy other games and games now doesnāt scratch the itch I have yeah I know itās ambitious, but dam is it really not worth at least trying to make one?
You can just start to make MO.
If you get many players, scale it up.
Thatās true whatās your opinion on VR tho because thatās 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 thereās 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 youāre playing, I mean this is just sorta my magnum opus dream I realistically shouldnāt try and make an mmo at this time when Iām barely a student learning code.
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 itās 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 wouldnāt have to worry about server hosting and whatnot.
I just think thereās so much potential with VR⦠and I hope one day itās possible for smaller people to make games like these using Unrealās 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?
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 ?
yes it can have more than one.
figured it out thanks
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.
My world outliner keeps expanding all my assets, how can i make folders and create some oversight inside it?
if i try to put everything into 1 actor it still keeps expaning them all as soon as i try to do something
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
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
š¦
its escpsially bad with Datasmith imported C4D scens
I'm sorry but I think VR MMO is too ambitious. XD
I'd start to make small VR games, and get people and money first.
As a side note, I dont think UE5 is a good option if you wanna make a VR game (Nanite and Lumen don't work on VR.)
I'd go with UE4 or Unity for VR production.
Could they ever work for VR tho? I was saying this in terms of future things not now obviously
In Siggraph 2021, as long as I remember a lumen Dev said they have no plan to support VR in the near future.
@neon magnetare the buildings mostly one mesh?
Thatās unfortunate, but itās okay thank you for your time š
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.
So, during export, I had ended up merging at least the main walls as one
@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
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.
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)
datasmith can be good for instancing but is very limited
omniverse is great cause whatever you create in maya or 3dsmax you can see it in unreal engine as you edit
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
@plush yew if you can dm me a short run down on how to set it up right I'm all in š
sure
A quick pro-tip:
After you made tons of folders you will realise unreal is such a nice boy and will open every single of them by default, in case if you missed the scrolling.
But if you shift+click on the little arrow of a folder, it will close all of them and it will be clean.
Hello is there a help section
that server is kind of a help section
This one?
I mean all of the channels are "help" channels just for different topics. That is a general one, so shoot :)
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.
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. Iām not that experienced.
I hope that fits?
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)?
if it is square then X = sqrt(area), if I understand it right
yeah, I can work it out in reverse
like 10x10 = 100km2
but I am struggling the other way, lol
there is the square root https://en.wikipedia.org/wiki/Square_root, that is the opposite of the power of 2
if you search for sqrt in BP or material you should find it
no worries, game dev is great for to realise how little we paid attention in school or how long it was:D
yeah totally fits, but I would recommend #animation for that. You will get answer quickly probably
Ok big thanks
unfortunately not my area, so I have no idea :)
LMFAO
Nice thanks a much
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
I already tried Universal UE4 Unlocker but the game just crashes randomly while it's open
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
Oop nvm, all i had to do was run the game in fullscreen borderless
None of the console commands work tho :<
With UUE4 Unlocker
anyone got an idea why i can't set this static mesh component to static? the parents are all static
Can anyone help me out adding dynamic combat sistem to the ALS V4
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
is this the correct naming conventiopns for widgets?
Hi, how to do map change on dedicated server? Only for 1 player, not so you can move between them
ironically i can change the mobility when inheriting the blueprint class -.-
what kind of nonsense is that?
https://youtu.be/MCjg2vfbMYA yo what do you think of this
i made a visual scripting blueprint using ue4 blueprint, in like 3 days or so
Can somebody help me figure out how to install 4.15, i want to open another game file?
I know, but when i open 4.15.3 and get the 4.15 uproject, it says it was made on a different version
Which clearly doesn't show anymore 4.15
Alright, give me a moment
As i understand ATM: for each map in my game, i should have separate dedicated server running ?
yeah just like mmo type
so maybe i should just make big map?
more leraning that doing something that be game ready project
so maybe gigantic map with travel waypoints and zone themes like snow desert etc, but still one map /
the player can change this one
in game
Nvm, everything works
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.
im just a programmer, this isnt even a game
its just a test
why tf do i make art for a test
I know, but ingame it doesn't move capsule
No difference with on and off.
He still moves from side to side
Thats what i thought
Thanks!
Hi. How can I « grade » a material ? Is there a lift gamma gain hidden somewhere ?
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?
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
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?
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
Thanks
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
There is two ways:
- You can migrate maps you using to fresh project and Unreal will only copy assets related to this map (not only meshes, but everything that related)
- When you build your project select maps you need and compiler will do the rest.
For example my dirty project was 150gb, migrated - 39, builded - 11gb.
When you do a template project they ask between best quality or best performance. What things are actually changed by this?
Don't remember exact numbers, but its all about graphic settings. Reflection size and etc.
You can find most of them in rendering section.
OK, I'll just go compare some fresh projects on those settings. Thanks!
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
anything similar to this, but with just specific blueprint collections?
weapon clipping issue solved successfully
what channel can i get help with physics?
you can get help here
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
can you help me about this ?
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://...
hi. In ue4.27.2, when I open the engine scalability settings or anywhere for changing scalability settings, the engine crashes
Need Unreal nDisplay tutorial for LED with NCam. please help
Because making it work for Multiplayer is another thing
I thought its better to make large worlds for multiplayer since you seperate the players in far distances which will not allow any server problems because everyone is scattered far way?
Why does my undo history get wiped out when I save!? How do I get that to NOT happen?
Well you need world origin shifting which is not a standard feature. Maybe that has changed with UE5
When using stat unit does Frame contain GPU, or do I have two problems?
anyone know why wheels under the car are collapsing when simulating? What am I missing
https://cdn.discordapp.com/attachments/807733033700294688/931955119765979196/Uhhhhhwhy.png Anyone knows why this is happening when i attach this static mesh to socket? Is it a Blender issue?
https://www.unrealengine.com/marketplace/en-US/product/1325c95bf60546738a5bb21e2262914d?sessionInvalidated=true @plush yew what about this?
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
and clouds
and oceans
Is this foliage?
items i spawn with a key
its to see the invisible thing im walking on
Is there a better channel than this to ask about Unreal Insights and other profiling / perf stuff?
In my experience unreal forums best place for that complex questions.
Haha I promise they are dumbshit basic questions like "hey the guide says Insights should be preinstalled but it isn't š "
its mostly about time. You can try both ways: post in forums and try luck here from time to time.
ow the sculp thing is here a little bit off to
i check
indeed
i wish mister gadget was here
whats the blue thing called again to do painting and foliage?
cant find the words haha
i restart the editor
i deleted the level bounds and restartet the editor
solved
anyone familiar with physics?
is there a way to have a plugin detect when a project is being packaged
ik it's a weird request but I can't find any info on this
I'm thinking there must be some undocumented under-the-hood garbage I don't know about
How can i find look at rotation from forward vector?
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?
The Unreal Insights tool ships with Unreal Engine, located in the Engine/Binaries/Win64 directory.
Should be there
OH SNAP I was looking in Engine/Programs where there is ALSO a directory for it
Aw shit I gotta package my game to use this dont I
I have been... avoiding that.
Not per se, but for full detail and precision yes
Wait so it can work when running in editor? I honestly dont NEED full detail, I'm looking for the mountains not the molehills in terms of perf
Yes
I dont remember how exactly but Ive done it
and it will only be GPU or CPU i forgot which
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
Oh rad that might be the move
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?
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 ?
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
https://tenor.com/view/yuuji-rage-anime-gif-23656080
so sort of stupid questition
if i wanted to make a moment in gameplay like this ^
cant you do so with niagara effects for the black body shader
and niagara again for the waves of energy
you need le postprocessorr
Hey guys, in today's video, I'm going to be showing you how to set-up a black and white, or old-school colouring to your camera post process. This can make your game look like it is set in the past.
#Ue4 #UnrealEngine4 #Ue4Tutorial
00:00 - Intro
00:32 - Overview
01:00 -...
that would work for color
no no not the entire picture but the parts where his body which would be colored and have sun being blacked out
but for other stuff like shading you need postprocesor
wouldnt you be painting on him somehow?
you need postprocesor + custom render depth
oh
so you will set mesh to custom render depth and postprocesor will apply effect on it
o-o
second way would be making separate material for that
and just swaping material in runtime
I like that analogy
ā¤ļø
Because they're all hard work š
i feel hard work does more than build character but something you can truely call your own
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
the wine you share is the result of the seeds you sow~
is this a marketplace* component or basic imported mesh?
plain stupid default mesh component
i know how condesending but bare with me * it might sound but does the documentation cover any of that?
but actually it doesn't even matter what kind of component, even for a scene component i can't change it
yabai
where would i start reading?
whats the exact name of this thing giving you trouble
component mobility
ill take a look
yes, but usually you see all three modes in the details, not just one like in my screenshot
and i want to know why that is
specifically because when i make a child class of that BP, i can set all three modes
same component but inherited in the child
that is a little weird..
@neon bough lets see the component tree as well?
^
Also I've thought a lot about this in regards to games being an "asset flip" because, being honest, I'm flippin' a lot of assets and I don't want to come off that way. But I think what rubs players wrong is when they get the impression that something is only an asset flip, that it isn't bringing any unique ideas or especially any real effort to the table of its own
Players don't know what's from the Marketplace, they can just sense when things are low-effort
the parent's are all static
and here's the child bp
same component, different mobility settings...
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?
that just opens the BP from which the component was inherited
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 ?
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
there is no all of tank models
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
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
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
just add glitter to everything for your personal touch
anyone have a fix? I've tried deleting the solution & intermediate folder, as well as the .idea folder
if pretty will buy is my motto for games regardless of art style
no clue i have no idea what those are
try googling some of the terms used in those systems
to give you hope!
lmao, thanks


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?
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
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...
How to fix game won't fully close if I close the window and I have a media player playing? (process is still running)
Hi, anyone knows if it's possible to rotate a BP child component from his own origin point instead of parent?
Hi, how can i make discord show the packaged game when playing it?
with a ue4 build
thanks
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 š
...But no audio.
WHY WOULD THIS DEFAULT TO ON lol
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
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.
Here's the thing, I wanna deal with it myselfš
Underground modder, huh.
Is that only shipping?
You heard him right.
Package your game in DebugGame (or Development if you don't build UE from source code)
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?
Cause it's not legal?
What's not legal? Looking at cancelled skins with a private mutator?
Asking for ripping assets is frowned upon in this server
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.
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.
Ok, then do it yourself, doubt anyone will help with that
There's a reason I came here for help:/
Well, I'm afraid it goes down to "do your own research".
There's articles and stuff to reverse engineer for educational reasons
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?
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.
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.
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.
ā¢ļø
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.
No one here will tell you how to rip assets and it is against our #rules as well (piracy)
So you're asking for a simple way to reverse engineer stuff...
Lemme just hand you my super secret reverse engineer everything .exe (joke)
is there any way to sync a github repo/vscode workspace to unreal engine?
.gitignore also blacklist project files, so that's up to the dev to generate from the .uproject
How do you get Ragdolls to float in physics volumes?
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
Hey im new to unreal engine but i need a little help, when i place a plane peice it flickers with the Grass
that's not grass that's two of the thinnest surfaces close to eachother
This might be what you're looking for
https://www.unrealengine.com/marketplace/en-US/product/low-poly-fps-pack
thanks @drowsy snow will check it out rn
Azure DevOps has some free LFS storage I think
95 bucks, ah well, probably a good deal if it finally gets me going
Anyone know how to make grass?
youtube for like: unreal foliage tutorial
or something like that
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
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
Why does the metal look like wood
I know blender
I'm okay at modelling and texturing stuff
It's just the animations that I suck at
are you mean fooliage?
Hey im trying to import some aliend fonts here https://www.dafont.com/theme.php?cat=701 except the fonts show a boxed A symbol or is not operational, how can I get these to work correctly
Archive of freely downloadable fonts. Browse by alphabetical listing, by style, by author or by popularity.
Hi... Can any body tell me where are these editing tools in ue 4. 27
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?
newbie question but I bought a ue environment from cg trader and was wondering how I import into ue?
you could try using construction script, its for edit time stuff, though i rarely use it
might need to look at videos of how to import content to help you figure that out
i assume you mean the Modes, they moved to the top bar
Hey
Can someone tell me how to remove this sort of light reflection?
As you can see on the wall
the right side wall?
you played with roughness?
Mhm
...Nope
I'm sorta new to this
Where am i able to edit roughness?
its a property of the material
I can't find it in it's details area
How canafklaw;lfa
https://www.youtube.com/watch?v=sx0BlzGkahw spend some time to learn them, i think this video will explain some things that will answer some other questions you might have as well
with thetultyl:yut
Is it possible to have one scene capture render to 2 render targets?
if its not the falloff type of the brush, you probably need to make a custom one that has falloff
unfortunate oof
Would a lighting question go under Graphics or Level Design?
thx
I hate to say it but temporal AA isnt enough for what i'm trying to do, is there a better method of antialiasing in unreal engine, i dont care how cost heavy it is. https://streamable.com/17yoep
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 š
@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
congratulation, i still doing the blueprins and gameplay š
how has it been going with your learning?
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
congratulation, hm i'm doing 4 tutorials at same time š
maybe i will finish one first XD
Hi I'm trying to make my character smaller but it clip throw my gun, can anyone help me?
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
i think learning cpp would be worthwhile, sounds like you want to venture down the programmer path
Yeah, I'm planning on it
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
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
If your looking to do 2d games and want to get into coding, try Unity. Its much easier to learn compared to Unreals daunting learning curve.
Nah I just want to do it to get started so I don't screw with my brain too much
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
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
I'm just going to make my own language and game engine from assembly
oh god hahaha
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
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
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
And for more advanced users you use visual studios to make advanced stuff and efficient code
Basically scratch on very extreme steroids right?
its possible, but im pretty sure they're a smartie
@pure acorn Are you just downloading unreal to learn to code or to make games
I'm planning on using a book called C++ primer to learn to code, and then once I have an alright grasp I'll start with Unreal
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
Yeah, I know that, but I'd like to get a grasp on C++ outside of just game development too
Its a good language to know
I already got vscode
Go for it then
plus there are a ton of people to ask questions in this server, everyone helps everyone
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++
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
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?
hey does ue4 supprt an insert key
Insert does not work inside the editable text widget
Insert mode doesn't work on many text input forms for that matter
anybody used rtxgi yet?
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
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 š® that wil be much better
thanks ! gone try that
okay
anyway to get the position of a text in viewport, specifically from an editable text box, the font im using has non uniform spacing
okay, thank you for your time you learnt me something new today š
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!
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
<@&213101288538374145> i dont like it to, a ip ban is normaly aplied
Ip ban is normaly aplied* sory i did <@&213101288538374145> didnt sleep xD haha
god.... sorrry
stupid nitro spammers
yes i hate that very much
Now i want nitro but knowing i cant have it
Were can i put my Video of my game ? š
more to ask about how bad or good is this video in the eyes of the people
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
oow š
and i will upload my project on my disk
thats kinda weird haha
and will my project still work when i will import it back
hmm
can you help me with that?
any tip
yeah ty
https://streamable.com/0xta7b I'm so happy I got into game design when this kind of voodo exists
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?
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?
How do I import dae assets to Unreal? I tried importing them to blender, maya, sketchup to convert and all failed
Hey everyone. Recently Iāve 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 Iāve 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, Iām stuck at an error which I donāt know how to fix. I searched everywhere but couldnāt 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 āandroid:exportedā property set. This file canāt 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.
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
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 š
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
https://www.unrealengine.com/marketplace/en-US/product/xhovercar vs https://www.unrealengine.com/marketplace/en-US/product/hover-controller which one is better if anyone has these assets
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
anyone know why I can't change these settings even though they're enabled?
Hai is there some cool youtube guids on unreal engine that leans towards rpg games?
Have you looked, yourself?
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
@thick heraldyes and no i just wanna ask if there is someone good and easy too follow ya know? š
the rpg genre covers a lot of things, you'd be better looking for specific things.
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
thank you very much!!!
@thick heraldwell im new like i know nothing about this so i just wanna start somewhere
Have a look at this guys work. It's not complicated and can be easily adapted. https://www.youtube.com/c/RyanLaley/playlists
and how can i use only first person camerA?
UE5 - Topdown --> Camera changed to Orthographic, and this is the result -->
i actually dont know what this is causing?
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
@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 š
oh yes? š 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?
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
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?
Use narrow FOV as opposed to true ortographic.
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.
I tried importing .fbx and .obj files for an ammo crate but when I import it this happens.
i have werid flickering and i can't add nodes until i restart editor
any idea?
thanks
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?
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
Is it possible to add character costumization to my game using metahumans ? I am in version 4.27
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)
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?
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)
for fbx, id guess its one of the checkbox settings - such as tangents and binormals, maybe smoothing - it does say you can use MikkTSpace instead, which you can change in the import settings of the mesh. If you havent' check the docs on the fbx static mesh pipeline to see what the recommended export settings are for fbx.
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
At least watch one of the "make your own inventory" system - you need to get comfortable with working with structures and data tables - the good news is, ones you understand the general principles, you can probably buy a cheap system already made on the marketplace, (or probably find a free one on Youtube, or MP) and then just modify the names/values as you need
it shouldnt because it is moving
Yeah I have actually have a weapon system with data tables and structures. But its actually only with primary and secondary weapons. Thats why I wonder how its possible make it with 8weapons
get engine symbols, get directx symbols. debug.
watch a video on working with structures - make a structure of your own but DON'T do it for weapons
Well it is reflecting off of it. I use rtx and raytracing
yeah, it told me some slate thing, I was just curious in case a recent driver update broke things
not sure what you mean by primary and secondary, as in primary like a pistol and secondary like a grenade? for more than one, you need to manage it with arrays
show call stack, you should figure out the cause from it. if it is slate then could be some widgets or images not clearing nicely
That's the difference isn't it, I thought 4.27 added global illumination real-time
ue5?
Ue 4.27
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
i can only imagine being able to affect this from the Rendering settings of that mesh, for example, turn off Visible in Reflection Captures or Visible in Ray Tracing, among other settings
š
just kidding
. Possible causes might be,\n1) ReleaseSlateResources not being implemented for the owner of this pointer.\n2) You may just be ho...```
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
Is it possible to have one scene capture render to 2 render targets?
custom widgets? those need to be properly cleaned š
it's a blueprint project, and this is an marketplace plugin - it literally creates a second window and let's you display basically a widget (it behaves like a child of the widget BP, because it has access so all of those widget functions)
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!
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
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
no clue on my part :p
Chat, i have a question: if animating on unreal engine full resolution works greatly, does rendering take a bit some time?
yes, you are better off rendering somewhere else -
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
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.
yes, that will help some
you'd be better of just playing the game itself and recording yoru screen
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. . .
generally, you need to learn the right terminology - then you can do google searches that get you what you want
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
@mint stratusi think you need to open the link and do all of the basics
https://learn.unrealengine.com/
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
Hi guys! I'm new in UE4 game dev... I have a question:
Why there are more Blueprints videos on Youtube than C++?
Quick newbie question how do you get this in blueprints?
Does Big Companys use Blueprints or C++ only?
Wdym?
Blueprint videos as in tutorials?
Yes
Well i suppose that more developers just choose to upload them on that
Nvm figured it out
BP has nicer learning curve than C++, so more people start to learn it and many of those people makes tutorials of BPs.
And because beginners starts with BP, it is better for the youtuber as well (more views).
I think that could be a reason.
Also, someone using C++ can watch a BP video how to, and easily figure out how to do the same thing in C++
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.
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?
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.
how would i make a lerp start halfway through?
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.
wrong normals or weird uv layout for lightmap
Now I've tried to adjust the size of this geometry and now it has two lines.
I'm very new to Unreal Engine and started about two days ago. What is "normals" and "UV layout"?
I just saw this and I think it's what's being referred too?
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)
I don't see what your talking about, but I also don't know anything about a "static mesh editor" or "indexes". I did see what's in the image right above the previous "UV Scale". Below that I see some lightmass settings and above that I see geometry related settings.
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
https://learn.unrealengine.com/ has a bunch of stuff to pick from
Hello there ! Does the Xbox Series Elite controller work with UE ? Even the (additionnal) rear paddles ?
Very, handle them in C++ with Slate
Thank you so much for helping at all!
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).
How do i get this to stop? There aren't any VR Plugins enabled!
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!
In some circumstances I've seen UE automatically enables the VR plugins. There's probably a way to permanently fix it on my computer but I haven't taken the time to find it. For now I just disable the plugin on projects I'm working on.
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!
@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.
I disable all vr plugins but it still starts. I don't think there is anything i can do.
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
Anyone know what's up with this? I see no integration files for Unreal, just unity and mobile
https://www.mapbox.com/blog/unreal-engine-for-auto-with-mapbox
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."
make sure you don't have 2 editors open
is usually the culprit
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
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.
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?
you could try the job channels, depending, sounds like #volunteer-projects or maybe #hire-a-freelancer
Got it thanks šš½
Didnāt wanna to spam the wrong channel
all good
no one ok
Is it possible to have one scene capture render to 2 render targets?
See #instructions
Command not found. Please enter the name of a valid command.
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
Does anyone have experience in blueprints?
the idea sounds cool, but i dont know how it could be done :/
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
i cant recall the discussion too well, but awhile ago there was some ideas about how thief did their light/dark detections and i think it wound be being something about checking the player's position against the lightmap value (again, this is for thief, your idea is a bit different)
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.
does making a game in Unreal Engine need coding skill?
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...
looks like a lot of art
always been a dream of mine to play as Albert Wesker just speedblitz through the mansion slaughtering all those zombies
š¤
if I ever want to switch to Publishing License, can I?
Yes
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 š©
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
just having creators license is fine?
English is not my first language š¤£
yeah, creators license lets you distribute free projects
cool š
if you ever decide to make that project cost something, you would be switching the license at that moment
noted
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
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?
i think its possible with control rig, but ive been making them in software by exporting as you said
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?
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)
Do you want to make a marketplace asset, and that is why you ask?
yes
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
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.
yeah i plan on making a detailed documentation
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.
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
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
yeah i'm doing what i can to make apowerful yet easy to understand landscale shading tool
as automated an AIO as possible
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
a small preview of what it can do after setting up the values š
nice one, that is a tough project :)
I understand the need for ORMs.
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
as a reference I can recommend openland, I learned a ton from their assets
it is free to download from their github I believe
I will take a look, thanks ! :)
Is there a way to generate multiple pak files of roughly constant sizes when packing ?
instead of one huge pak file
check cook/packaging settings. there is a pak size limit
does that work even if I don't apply any chunk ID to assets?
anyone who might have an idea for a solution to my issue? : 9
i think so, didn't had chance to actually play with those settings much
there is autochunking and size limit
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
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.
got it
Hi, sorry for noob question... Any recommendations or suggestions for learning materials for the engine to develop a top down rpg (diablo like)
Not specific to top down RPG, but learning materials for the engine nonetheless
https://www.unrealengine.com/en-US/onlinelearning-courses
Thank you!
so i did take a look at openland, it's the same basic idea but mine will have much more options and will be way less limiting, you'll be able to make whatever you want and won't be restricted to defined grass - rocks - snow masks
still there are some interesting things here and there, thanks again !
cheers :)
It is always good idea to see an already established idea, and improving them. Those are great source to learn.
Good luck!
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
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.
Hi. Any way to enhance the edges of this green screen material ?
picking a range of colors instead of a single specific green color ?
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
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?
lol i know what you're talking about I never do that
Does Discord STILL not have search exclusions????
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
And thats why you use version control lmao
i do lol, i just explained that didnt fix it, this is something different, because when i revert it still breaks, its like the name of the blueprint is corrupted in unreal engine
Names can get messed up
it's most likely some cache issue but not really sure where this would be, already recompiled local source and unreal engine source
For example: naming a project "ProjectS" will cause the editor to fail while making the project
This name was fine for about a year, so it's not like the name itself was bad
Oh
yeah something really got fucked in ue for my pc
renaming it works anyway
but i just gotta fix all the references
F
using interfaces for stuff like this has been helpful actually
dont have to fix as much
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
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!
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?
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.
For heightlerp and vertex painting : https://www.youtube.com/watch?v=dghCetkArJI
Blending between textures in Unreal Engine 4 is easy with vertex color. It can also be detailed and varied thanks to a simple yet powerful node, the HeightLerp.
Get project files: https://techartaid.com/products/
Thanks!
I will look into it
I used a lor of decals and yes, I took a small performance hit, exploring other options
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.
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
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.
Guys is there any way to raycast to infinity ?
No. Because infinity doesn't exist. You can always raycast to float max though, I guess
yeah, this is the MAX thing I am looking for, how do I feed this MAX in my program as TNumerics<float>::Max() not working
I also tried std::numeric_limits<float>::infinity() but no luck
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
rayOrigin + (FVector::DownVector * TNumerics<float>::Max()) ... This is what I tried
If this is the case then I gues a fair amount of number should work, like 10000.f
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
Got your point, will do this, Thanks for the help š
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
whats a good way to make a glowing outline mat for text
In standalone using Stat GPU i am getting -50ms on Visibility Commands. What does this mean?
As far as I understood - dynamic shadows, but please correct me if I'm wrong
anyone use any analytics plugins for UE4? If so, which one?
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 ?
so whats the question?
Is there something specific to do with the build configuration that could be related to those problems ?
probably not, its more than likely any code you used. Is this single or multiplayer?
Multiplayer, i've tested the map in the editor with 2 clients and a listen server
and when running standalone your doing it with a listen as well I assume, running it with 2 or 3 clients
what is the ASPRoxy?seem like a problem causer.
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
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?
On the client
have you tried running a client in standalone mode in the editor for testing?
Yep, with PIE and standalone in the editor, both works fine
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
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
ui is client only so thats something to keep in mind when looking at what is going on
I wish it was just a button to press and fix, I had a feeling it was MP based on the problems š¦ replication and events are a pain
Well good news is the logic works, i think it will be easier if i only failed with the ui :p
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.
no clue :/
its something internal to the engine
Does anyone know of a server or channel mainly aimed for beginners? I would love to learn and practice together.
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
If you're looking for people who are new to this and suck at it, it's like 95% of this server, me included
I was hoping to find a dedicated server / channel for that to not flood the main channels š
Honestly this server has enough channels that if you take a moment to make sure you're posting in the right one, no one will be bothered.
@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.
Any1? Nothing in the documentation too
Ill take a stab. I dont think ive work with chaos before. Is it not possible to destroy the mesh itself?
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
Yes. That's one way of doing it. But it has this instant destruction instead of fading out :)
You can make VS run lighter by disabling intellisense
But UE development is inherently taxing for your system
I didn't say it would be GOOD doing that
But you asked if they could be destroyed
Chaos physics is in a really weird place right now. It doesn't do well with the removal of "particles" (Chaos physics name for simulated bodies). Case in point: Chaos destruction doesn't allow removing any of the fragments. They sorta sit around and kill performance. There is this "remove on sleep" setting, but it is really buggy.
I periodically check the latest commits on UE5 hoping to see work to improve this situation.
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?
Right side? Those are outputs
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
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!
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
Yes, it surely is. I just mentioned it to add I do have experience with game engines.
Thank you!
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?
anyone know how to make grass?
I surely will. Betas are not stable, so there's no point in starting with them
Ok
anyone knows if using Continuous Collision Detection could cause performance issues?
It could
Yes. But there are videos that also show the entire process as well as picture tuts
mm
and if instead of using CCD I made a few line traces on Tick() would that be better?
That im not sure of. But as Lorash says
But, is that a little slow?
unreal making my laptop hela slow
While you wait you can try looking up ways others have attempted to speed it up
im not that rich dude
i work with what i have
im still thankfull i have this laptop
yes, how are you doing today?
np
I was just downloading the learning kit games
I learnt UE4 with a 2011 cpu and 16gb of ram, it's rough but doable.
Oh okay, that makes more sense. Thanks
Rn my laptop have 8gb ram , Amd athlon silver 3050U with radeon graphics, kinda bad but its alr
I had a crap pc way back in the UDK days. 8gb ram... cant remember whatever else. But i had the engine and some other software open and it popped my psu.
That sounds rather slow, but ive been getting by with 8gb ram for awhile now
ye, 8gb ram is ok its the cpu i dont like i perfer a Ryzen then any other tbh.
Not sure how much your laptop was but i paid about 900 for my pc and i dont have performance problems
ik, i couldnt get better cuz i cant afford to buy an expensive one
Built it about 2 years ago now
parents dont earn much and dont wanna waste their money on a laptop that they cant use
Understandable
