#ue4-general

1 messages · Page 1130 of 1

exotic sinew
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this has a lot of space too

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it had 950gb of space

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i have 790gb left

fierce tulip
bright sigil
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I think half of that will be taken up by your OS at some point

exotic sinew
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i dont mind it

bright sigil
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Sorry Luos, we did get off track

fierce tulip
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no worries

exotic sinew
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srry

exotic sinew
fierce tulip
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rather not, hehe

exotic sinew
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lol

bright sigil
fierce tulip
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im already at my banning quotum today, and I prefer it if people are nice to eachother :)

exotic sinew
bright sigil
exotic sinew
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ye

dry wharf
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how can i add character customization to my game?

grim ore
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@dry wharf100's of ways, all depends on what you are doing and want.

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material instances and parameters to change textures, modular skeletal mesh to change out parts

merry pilot
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Im working on this level. After deleting all the lights, directional light, skylight and everything else, and after building lighting, the map is still lit, im not sure why its doing this.

bright sigil
merry pilot
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Im viewing in lit mode, how do i turn off precomputed lighting @bright sigil

merry pilot
dull flower
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How do you see what is taking up what % of rendering time

bright sigil
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That will dump your 500 lightmaps when you build again, or should

merry pilot
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ok thanks, ill see if that works

rigid bridge
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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 said 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)
bit of a stupid question tho. im just confused since unreal docs doesnt cover this

grim ore
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if the item is not in the level by default, where is the item?

rigid bridge
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it gets spawned in when i pull it from inventory

grim ore
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so you use the spawn actor from class node?

rigid bridge
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ya

grim ore
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that node has a return pin which is the spawned actor

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you would save a reference to that to use it later, so if you have a variable just set it to that return value

rigid bridge
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wouldnt it be a purple return value

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so the class of the item

grim ore
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purple is class, blue is object. Your spawning an object into the world so it would be blue and it would be a reference to that spawned actor in the world

rigid bridge
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yes but mine is returning a class ref not an object

grim ore
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is it?

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i mean... if your using the spawn actor node its returning an object

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maybe show your code

rigid bridge
grim ore
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thats not spawning the object tho

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your trying to talk to the item that is spawned right?

rigid bridge
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cuz it has an event i need

grim ore
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so where is the code that spawns in the item then?

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maybe we are missing something in the middle of this. Your trying to communicate with an actual object in the world right?

rigid bridge
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bruh

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im so dumb

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i already

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set a variable for it

grim ore
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yep you did lol

rigid bridge
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thx matthew

grim ore
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🙂

twin beacon
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Hey MathewW, thanks for the tutorials

dull flower
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How do you change the resolution of the game? Can you not do that in UE unless you build it? Or is there a setting to change it somewhere

rigid bridge
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oh shit thats u

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thx for teaching me unreal man

twin beacon
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Yeah, really good resource when you need to see an example to go along with the documentation for certain functions

unborn stone
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Hi, im currently working on my horror game and im working on the animations but i cant seep to get it to play the crouch walking/idle animation. can anyone help please?

grim ore
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when you are looking at that screen and check the Active Value in the preview editor in the bottom right, what does it do?

unborn stone
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Which one sorry?

grim ore
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the one that says Active Value, its the one you are using in your blueprint above

unborn stone
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still hasnt worked for me

grim ore
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what happens when you check the box?

unborn stone
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i have checked it but it didnt change anything, most of the scripts are done its just when i go to crouch it doesnt crouch

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i think ive already said that sorry

grim ore
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the check should change it between the two, does the preview look different? it should show its running from the top

unborn stone
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yeah its showing the crouching

grim ore
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the animation in the top left, or just the code itself?

unborn stone
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the animation

grim ore
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ok so then this part of the code is good. If you check and uncheck that box and the code in the top left "looks right" then the issue is not here

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if that is the case, then your not setting your "Active Value" boolean correctly.

unborn stone
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ok its constantly crouching

grim ore
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where are you changing the "Active Value" boolean in your character? and how is this animation blueprint detecting the change?

unborn stone
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hmm i forgot where i put that one second

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that should be easier to read

grim ore
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so no where in that first code is it doing it

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your setting "Is Crouching" not "Active Value"

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you need to change your check for the Blend to use Is Crouching

unborn stone
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how do i do that?

runic fern
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hi guys how can i make the widget block the linetrace

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prevent the line trace go through it

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as i remember something was channel of widget but i forgot how

grim ore
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@unborn stone your blueptrint that has the "Active Value" boolean, the red node, going into the blend pose by bool. delete that, then drag in the Is Crouching from the bottom left and replace it

unborn stone
unborn stone
grim ore
marble leaf
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anyone have advice on how to build a better dynamic third person camera? i'd like for mine to be less jerky when an object comes between the player and camera

unborn stone
dense tartan
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Hi. Any way to enhance the edges of this green screen material in UE ?

marble leaf
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also just wanna say Hi Mathew, love your tutorials. they've helped me a lot

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sorry meant to say i'm trying to build a better camera system, not a better character

unborn stone
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ah it works thank you so much for your help Mathew 😃

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quick question how do I disable that 🙂

grim ore
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disable what?

runic fern
unborn stone
runic fern
unborn stone
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wait its still showing

grim ore
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when is it showing? in game or in the editor?

potent bridge
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OK, weird thing here. Not sure if this is an issue with my model or my lighting.

unborn stone
runic fern
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You can see the Yellow Small Curved arrow click it will reset default value which is " Hidden "

unborn stone
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ah yeah im being stupid

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thanks

unborn stone
runic fern
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I'm using Mouse Trace so if i'm over widget it will keep tracing behind the Widget

unborn stone
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oh ok

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sorry i cant help 🙂

runic fern
grim ore
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which node are you using for the mouse trace?

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and is this widget in the world or normal UI in the viewport?

runic fern
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and its Viewport widget

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im using Trace when i click so when i click on widget its tracing behind the widget

grim ore
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well thats just getting the mouse position, how are you tracing for hits?

runic fern
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Normal Linetrace

grim ore
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yep that happens in the world, its going to ignore the ui

runic fern
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Can i block the visiblity channel on widget ?

grim ore
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your trying to get the widget to not allow the mouse click to go to other places right?

runic fern
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yes right

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Because its switiching to other actor when i click on something on widget

violet goblet
grim ore
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then you need to handle the widget letting stuff go to other things

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you can override the way the mouse handles input on it, such as the mouse down like you can see here

violet goblet
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i actually dont know how i can change the direction/rotation for the bullet/laser

grim ore
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by default it bubbles up to other actors, if you do this and set it to handled then it stops here

violet goblet
grim ore
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you probably need to override the double click as well since this just handles single click

runic fern
opaque seal
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sombody can help me , i have problem with packaging my game

grim ore
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@violet goblet whats the issue?

violet goblet
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in words "my bullet does not travel along the camera center" 😄

grim ore
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@opaque sealit tells you the issue, you cant use Switch in the folder name ( it is now allowed ) and i tells you the ones to change

violet goblet
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but i think i found something

grim ore
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@violet gobletif that spawn point is not centered in the camera.... then yes, if this is third person, then yes your going to have to math it out to get it to hit the target

violet goblet
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oh...cant i actually place the arrow centered to the cam?

grim ore
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you can, you dont have it centered right now

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and then if you do the camera location is somewhere else since your third person

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the question is what are you trying to do?

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do you want it to go from the player to wherever the camera is looking?

violet goblet
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when i "shoot" the bullet it actually should travel from the player mesh, along to the "center" of the cam (but in world position)
i actually dont know if i use the correct words... sorry ^^

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like, recreating a third person shooter

grim ore
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well most of them fake it

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but you need to do some math then and figure out the start point, the end point, then the rotation to rotate the item

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the end point will be difficult(ish) as its based on whats in the way

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also in that gif, your character is WAY farther away than a normal third person over the shoulder would be

violet goblet
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yes that is by purpose

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thanks for the little hints 👍

grim ore
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there is a find look at rotation node that you can use that takes in two locations that you can use for a rotation, start with your player and find the end point then use that node. To find the end point you might trace from your camera forward and whatever it hits is your end point. this will atleast let it end where you might expect it to go

potent bridge
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So, heres another issue I have. on my character hair, it seems to become fuzzy when I move around, anyone know whats up with that?

grim ore
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motion blur, taa, both?

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i would guess taa more than anything else if is thin

potent bridge
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motion blur probably. need to disable that

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don't know how though

grim ore
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project settings , type in motion blur, uncheck

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or use a post process volume

potent bridge
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Yeah that works. Wonder if I can make it work for a specific object though

grim ore
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sortof, I know you can modify things to not be affected but i dont know how specific you can make it

potent bridge
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also, one more question because I'm an idiot who doesn't remember the basics for some reason. I know how to change the gamemode to change the player character but how do I make it so the spawn position changes when I put down that actor bp?

grim ore
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? the player start actor is used when you want a default pawn to spawn in, otherwise you can put in your specific actor and force it to be possessed

potent bridge
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Now I'm even more confused. Basically in the thirdpersonexample the character is placed directly into the scene and I can control that.

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Thing is I want to change that actor.

grim ore
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yes, its set to auto possess

potent bridge
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I see

grim ore
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its an option on the actor.

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so you can either delete it, put in your actor, and set it to auto possess

potent bridge
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Ohhh Auto recieve input

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🤦

grim ore
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or you can delete it, add in a player start, and let the game mode handle it

potent bridge
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How did I forget about that...

grim ore
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auto possess is not the same as auto input

potent bridge
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either way it still worked 🤷

exotic sinew
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bruh my pc messed up fr

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it cant run UE good but rl on max yes

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its on max grphics tho

plush yew
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How can i import an animation and level into another project, from an old project

trim haven
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Excuse me, new here. Which sub should i go to concerning skeleton issues with blender models?

exotic sinew
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i should prob go

trim haven
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I appreciate it, ill pop over there. I'm using the unreal skeleton into blender, weighting, then going back to unreal and somehow its not jibbing. ill head over there thank you!

neon grove
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how can i change the scaling of foliage that has already been painted?

trim haven
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they are not

candid stream
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Hello, I played a game, which is made with Unreal Engine (Sea of Thieves) and they connected XBox to the Game.

Is there something like a "XBox Plugin" or anything else, which allows me to get sth like the XBox Player Tag in Unreal Engine?

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okay thanks. I just want to do some basic stuff like getting the Gamertag and some other things

violet goblet
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uhm..in blueprint...what is that "dot" called? so we can have better visualization?

potent bridge
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reroute node?

violet goblet
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yeas...that was it called 😄 thanks

drowsy snow
violet goblet
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HA! genius 😄 thanks folks

rocky epoch
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you even can make things like that with the reroute node

plush yew
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guys, I accidently hid the "Details" tab when an actor is selected... how do I put it back? lol

plush yew
bright sigil
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Or restore it from window menu, but f4 is better

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Yeah i know how it sounds

plush yew
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ahahah

drowsy snow
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F4 got a bad rep for exit troll lmao

violet goblet
bright sigil
violet goblet
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it got an "error" in the Blueprin, when i aim to the sky it wont "hit" anything so i cant calculate the rotation of the bullet

plush yew
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f4 does nothing to me, trying to find the option on the window menu

bright sigil
bright sigil
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Maybe its still there but hiding amongst tabs

drowsy snow
plush yew
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ty 🙂

dull flower
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Ugggh I tried switching to forward rendering to maybe try and get some slightly better performance and after waiting around an hour for the shaders to compile I load into the editor and it crashes after a couple of seconds saying the d3d service was lost then after loading back in again it has to compile over 10,000 shaders... Again

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I think I'm sticking with godot for now lmao

drowsy snow
dull flower
olive orchid
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TIA

icy axle
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Hi guys, I don't know if this is the right channel but I'll ask here. Does anyone know of any tutorial to create artificial intelligence for dinosaurs?

zenith wadi
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Yo, i've installed LFS for github, so that I can store larger files and push them to github repository, but it won't work

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What steps do I have to take? The tutorial in the official wiki seems confusing, and it's not for me

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I have github pro

split jasper
knotty stump
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Any cues on the best place to get high resolution realworld height map?

thorn hazel
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I have a question. I am placing a static object along each of the segments of a cable component. (which I am able to do so far). Next I want the static objects thus placed, to move relatively to the cable component when I move it. This is the node setup I have so far (its pretty basic). However for some reason only the last object placed is moving relatively to the update location of cable component.

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I'm using UE5

pliant igloo
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Hello everyone, I want to change my viewport and camera 1080x1920 for mobile, widgets as well. However I could not figure out how, anyone have any idea ?

drowsy snow
pliant igloo
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however in game it is look like this

drowsy snow
pliant igloo
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it is doing the same thing

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I also change the design screen size nothing changed @drowsy snow

olive orchid
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Hi, I’ve been learning & building a map in UE4.27 & after moving some landscape, I wanted to move the mannequin to a better location , but it keep opening up another window with the mannequin. Anybody know how to stop that, so I can move it around the map?. All the other things I can move.

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It wasn’t doing this before & idk why it started

cobalt nimbus
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im getting an error about not kicking off the swarm and it says to compile the Unreal lightmass. how do i do that when I used the launcher to get the engine?

drowsy snow
olive orchid
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When I click on the mannequin instead of just highlighting it & showing the vector arrows a separate window opens up on top of the default viewport.. idk what else to call it.. Not sure what it’s for but it shows the mannequin from the TP camera view

drowsy snow
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Actually nevermind, I get it.

drowsy snow
olive orchid
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Ok, I’ll look into that.. I was thinking maybe it’s happening cuz I started a TP game mode, instead of the default.. Thanks

cobalt nimbus
cobalt nimbus
pliant igloo
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My lights are not showing up on the mobile preview anyone have any idea ?

marble leaf
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anyone have any idea for why my character would be walking at a slight angle after i moved the camera boom to the side a bit?

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my movement input is not dependent on my camera angle

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or at least i don't think so (using un altered movement input for third person character

ornate ice
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Hey can anyone give me a hand, I'm trying to make a projectile hit a wall (Regular Cube from the Basic Actors) but it just passes through the begin overlap component doesn't detect it

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I don't understand what I'm doing wrong

cloud latch
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I'd like to be able to make multiple build variants of my Unreal project, but, ideally, without having to make a branch for each one. I see I could use gameplay modules for splitting out logic into various modules, so some aren't used. This also appears like I could deal with plugins that are only required for some variants by only linking in those modules build.cs, but I can't really find anything about what I'd do as far as defining the configuration for the variants etc and hooking it up to the build system. To give a better idea, I want to make a version designed for streaming (i.e. twitch integration with audience participation) where there'd be new gamemodes etc that wouldn't go in the standard client etc etc. Anyone happen to know what terms I should be searching? Not having any luck narrowing this down past where I've gotten. I see the configuration files include launch settings for modules, but it doesn't appear like there's anything that facilitates variants, just multiple platforms.

cobalt nimbus
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How do I get to the UE4 solution if i downloaded from the launcher?

rancid lynx
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I want to save 10 instances on an instancedStaticMeshComponent. with the SaveGame and Loadgame nodes ( i know how to save and load ). do I have to manually Get , save and load each transform of each instance ? or is there a way to save the instancedStaticMeshComponent and its instances data as one reference ? I tried to Save and Load the ISMComponent itself, but it didnt populate any instances on load. I have done it manually before, saving each transform in an array. but surely the ISMC holds all the data and can be stored without manually extracting and inserting every transform on a save and load.

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Is it possible to Save the InstancedStaticMeshComponent with Savegame and loadgame ? or do I manually have to grab all the transforms and save and load those ?

cloud aurora
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yo i am trying to import this and it is telling me it is installed on my engine already, if so how do i add it?

soft tree
boreal hornet
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why is the sun bleeding through my objects

drowsy snow
boreal hornet
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how, i am new lol

dull flower
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Sooooo is there a way to disable shader permutations until you actually might need it like when you do a final build of the game

dull flower
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Hm ok well how would one go about limiting them as much as possible then, is there some setting in the material for it

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Cause obviously I don't need like 100 different versions of a shader that all have to be compiled separately if I'm only going to use it in a specific place or circumstance 😐

drowsy snow
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For starters, materials won't be compiled in editor unless you open it or have a visible mesh using it.

dull flower
cloud aurora
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today i managed to add a double damage "perk" aswell as overflow pretty proud about it, think im gonna limit my time to 2 hours a day because the others i have spent 10 and only had about 2 hours of productivity then i would waste the other 8

plush yew
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I posted in ue5 because i believe it is only a ue5 issue but maybe its an issue with with both, anyone know why this simple material is throwing me all these errors

bright sigil
plush yew
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oh thats weird lol

bright sigil
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or is it that beige/brown node?

plush yew
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so

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i recompiled it

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and it fixed all the errors

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but the material is still blank

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so it fixed the errors but not the material lmao

bright sigil
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i redact my thumbs up

plush yew
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lol

bright sigil
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well then i guess i return to the notion of not using the node before

plush yew
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idk how it works tbh

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its from ultra dynamic sky

bright sigil
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well i hope they have documentation 😄

prime willow
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but only morphs that change the bodies shape to make her smaller

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if you guys cant help could you at least point me in the right directioni cant seem to find a proper answer for this

bright sigil
prime willow
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thank ❤️

drowsy snow
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Is it just my view, or is it really that some newcomers to the engine felt disdain for taking Unreal Online Learning courses or general tutorials/courses for that matter?

I feel like some of them just want tutorials very specific to their dream game's specifications, not the general courses that applicable to pretty much any kind of games.

bright sigil
prime willow
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When i first started unreal i completely skipped any tuorials or classes outside of what i wanted to make

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learned really fast how stupid that is

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its like trying to drive a car but you cant even walk

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because youre still crawling

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or like those gamers who wanna do "cool combos" but dont even learn the tutorial and button layout Zzzz

dull flower
drowsy snow
prime willow
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my main issue with the tutorials isnt that they werent built for my game but that i didnt want to sit on youtube and copying each step they do for 1 hour to 4

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i just wanted to start hitting buttons and learn why the heck the button does what it does

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like when you read documentation their not walking you through a clear system but just showing you its name term and what it does

bright sigil
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i dont think anyone wants to be told they have to spend a long time, like a few years, to learn something before they can do the thing they want - then again, its games we're talking about, not science or engineering

prime willow
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yeah exactly

dull flower
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Godot is way better in that regard imo, the docs have a tutorial that goes step by step through making a basic game from a blank starting project

prime willow
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people kept telling me not to make my game for the next 5+ years

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just learn unreal until than

bright sigil
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i was also born with my unreal engine knowledge, so i never had to learn anything, i just was already good 😆

prime willow
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and that was just silly to me and still feels silly

dull flower
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It shows you how to do movement, spawning of objects, scoring etc

prime willow
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i know the merits of a trillion test bites before the real thing but i just wanted to make something than fine tune it for 5 years, not not make the game and than make it on year 6 until year 10

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thats like a decade to finally make a game xD

bright sigil
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i think regardless of the engine or whatever, its the scope of someone's idea

prime willow
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and i guess i wouldnt mind 10 years to make a game but ive seen solo devs make solid games in a few years for sizeable scope and such

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so i guess im a little unpatient too lol

bright sigil
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to learn how to make a game, you should find something fun with a minimal amount of systems, rather than needing all of them before it gets good

prime willow
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granted ive done the tutorials and lessons in the tabs and downloaded their market stuff

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that too conrad

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i just wanted to make this part oof my game and expand on it for a while

drowsy snow
prime willow
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i know i know

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but i dont even wanna make an mmorpg yet

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i just wanna make phantasy star 1 but with decent pvp combat

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or naruto clash of ninja 1 even lol

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but with online pvp

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and hopefully not playstation 1 grahpics lmao

bright sigil
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i doubt most ~~people ~~newbies could recreate the early era games, though there is a lot to learn by doing so

prime willow
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yup yup

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i just wanna make a fighting game like pretty much anything before 2015

grizzled oasis
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My UI looks like this

prime willow
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if possible add some pve stuff and cool movement

bright sigil
grizzled oasis
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how can i make like this

drowsy snow
bright sigil
prime willow
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my scope is insanely huuuuuuge but ive cut it down violently

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it was 1000+ pages of finely tuned documented stuff to make one by one

drowsy snow
prime willow
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but when making it piece by piece i realized even if i could make it because bik brain

bright sigil
prime willow
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i wont be done for an actual decade

bright sigil
grizzled oasis
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i dont remember how i reduce size last time

prime willow
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so ive scalled it back to pretty much any arena fighter from any era, with a lobby like phantasy star online 1

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eeverything else will be added on from there if i have time

bright sigil
grizzled oasis
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not icon whole resolution i think

bright sigil
grizzled oasis
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icon reduce size hide text

bright sigil
prime willow
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however

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if i finish my game before the timeline of when i want to release

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imma feature creep the floss out of it

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xD

prime willow
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thats the key word loool

drowsy snow
bright sigil
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there's a comic out there where two game devs are talking about being ahead of schedule... and that's the punchline

prime willow
drowsy snow
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The taskbar texts seem to be larger than Segoe UI at 9pt

prime willow
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oh

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hoodie

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any idea how to fix my issue

grizzled oasis
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is there setting where i can put value to change dpi

prime willow
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i was told it might be a dual quadtrici skinning issue D:

drowsy snow
prime willow
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idk

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its like the skeleton doesnt change

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but the meshes body does

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and the animation is following the skeelton instead of the body

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C:

drowsy snow
prime willow
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what

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can a morph do that?

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its still broken

drowsy snow
# prime willow can a morph do that?

Nope.

I'm talking about scaling down the skelmesh component, and you would have morph target to accomodate some body parts for the scaling (e.g. head size)

prime willow
#

o.o

bright sigil
drowsy snow
prime willow
#

^

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player exprression in gameplay and visuals is important to me :3

grizzled oasis
prime willow
bright sigil
drowsy snow
bright sigil
#

smart assy-ness aside, with all this trouble, just make each character model yourself 😛

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its not like they take up much memory

prime willow
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sculpt anatomy perfect humans and a billion variations

bright sigil
#

people like it for unique character designs, i.e. personality and attitude

prime willow
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i know ive had this conversation

bright sigil
#

a short or taller version of the same things aint that engaging

prime willow
#

with 6 professionals

#

they said your idea is horse radish

#

make street fgihter 7

#

and i disagree and will not xD

bright sigil
#

so maybe scrap the morph target idea

drowsy snow
prime willow
#

nope

#

need

#

;-;

drowsy snow
#

Or MMORPGs for that matter

prime willow
#

it integral to core gameplay design and such

#

and if game works

bright sigil
prime willow
#

i can build onto it as intended

#

without character customization i might as well make a completely different game

#

same for the style of movement lol

#

which i have successfuly done!

bright sigil
drowsy snow
#

Jump Force story mode?

prime willow
#

no jump force bad game

#

good idea

#

awful implementation

prime willow
#

maybe minus the pve missions and such

bright sigil
#

oof....

prime willow
#

but if i can get it all setup proper by launch moreso like dragon ball xenoverse

#

or shinobi striker

#

my goal atm is movement, combat, character setup; and we'll go from there

#

movement is near done just need to finish zip lining which i cant start into basic combat works

bright sigil
#

maybe come back to morph targets later then

#

its not a good use of time to spend on the same feature with no progress

prime willow
#

yeah i know but everytime i realize the mesh has that issue with morphs i tinker and look a bit further to what can be done

#

than walk away again xD

#

so youre right unfortunatelyyyyy

rough knoll
#

why won't my actor generate overlap events with static meshes, and only other actors

bright sigil
rough knoll
#

my projectile actor is obviously on overlap all dynamic

#

dunno if it has something to do w/ the fact that it's a projectile

dull flower
#

How do you set up a render texture? I want to render my game at a specific resolution without it being effected by the window size and without AA so I figure a render texture would be the best for that

bright sigil
rough knoll
bright sigil
#

great, please explain as much as you can about the issue

rough knoll
#

well, i spawn the actor when a button is pressed. it's supposed to travel until it overlaps with something, and when it overlaps it'll trigger an event. The issue is is that no static mesh will trigger it, and only other actors do

#

it can overlap with itself, and it can overlap with a character actor. It will not overlap with an editor cube mesh for example

bright sigil
bright sigil
# rough knoll ye

hmm, not sure then, im checking my setup and i have my projectile with overlap as well as my static meshes, all works

clear badger
bright sigil
clear badger
#

this is happening after waiting for about 13000 shaders to compile, 13000 compiled at 45% and started loading up the project, and now this.

bright sigil
clear badger
#

yup, a 40 grid city to be precise

#

look what they did to my boy

bright sigil
#

this city from marketplace?

clear badger
#

no, actually I made a city in Blender with the help of a plugin called SceneCity. When I placed it yesterday, and applied materials and all that stuff, ue4 didn't give any major performance issues, but today its not favouring me, thanks to my old friend ShaderCompiler

bright sigil
clear badger
#

It compiled it faster yesterday, but after closing the project and opening it again today, its taking more time and resources, it could be related to me cleaning the temp files on my PC.

haughty dock
#

which one do i need to use if i wanna use the material that i made in blender

bright sigil
haughty dock
bright sigil
haughty dock
#

i tried All Assets and it didn't i ma try Local

#

thanks

bright sigil
#

hope it works lol

#

I always set it to Do Not Search

haughty dock
#

Ohh

#

idk how to make materials in unreal so yeah

#

nope it doesn't

bright sigil
bright sigil
# haughty dock nope it doesn't

that's kinda weird, are you sure you're exporting from whatever software to include materials? I guess fbx would by default

haughty dock
#

yes i am exporting it as fbx from blender

bright sigil
haughty dock
#

how's that

bright sigil
haughty dock
#

Ohh

#

ok

#

lema try it out

#

thanks again

bright sigil
#

create new material should bring in the materials hence it searches from the local folder, but as i said, might not be the exact same material setup, hope it is though

haughty dock
#

Ohh ok

#

thank you very much

haughty dock
bright sigil
haughty dock
#

yeah

bright sigil
#

well there's a material kickstart in the pinned channel, otherwise, the internet 😛

dull flower
#

So I guess in UE you really want to avoid using separate materials for things and should prefer to use texture atlases/mega textures/etc for everything since it cuts down on compile times from having less materials meaning less shaders? I mean aside form the obvious advantages of less draw calls from having less materials which applies to any engine

bright sigil
#

textures are the drawcalls regardless

#

but if you make a master, you can import models and set the material import method to derive from your master which hopefully streamlines some of the importing - mainly its just the textures being plugged in for you

#

if you use atlases then you do get less draw calls, but only if you have multiple assets using the same atlas, however it's harder to tile atlases

dull flower
#

Hm ok I was thinking I was going to use a vertex color texture blending shader to texture my levels efficiently lol

bright sigil
#

for example, you could have 5 material instances that all reference the same textures but are modified in scale and color or some other params

#

those textures are loaded once, but they will give some different appearances pretty cheaply

bright sigil
#

i think another user on here also had some issues with retaining the same vertex colors when the LODed their models since that does change vertex order/count

#

go with macro masks instead

#

you could even channel pack them, and that way you can reuse them for other materials and/or looks since they are usually abstract grunges

#

some of the start content materials do this if you're curious 🙂

neon bough
#

also i think nanite doesn't support vertex colors (yet?)

bright sigil
neon bough
#

yea i was wrong

bright sigil
#

oh is it vc?

#

i only watched the launch video way back when ue5 was announced, thats what i recall

#

that's pretty dope for zbrush workflow 🙂

#

but now Maxon owns Zbrush.... 😢

haughty dock
#

how do i remove this from the light source

bright sigil
haughty dock
bright sigil
#

yep, click the arrow for specific options

haughty dock
#

ohh ok

#

thank youu

candid stream
#

I downloaded and installed it, but i don't know where i have to sign an NDA with Microsoft

sick patio
#

where is this in the engine? this png i downloaded from google looks awful and it shows the sprite next to it, and it shows it moving.

bright sigil
#

its a sprite sheet btw, you've used them before?

sick patio
#

yes, according to a tutorial it's already in the engine and he didn't say how to get it

sick patio
#

i made one before, but this is supposed to be already in the engine, but his png i downloaded shows it moving left and right as it goes to the next sprite

bright sigil
bright sigil
sick patio
#

SCOOOOOOOOOOOOOOOOOOOOOOOOOOOOORE @drowsy snow

#

now that is perfect

#

i feel dumb

#

why wouldn't it pop up when i did a search

#

i feel stupiderer ever day

#

i searched for explosion

bright sigil
sick patio
#

domo arigato gozai masu Makoto sama

#

lol

#

sounds like i'm banging my head on the wall?

bright sigil
sick patio
#

i did a sprite sheet? of blood splattering from a person

#

looked awful LOL

bright sigil
sick patio
#

conrad where are your tutorials? i know you're an excellent teacher

bright sigil
#

eventually ill make some though, just no time

sick patio
#

sheeeeeeeesh i have to go to MIT to get learnin from you? omg

bright sigil
#

ill add myself to the growing list of yt devs who show you bad practices and shortcut hacks for the sake of making a game 😈

#

maybe ill wear a leather jack and have heavy shades to show how baddass i am

bright sigil
sick patio
#

if they would just get it out of their head that they need to make a "youtube" video "for the views" and instead actually teach, everything would be great. if everyone was like that Mat guy

fringe rivet
#

Hello, friends.

bright sigil
sick patio
#

ok back to my sprite mega FX stuff (that's a technical term)

bright sigil
fringe rivet
#

My best friend.

#

Conrad is my comrade.

bright sigil
bright sigil
fringe rivet
#

I may not be original, but I am also not aboriginal.

sick patio
#

no no i'm doing the explosion. the blood spray was before. and it felt to the ground and created ... what's the DEXTER term for it... blood "splatter"

bright sigil
#

both of you got my smart ass going and now this channel has become lounge

sick patio
#

no i'm leaving

bright sigil
sick patio
#

yes

bright sigil
#

i was thinking of spray i guess

sick patio
#

and it disappeared after awhile

bright sigil
#

so the explosion

sick patio
#

it wasn't bad, i guess

bright sigil
bright sigil
fringe rivet
#

I need help.

sick patio
#

ttfn

fringe rivet
#

I do not know how to integrate C++ into my project.

bright sigil
bright sigil
fringe rivet
#

What I mean by this is that I have knowledge of C++ but have zero idea how to make a cube spin using said knowledge.

fringe rivet
drowsy snow
#

If what you need is a spinning cube on tick, make an Actor class.

fringe rivet
#

(I don’t actually need a cube to spin)

drowsy snow
#

RMC huh 🤔
Never really dealt with it in C++, and I doubt the marble example has C++ version

drowsy snow
fringe rivet
#

Thank you.

dull flower
fiery sluice
#

Lol

plush yew
#

any idea as to why having even just 1 camera in a scene lowers my fps dramatically

dull flower
primal tendon
#

is there any alternative to Open World Demo Collection?

sick patio
#

conrad you have any tips on how to stay focused for hours and hours?

bright sigil
#

wear good headphones if there are people around

#

otherwise, plan out the work to be done for those hours

sick patio
#

set a goal each time?

bright sigil
# sick patio set a goal each time?

I dont really mean to have a strict time plan. Just think about the work you are going to be doing and set an amount of time it should be done in. Its okay if you go over, but its about setting a time to finish it, its good practice but its a bit hard to explain why.

sick patio
#

Thank you Conrad you are much appreciated.

rose sleet
#

Has anyone used Horror Engine?

sick patio
#

I fired it up and went through it's tutorial

#

started making an environment with it

#

a level I mean

bleak zodiac
sick patio
rocky epoch
# sick patio conrad you have any tips on how to stay focused for hours and hours?

Pomodoro technique works for some people : https://en.wikipedia.org/wiki/Pomodoro_Technique

The Pomodoro Technique is a time management method developed by Francesco Cirillo in the late 1980s. It uses a timer to break work into intervals, traditionally 25 minutes in length, separated by short breaks. Each interval is known as a pomodoro, from the Italian word for tomato, after the tomato-shaped kitchen timer Cirillo used as a universit...

sick patio
rocky epoch
#

But that heavily depends on the person and the project.
It is great for many, smaller tasks, but maybe not for longer stuffs, where we can lost our flow because of that short pause.

strong schooner
#

It's nice binge watching Mathew Wadstein's Unreal Playlist (>600 videos) haha. Even if most videos are more than 3-5 years. The different category really helps, he is a great teacher.

rocky epoch
#

But worth to try, I did it for a while and for my work it worked, but I am not sure I would use it myself for coding.

sick patio
#

about 25 minutes is my max anyway. this gives me something to look forward to go to on the break, and something to look forward to coming off the break.

rose sleet
rocky epoch
#

There are many apps for that fortunately.

sick patio
drowsy snow
#

Check your e-mail for invite confirmation from GitHub

lusty kite
#

Is someone willing to teach me how to make a game for mobile?

#

At least the basics of it

hollow briar
#

did some issues with download servers? im need to download debug symbols and there no connections -_-

timid meteor
#

hi i bought a packet and want to change the colors in another program and put it back in to the editor, can i get some help with that or tips ?

drowsy snow
haughty hound
#

Hi, do u guys know if a game purchased in the epic launcher can be intalled on multiple computers?

drowsy snow
haughty hound
drowsy snow
#

Nah, this is mainly for dealing with UE4, and with Epic Launcher, specifically on the Unreal Engine hub side of things.

haughty hound
#

Ok

night oar
#

Hi guys need some help we the case is this that a user can upload an avatar image for his profile at run time I cant find any method to help me with this in blueprints any one has a clue on how to do this

dull flower
#

Bruh I compiled the blank project template as a standalone game to see what that process is like and it crapped out a 103MB exe file and a 70MB .pak file in the "content" folder??? Where did all that come from

#

I certainly didn't have 70mb of stuff in the project since i chose to not even add starter assets to it so idk that stuff came from 😂 Unless it's engine related assets I guess

warm salmon
#

hey guys i wanna start game development in unreal engine ....... how do u guys think i shud start out?

fierce tulip
#

@warm salmon hey hey! check the pinned messages in this channel for some getting started content.

warm salmon
#

sure lemme check

dull flower
#

So when you change something in your game do you have to rebuild the whole thing

#

Or is it like a normal c++ project

#

Where only the changed stuff gets recompiled

drowsy snow
drowsy snow
drowsy snow
#

And what's not to pass? Free quality courses for UE at your disposal, not to mention cool badges.

warm salmon
#

ah thx

bleak zodiac
timid meteor
#

it just doesnt change

dull flower
#

Hm so I read that the dev console isn't enabled in release builds by default but what if you're making something like a single player game and you're fine with people messing around in the console (especially if you want to allow mods and custom content) is there some way to enable it

#

Like in quake or half life for example

drowsy snow
dull flower
vocal herald
#

How can I get a soft object reference for a Map(Level)? I can't set my variable type as a map

dull flower
#

(that being compile in dev mode)

neon saffron
#

nvm im dumb

plush yew
vocal herald
#

I wanna do it like in ue documentation

#

they have a target map variable

lusty carbon
#

Lost the viewmodes

opaque seal
drowsy snow
#

Idents, and there's not much BtS on it, other than observing a lot of them for inspiration.

plush yew
#

I got it in aschool but i forgot so much

lusty carbon
#

HELP! Lost these flags

#

What's going on?

#

Thank you!!!

#

Thank god for discord, this is the kind of problems I can lose myself all day into

autumn latch
#

how can i fix world settings 1 maps need lighting rebuilt?

tiny zodiac
#

How do i rotate an arm using Two Bone IK? I rotate it but the hand stays pointing down. I need the arm and the hand to rotate upwards.

#

pls help

ancient ivy
plush yew
#

Can I still adjust my Project Name afterwards? This was the final test that worked after 8 hours of trying so i got a bit frustraded with the names

primal tendon
#

So supposedly you have multiple of same type animation how do you randomize it in animation bp? Like I have animation idle_1, idle_2 and idle_3, how to make it randomly chose any one everytime it goes to that state?

ancient ivy
ancient ivy
plush yew
#

i found it, renaming the .uproject file and the .ini

ancient ivy
#

gonna have to do it by hand then

#

yup

plush yew
#

yeah thaks

ancient ivy
#

no problem

tiny zodiac
rough knoll
#

i've spent a while trying to fix this bug and can't seem to do it... why is it when i change the mesh of the robe, the animations lag behind my character mesh?

#

you can see how they're out of sync, at the start they are in sync because nothing was changed

#

and you can see the issue after the first swap

#

no matter where i look i can't seem to find the problem... this also occurs if i hold down the move key when swapping between ability animations (animbp issue?)

small pewter
#

Is it possible to make a game with player hosting (games are hosted by players) but add cosmetics and those cosmetics are server sided so people can't cheat and have free cosmetics without paying them ?

#

on what ?

#

Like can you not do like an anti-cheat checking for the skin of the player when the game starts and compare it to his purchased skins and if he has one not being purchased he gets kicked of the game ?

grim ore
#

you can do whatever you want, the question is does this matter? cheaters gonna cheat, you won't stop them. is it worth your efforts to try and fight this game with them or make more content or work on the game more?

small pewter
#

True but I just wanted to see if it's possible

grim ore
#

sure its possible, its your game

small pewter
#

really ?

#

that's kinda weird

#

besides the game not being famous enough to get cheaters attention other than that I don't see why there are no cheaters on those games

rough knoll
small pewter
#

rocket league has the easy-anti cheat if I'm not mistaken

rough knoll
#

rocket league doesn't really need a cheat though

#

im not sure what you could cheat at

small pewter
#

they could cheat for the boosts

#

like boosts forever

rough knoll
#

i doubt it. that'd be server sided

small pewter
#

yeah that's server sided

rough knoll
#

i was able to fix the pictured bug by unchecking "reinit pose" on "set skeletal mesh"

rough knoll
#

awesome

thorny river
#

Hello

#

i have a problem with the water plugin

#

it's doesent do the island thing can someone help me pls

rough knoll
#

that issue is why i don't use the water plugin, i dislike it

thorny river
#

Okay okay

rough knoll
#

click on your landscape, in the details panel

thorny river
#

The bug is still there 😦

rough knoll
#

huh. just a second

#

i've had that problem before quite a while ago

thorny river
#

Okay okay

ancient ivy
winged lava
#

I have made a level select screen at the beginning of the my game yet wanted to know how I set it so once you've completed level it becomes inaccessible until the next time you start a whole new game? Would this be best done in the game instance? THX! 🙂

rough knoll
grim ore
#

@winged lavaif it needs to persist between game sessions, as in you shut the game off and turn it back on, you need to store that info in the save game object

thorny river
#

it's just a square

rough knoll
#

mk. i managed to get the landscape to deform still working on why the textures don't load

winged lava
#

@grim ore Thx 4 the reply Matthew. Sadly I don't know too much about that. Could you please point me to a tutorial on it. Thx!

thorny river
rough knoll
#

the textures seem to load just fine for ocean, but not island.

thorny river
#

You khnow what

#

i'll just use the test map in the water content file

unborn stone
#

why dont i have this in my ue4

light thunder
#

That component shouldn't be visible. I've compiled the BP. After runtime, sure, anything could happen, but it shouldn't be visible now. Is the parent somehow overriding it, even in the editor?

#

I know you can propagate vis to children, but I didn't realize in editor...

grim ore
#

@unborn stonedid you add that animation notify to an animation that is used on the skeleton for that animation blueprint?

light thunder
#

Is there a trick to the 3D text in terms of visibility?

unborn stone
#

i added the animation notifies to the run and walk

grim ore
#

and the run and walk animations are used in that blueprint?

twin beacon
#

Hello, I was looking for a good website or program to manage project development and workflow in general. Any recommendations?

light thunder
#

seriously - so contextual, you can get a free credit for the other features (takes a few days)

#

I will say you will have to take a deep dive - it's not hard to use at all, but building it just to your liking - it's not made just to be game dev stuff

twin beacon
#

That sounds just what I was looking for, will take a look at it thanks!

light thunder
#

I should look into getting a notion sales thing or something, I recommend them all the time I ought to see a piece of that action 🙂

twin beacon
#

maybe you can work out a ref code / link. Win-Win situation for all parties

light thunder
#

oh shit they actually do - i was joking but sure, if it works for you

#

Frank Thomas is a youtuber, he does a bunch of setup stuff

timid meteor
#

iep !

#

euhm i decided to make my game free with micro transaction ❤️

#

only i think i am to dumb to do that

bronze oyster
#

Hey, have a query regarding exporting a project in Unreal Engine. I'm trying to integrate a game created within my existing Android app, so I don't want to export the Unreal game as APK, but I do want that projected to be exported so that I can use it as an external library in Android code. Is this possible, and if yes, how so?

twin beacon
marble leaf
#

Can I get some advice on making it so my character walks forward in the direction that is relative to them instead of the camera? I'm using the third person character code but moving the spring arm to over the shoulder started causing me to walk sideways

bright sigil
marble leaf
#

I do want them to move forward when I press W but rn it moves slightly angled towards the crosshair

#

I don't see where the camera is being referenced in this code so it's making me confused why the camera position plays a part in the walking direction

bright sigil
#

i mean it shouldnt, buts it the controller that i assume is doing this

grim ore
#

if this is a character, there are controls built into it as a pawn to orient to the camera and rotation of the controller

#

like on the pawn itself

#

and then on the spring arm and camera

marble leaf
#

i see, thank you!

#

wait which one do i disable?

grim ore
#

Character movement has some as well, these are the big ones

marble leaf
#

oo i see

grim ore
#

you might have to experiment to figure out which ones you need to adjust

marble leaf
#

this has been infinitely helpful!

#

thanks for sending me in the right direction 🙂

grim ore
#

you want it to move forward regardless of the camera?

marble leaf
#

yup wanted to try that out

solid quest
#

Hi, How to sync a single blackboard with two behaviourtrees?

grim ore
#

@marble leafone easy way that might work, is to leave the properties alone and change the code to add the movement based on the actor itself, and not the controller (which is handling the camera)

primal tendon
#

Hey so for function names and variable names in blueprint do people use spaces in general?

grim ore
#

some people do, some people don't. Traditional programmers probably don't as they are not allowed in traditional programming languages.

fossil basalt
#

hey guys, what are derived blueprints?

grim ore
#

if you use PascalCase then it will convert it to using spaces whenever you use it in a graph

primal tendon
#

Yeah that's exactly what I think too (no spaces), it's just unreal default behavior, if I do promote to variable IsRunning from a different class becomes Is Running.

grim ore
#

is it doing that, or is it just changing the display of it due to PascalCasing

primal tendon
grim ore
#

gotcha, yeah promoting it probably keeps the display version of it

#

in the end I dont think it matters, I've seen epic content mix and matching

#

You do you, keep it consistent 🙂

primal tendon
#

Ok thank you

grim ore
#

hell I think a better question is, is it ok to use the other characters like ? in variable names... Epic does... heh

twin beacon
marble leaf
#

I tried all of those camera rotation options and all of them were wonky in their own unique way lol- so this is the issue I'm having, character walks towards the center of the screen when I want the character to move forward in direction they are facing

grim ore
#

try the suggestion I pasted above, leave the character controls alone and change it to add input from the actors rotation and not the controller rotation

marble leaf
#

that sort of works but for left and right the controls get weird

#

it works well for the forward and back

#

would it be a different issue for the left and right movement? (A and D)

#

if I hold those rn my character walks in a circle

marble leaf
#

i'm thinking maybe my issue is rooted in poor camera understanding and not really knowing how a camera should work in third person platforming type of game that also has a crosshair

#

i really appreciate you helping 🙂

sick patio
#

OPINION QUESTION: horror should be 1st person or 3rd person?

cedar wave
#

Depends on the game. There is no hard set rule.

sick patio
#

yeah i got pushback saying horror should only be 1st, for immersion?

wind crow
#

From where i can get 3d cars models for free?

sick patio
wind crow
#

have good cars?

#

and a lot

sick patio
#

yes

wind crow
#

a touareg 2020 is 129$ a good model

sick patio
#

you may need to adjust them for your game though, but that's literally just like a 30 minute process

wind crow
#

oh

sick patio
#

wait, silent hill is 3rd person, right?

cedar wave
#

That's a weird reply to my comment. I said nothing about immersion

sick patio
#

no not you, but others told me don't do 3rd person because it's "not immersive"

#

i wasn't accusing you of anything 😦

twin beacon
#

how about first person and VR for full immersion? 🙂

sick patio
#

i was just thinking about that, but i don't have vr, i need that to make a vr?

bright sigil
#

ive not played them much, but the resident evil games use a 3rd person camera (specifically a close OTS camera) and I've seen this design for most of the series - done right, it can create the right kind of anxiety since there are places, like hallways, that limit how far back the camera can go, adding to the claustrophobic feeling (as well as camera obscura) - some people hate it, some people are fine with it, though there are other aspects of the game as well that add to tension. I am arguing that not all horror games are 1st person. It's about atmosphere and camera work.

rose sleet
#

Hello! Does anyone has any horror assets and props that they wouldn’t mind letting me use for my game?

kindred depot
#

does anyone know what kind of concrete is used underneath the linoleum inside scrappers?

split jasper
rose sleet
#

On epic games marketplace?

split jasper
rose sleet
#

Ohhh ok, I’ll have a look. Thank you!

split jasper
rose sleet
#

Is there any materials or like house props that are free that i could use like paintings, signs, lights, chairs, radiators etc

bright sigil
#

in other words, the atmosphere you establish

rose sleet
#

Yeah i do agree with this but i would like to add the little props to make the rooms stand out

#

also the textures or materials i need for the walls etc

bright sigil
#

well, figure out what you're going to make, roughly, and find the bits and pieces out there

#

sorry that there isnt a pre-made package just for you

rose sleet
#

Yeah i get that

open seal
#

Hi guys, totally new here. Nice to meet you all. Quick question since tutorial says someting but its not working for me. How do I get an object that is hovering to snap to the ground?

grim ore
#

END key assuming there is collision below it and it has collision

open seal
#

Imma check that, thanks alot

#

thanks, the table was to close lol

limber mesa
#

What do you guys use to copyright your games?

vocal flume
#

Hi guys! I have an image that is a child of a button.. like Button --> canvas panel --> Image.. Im setting the opacity of the button background to 0.3 when disabled.. It is working correctly. However, the image inside the canvas panel looks grayed out on disabling the button. I dont want them to get grayed out. I want it to look transparent. Is there a way to adjust this?

trail wedge
#

How do I get permission to stream into the Unreal Hangout voice chat lounge? It says I don't have permission.

#

Just wondering how to stream my screen while working on something

boreal bluff
#

hey,
has anyone used rtx gi in unreal 4.27? I can't seem to get it to work.
I turned on raytracing in the project settings, turned on directx 12
put in the 2 commands in the prompt and added the ddgi volume, but it doesn't seem to work

novel rover
#

this error literally came out of no where
unhandled exception: exception_access_violation reading address 0x0000000000000008
I have no idea what's happening
i make new level new gamemode
it works
old level new gamemode it breaks
new level old game mode it breaks
new level, new gamemode, with the third person character
it breaks
and playing the game in the editor works fine
and this occurs when I open a new level
anyone know a fix?

#

ok
I'll get the editor symbols when I have the chance to

soft tree
subtle sequoia
#

Hey All, I'm new to unreal and I'm having a issue with my level. I have 0 lights in it yet I'm getting this weird glow/bleed of light coming from the edges and corners of my walls. Does anyone know how to fix this issue?

obtuse pivot
#

what is a good way to learn unreal engine?

drowsy snow
misty crescent
#

Ya'll ever just

#

how dare you make a comment funnier than my post

drowsy snow
#

Oh no
Anyway

hearty tinsel
#

Got a question: I'm currently importing landscape data from a game that splits the landscape textures into tiles like this:

#

but the issue is is that the landscape has visible seems it caused by the default tiling mode being set to Wrap

#

is there a way to some how set all of these textures to use tiling method = 'Clamp'

#

and not by manually setting each one

drowsy snow
daring cedar
#

how do I import fbx model with its animation? When I import it doesn't import the animation with it

drowsy snow
daring cedar
#

I made the animation in maya but it doesn't move in unreal

drowsy snow
#

Probably somewhere in your export settings or whatever. I mainly use Blender.

limber mesa
#

question. trying to add a death widget. have everything set to go but its not reacting to input

#

could anyone advise

#

im sure its something basic that im missing out on

novel rover
novel rover
drowsy snow
#

I don't use Maya either

daring cedar
novel rover
daring cedar
#

Do I have to add a skeleton in maya?

#

Because It's just a text animation

torpid stone
#

how can I install 4.27.1

plush yew
#

Why is Lumen not working? 🤔

#

it looks like the light is still static

#

even though I've set it to movable and set the PostPorcessor volume global illumination to lumen

drowsy snow
plush yew
#

ah well

#

ty

limber mesa
#

could anyone help me out with a widget issue that im experiencing?

#

I try to click on a button attached to a widget and no response

#

when i clearly have logic there

maiden flint
#

Does anyone know how the engine handles instanced static mesh references? I've been searching around and I cannot find the answer. If I create an instanced static mesh of mesh A in blueprint A, and an instanced static mesh of mesh A in blueprint B, are these entirely separate instances that are drawn separately, or does the engine know these are instances of the same mesh and draw them at the same time?

grim ore
torpid stone
#

I do have compiled 4.27.1, now I'm running into trouble of compiling plugin 4.27 to 4.27.1. For example the DLSS from nvidia works for my epic 4.27.2 but not my 4.27.1. How do I compile plugins? I tried UAT cmd command but it's always failed. Sorry I'm new to UE

#

I do have VS2019 with all C++ installed

novel rover
#

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000008

MPGame!FCompressedAnimSequence::SerializeCompressedData()
MPGame!UAnimSequence::Serialize()
MPGame!FAsyncPackage::EventDrivenSerializeExport()
MPGame!FAsyncPackage::ProcessImportsAndExports_Event()
MPGame!<lambda_80bc01979e59b0f40eccc8afa7a49fda>::operator()()
MPGame!FAsyncLoadingThread::ProcessAsyncLoading()
MPGame!FAsyncLoadingThread::TickAsyncThread()
MPGame!FAsyncLoadingThread::TickAsyncLoading()
MPGame!FAsyncLoadingThread::FlushLoading()
MPGame!FlushAsyncLoading()
MPGame!LoadPackageInternal()
MPGame!LoadPackage()
MPGame!UEngine::LoadMap()
MPGame!UEngine::Browse()
MPGame!UEngine::TickWorldTravel()
MPGame!UGameEngine::Tick()
MPGame!FEngineLoop::Tick()
MPGame!GuardedMain()
MPGame!GuardedMainWrapper()
MPGame!LaunchWindowsStartup()
MPGame!WinMain()
MPGame!__scrt_common_main_seh() [d:\a01_work\6\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll

This is everything that comes from the crash reporter

shut nova
#

I transferred my material from substance designer to unreal 4 as an SBR file but the tessellation and displacement isn’t showing up. How do I fix this?

vale canopy
#

it get's rid of all Binaries and dll files but need it to ignore the one closed source dll from the DLSS plugin that i can't regenerate

#

this is the file nvngx_dlss.dll

drowsy snow
soft fiber
#

Anyone here using Auto Rig Pro by chance?

drowsy snow
shut nova
soft fiber
#

Hardly seems exclusive to Blender.

torpid stone
#

how can I compile DLSS plugin for a compiled 4.27.1 UE

#

got DLSS 4.27 from nvidia website, and I'm using UE github branch from oculus

drowsy snow
torpid stone
#

I've tried and got build error

sick patio
#

QUESTION: is there a city pathing system where the NPCs can walk on the sidewalk and into buildings, but like 0.001% of the time, they might wander in front of a car and maybe either 1. get almost run over, but jump back 2. cause the driving NPCs to cause and accident 3. get run over, which then calls the police, and ambulance?

torpid stone
#

I did install all VS SDK

soft fiber
drowsy snow
drowsy snow
torpid stone
drowsy snow
torpid stone
#

I used RunUAT.bat BuildPlugin -

drowsy snow
torpid stone
#

also tried putting it in Plugins folder of UE and of the project, also doesn't work

#

also I'm new to UE

drowsy snow
#

What's the error messages before it?

#

Heck, post the log file here if you can't spot one.

torpid stone
#

from what I understand, I downloaded DLSS from nvidia, it was for 4.27.0, and now I need to do something to make it work with 4.27.1. Apparently, when I followed nvidia manual and placed in it UE 4.27.2 comes with Epic launchers, everything work flawlessly, but when I do the same thing to my 4.27.1 project running on UE 4.27.1 github oculus version, it wont load

drowsy snow
torpid stone
#

it's another plugin

drowsy snow
#

🤔

torpid stone
#

also failed that one

drowsy snow
#

The errors has nothing to do with the DLSS plugin

torpid stone
#

oh wait wrong log

#

a sec

torpid stone
#

yeah this one, but both same problem

#

I don't really know how to compile plugin separately

sick patio
#

Makoto sama can you answer my question?

drowsy snow
#

Or if you insist on keeping it, edit the UPROPERTY on the offending headers to have category specifier, something like this

UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Some Variable")
float SomeVariable;
drowsy snow
sick patio
#

QUESTION: is there a city pathing system where the NPCs can walk on the sidewalk and into buildings, but like 0.001% of the time, they might wander in front of a car and maybe either 1. get almost run over, but jump back 2. cause the driving NPCs to cause and accident 3. get run over, which then calls the police, and ambulance?

dense wren
#

hello would anyone give me a hand/push/set of tips and advises to create a template/structure on a game exactly like clash royale?

drowsy snow
sick patio
#

um, i don't know what my google profile is or who they think I am, but i just got a page full of .gov links for mass ai framework?

sick patio
#

surely that's not what you were directing me to?

drowsy snow
sick patio
#

nothing in ue4?

#

surely there's a way

drowsy snow
#

Not a built in ready to use one, no.

sick patio
#

you said i can write one?

#

surely you don't mean code

#

because

#

i'm an artiste

#

me no code

#

me blueprint officionado

drowsy snow
#

You could still use the built in AI system to assemble some kind of duct taped crowd manager

drowsy snow
sick patio
#

hiring people costs moneez

#

we talking fiverr?

drowsy snow
#

Getting some open world AI interaction with quality matching that of Rockstar Games is not an easy feat.

dense wren
#

hello would anyone give me a hand/push/set of tips and advises to create a template/structure on a game exactly like clash royale?

drowsy snow
sick patio
dense wren
#

why?

drowsy snow
sick patio
#

it's more suited for it

dense wren
#

why?

#

why is more suited for it?

sick patio
#

2d is its strength homie

drowsy snow
dense wren
#

oh, problem is im more into blueprints

#

than coding

sick patio
#

experienced developer sounds like "taking out a mortgage" type of money

dense wren
#

are you sure i have nochance of making it in ue4?

drowsy snow
sick patio
#

you can make it in ue4, but with a simple switch you would have a much easier time in unity, plus a billion people would help you

drowsy snow
#

I, for one, not playing Clash Royale, or casual mobile games for that matter.

drowsy snow