#ue4-general

1 messages Β· Page 1131 of 1

sick patio
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i've played it, almost extensively, since all my neighbors play it and my opinion is, go to unity

dense wren
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so you would still give me a hand so i can make it in ue4? since ue4 is what i been using

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i dont have any plans of using unity, i just wanna use ue4, i would apreciate if you would still help me with some tips

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if you want of course

sick patio
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me? no, i'm a nub. but i've seen people try to develop 2d games and it was literally a bunch of work arounds

dense wren
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oh okay

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thanks haha

drowsy snow
sick patio
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I watched a friend for months try to make a "2d" game, which, it looks 2d when you click play, but it was 3d, with the camera fixed in place, so for months it was a bunch of jerry rigging the system, because 3d is just so easy in ue4

drowsy snow
sick patio
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clearly it's ue4, but this is what he's in for

drowsy snow
sick patio
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i'm a master at google, of course i found out it's ue4 πŸ˜›

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ok let's get back to my question

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a MASETER blueprinter, could make the master ai system?

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and maybe sequences that played while the character can still move around?

drowsy snow
sick patio
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so i just bought this computer, brand new, mega computer, and when i check how much of it's i'm using, i can barely see the little dot at the bottom of the charts. it said, it is used for AI

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so i'm GUESSING, this would be the exact thing, this thing is used for

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i don't know what it means, it's used for AI

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and maybe that's why i got government links when looking it up?

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I may have overbought, for unreal

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but can you give me a hint to where to look to start making a master ai, in blueprint, ai tree or whatever?

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blackboard?

rain raft
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Can anybody help me with animation modifiers ??😭 I’m a noob at UE . I’m working on distance matching locomotion and I’ve followed several tutorials on creating distance curve but no matter what I do, I also get no data in the curve animmodifier is applied . Pls help lol

mental tartan
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this might be a stupid question but

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how do i make the base pose of the hit reaction from paragon wukong to idle from t-pose

sick patio
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@rain raft your avatar made me spit out my drink LOL

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you owe me a mcdonalds shake

mental tartan
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nvm i found a way (i think)

bright sigil
# sick patio so i just bought this computer, brand new, mega computer, and when i check how m...

I think that means its meant to perform a lot of cpu tasks, unless it was specifically stated that it was to make Unreal AI which seems weird. I dont really work in the world of AI, but I assume cpu and ram are super important for running AI sims or whatever. If you ask over in #gameplay-ai I'm sure plenty of big brains can enlighten you, otherwise #hardware if you want to share specs to understand your machine

zinc shore
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can i do vector based UI in unreal

torpid hinge
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hello i have to dal with big data table 1200*1200 row

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is it ok to make such massive size data table or i should use any thing else

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i tried to save data as image then import to ue and read each pixel value

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each pixel is unite row in data table

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also i tried to save data in code

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saved data in static variable which was in header file saved as 2d array

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which best way to use??

sterile sun
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when i play level in editor , some default objects getting added automatically

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how can i get rid of it

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all objects mark in yellow color

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are getting created at runtime automatically

sterile sun
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in world outliner

sterile sun
bright sigil
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i would guess you need to change it at the cpp level, probably with some of the base classes like game mode, but im really not sure

dire parcel
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question, i was following a tutorial for sprint system. I can only have one Event BeginPlay, and I need it to be connected to the "set walk speed" at the bottom right, but I already have the sequence already connected to it, what is a way around this?

rough knoll
rough knoll
bright sigil
dire parcel
bright sigil
flint dagger
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Pro-tip: DMing random people from here to get help faster is not the way to get help faster. XD

flint dagger
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Yep, happens nearly weekly at this point. I was foolish enough this morning without coffee to actually respond.

bright sigil
bright sigil
sick patio
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What does this mean, i'm looking at a sprite sheet: "You might need a separate alpha channl for the sprites, in which case I recommend just taking the existing files, and switching them to grayscale and using that as an alpha channel." @bright sigil

low geyser
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turn off dms for non friends ez

primal tendon
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I was trying to import Sword and Shield pack from mixamo and it says a lots of bones are missing from the bind pose....

dire parcel
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i guess people are inpatient madblob

flint dagger
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Additional Pro-tip: trying to guilt trip the person you DM'd into helping, will definitely not get you help :p

flint dagger
dire parcel
sick patio
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Mr. @bright sigil

dire parcel
flint dagger
bleak zodiac
low geyser
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or maybe change your status to "no unsolicited dms please"

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that might work?

bright sigil
dire parcel
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so im pushing myself as much as i can

flint dagger
bright sigil
low geyser
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mhm

sick patio
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@bright sigil did you see my question?

bright sigil
bright sigil
bright sigil
dire parcel
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WAIT WHAT

flint dagger
low geyser
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best way i could think of is changing your profile picture into a decent one like popular profile pictures such as fortnite player logos Kawaii_Thumbs_Up 100% will work

bright sigil
dire parcel
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I THOUGHT IT WAS LIKE INVICIBLE FOR EVERYONE LMAO

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almost got em

low geyser
bright sigil
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at messages highlight in orange-ish

flint dagger
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Its visible when you hover your mouse over the message jojo, because discord slightly darkens.

dire parcel
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so i think he seen it without like hovering

flint dagger
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Oh, interesting, not sure :3

bright sigil
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in no time at all, this became lounge....

low geyser
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i use light theme on discord so i've seen it instantly

sick patio
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What does this mean, i'm looking at a sprite sheet: "You might need a separate alpha channl for the sprites, in which case I recommend just taking the existing files, and switching them to grayscale and using that as an alpha channel." @bright sigil

flint dagger
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Oh shoot, there is a lounge. I keep forgetting :p

flint dagger
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I'mma go drink my morning coffee there. :3

low geyser
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but i'm used to it

bright sigil
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you all owe it to yourselves to go to lounge and see the funny picture i put, its about shoes

sick patio
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I didn't say you say it, i'm asking you about it

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why everyone think i'm accusing them of something

bright sigil
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oh lol, it looks like its a quote because my name is at the end

flint dagger
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You just need an alpha for your sprites, friend.

bright sigil
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this place went south quick πŸ˜†

low geyser
flint dagger
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Welp, this is what happens when I say something remotely not Unreal here. :p

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Ya'll quickly devolve into Non-Unreal Androids with gifs for brains :3

sick patio
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the sprite

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so what do i do?

dire parcel
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codekitten has inspired us to rebel the UE server

bright sigil
dire parcel
sick patio
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you know i'm a noob right?

flint dagger
bright sigil
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id actually like to help someone here about something related to unreal, which is the point of this channel

flint dagger
bright sigil
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please take all shenanigans over to #lounge

dire parcel
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i still cant find add pins

low geyser
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this channel is unreal-engine o

dire parcel
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probably because i am on 4 hours of sleep and its 2am.

bright sigil
clever pasture
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I want to learn how to use the Unreal engine

bright sigil
sick patio
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am i dragging from the rgb?

low geyser
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but it is still from the section general so doesn't it mean that the sub-section of the general is also general channel which where we can discuss things are related to general things so general, general.

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General.

bright sigil
dire parcel
sick patio
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and the opacity is .... greyed out, but it did take the thing

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oh ok

bright sigil
clever pasture
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I have the R7 5700g processor, my question is if it is enough to create a mobile game like fortnite mobile for example

low geyser
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im just feeling glonky havent slept for a while, this'll get resolved immediately ! salute2

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cant be certain though for the reason of this candies that i'm eating containing caffeine and lecithin

primal tendon
haughty dock
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Can someone help me with something? So when i use blender and like make a map using a cube in edit mode, when i export it to UE4 like it's a cube like i can see the things i edit but i can't walk on them and stuff i am just floating..

primal tendon
digital kayak
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ok so im watching a tutorial but then he is using ue4 while im using ue5 and i got stuck in this one area
in blue prints he added float > float but i cant seem to find it in ue5

haughty dock
digital kayak
low geyser
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there issssss

digital kayak
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i mean

bright sigil
digital kayak
modest trench
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might also by type promotion in BP math nodes

digital kayak
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these are the only options for "<"

bright sigil
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try search for "greater"

low geyser
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float?

digital kayak
low geyser
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o

digital kayak
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im following a tut for ue4

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im trying to add that

bright sigil
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i believe some of those nodes were changed to be more generic in ue5

digital kayak
digital kayak
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i tried searchin reddit

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this is what i got

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which also didnt work πŸ˜”

dire parcel
low geyser
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they removed it !

digital kayak
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but...

bright sigil
digital kayak
primal tendon
modest trench
bright sigil
digital kayak
low geyser
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AAAAAA ima just sleep, gonna strive for more brain damage tomorrow

primal tendon
dire parcel
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worked , got the sprint working no

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now

sick patio
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I guess @bright sigil gave up on me

digital kayak
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IM SORRY FOR THE TROUBLE

dire parcel
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its all good

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that is what unreal is all about

haughty dock
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here someone help i edited this cube in blender and when it's in ue4 it's like this

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can't walk on the surface i edited

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just a cube

modest trench
primal tendon
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oh right....

modest trench
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this is the regular ol third person setup

bright sigil
rough knoll
bright sigil
flint dagger
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Quaternions, the black magic of math. xD

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(Im not a designer, most rotation math is black magic to me) :p

mental plank
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How to edit the world composition layer (streaming distance)

mental plank
haughty dock
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there is collision

bright sigil
haughty dock
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yeaa

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is there any way i can change

bright sigil
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yes, several

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easy or hard?

haughty dock
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ohh

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easy

bright sigil
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lol

haughty dock
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lmaoo

bright sigil
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you can make it complex instead of simple

haughty dock
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ohh

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wait lema go try it out

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also thanks

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you helped me alot

bright sigil
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great

rough knoll
bright sigil
rough knoll
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im not sure how to interpolate between them.. is that just more math i have to learn lmao

haughty dock
rough knoll
bright sigil
# haughty dock like this?

that will use the box collision and also per poly collision. You want the latter, i.e. "use complex as simple"

haughty dock
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oh yeah

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that worked

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thank you so much

mossy basalt
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i had a thirdpersoncharacter set up with FPS camera and I added it to a new level but for some reason when i hit play i spawn in the corner above the landscape and the only time i can move as my thirdperson character is on the aiming input i have set up (with an ADS camera). Any suggestions?

mental tartan
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what in the world happened to the hitreact animation for wukong\

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does anyone know how to fix it

rough knoll
modest trench
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you could even just implement your own little blueprint lib if all else fails

rough knoll
rough knoll
modest trench
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no it doesn't, once you build the binary you can just launch the uproject

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of course future c++ changes will require a code IDE though

drowsy snow
modest trench
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your RAM is already forfeit!

mental tartan
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better but still weird

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any one know how to fix?

drowsy snow
modest trench
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no clue what we are looking for here

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is the hitreact based on the hit direction? might be coming from the direction of the capsule and not he swing itself?

mental tartan
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its just

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the animation itself

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oh nvm

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imma put in animation channel]

tiny zodiac
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Im having trouble changing an animation. Whenever i change the animation, it applies to all characters in the game.
So if i change the position of the hand there and make a Key. Then all characters in the game will appear with the hand changed.

I need to change the hand only for a specific character.
How do i accomplish this without messing up all of them

drowsy snow
tiny zodiac
modest trench
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you can directly rotate bones in the animation BP afaik

drowsy snow
tiny zodiac
modest trench
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I was just thinking of raw changing the bone in the anim bp πŸ˜…

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HoodieGuy probably has a smarter solution

drowsy snow
real plank
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Hlods does not work with hand painted foilage or procedural foilage, right? only static meshes.https://youtu.be/VjPLegMhm8I?t=573
From the vid above, hlods are not included for painted foilage, does this apply to procedural foilage too or nah

We’re revisiting this playable experience with a series of extended tutorials. Get stuck into these deep dives for a detailed look at the work involved in this atmospheric medieval village created in UE4.

Part 1: Performance Optimization https://youtu.be/uJVguudLrmw
Part 2: Lights & Shadows https://youtu.be/bkztcwD9UJE
Part 3: HLODs https://yo...

β–Ά Play video
drowsy snow
real plank
# drowsy snow Foliages are basically instanced static meshes.

Does that mean they automatically group themselves together to reduce drawcalls like hlods because from the vid, since they don't work with hlods, the best way to improve performance is through cull distancing while using lods from certain distances to prevent quad overdraw.

tiny zodiac
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changing the animation in animation with a key was working, the only problem was that it was applying to all characters in the game 😦

modest trench
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yeah, they all share the same animation asset

tiny zodiac
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😦 thats the problem. how do i fix that 😦

drowsy snow
tiny zodiac
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is there a way to let the blueprint replace the animation?

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no, its 4.27

drowsy snow
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Well, because you can use Control Rig and non destructively modify anims in runtime

modest trench
tiny zodiac
tiny zodiac
modest trench
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I actually had to try it myself because I've never done this before lol

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I could find nothing on google for the error

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worth mentioning that this solution is very simple and will only work if you just need to rotate a single bone a bit

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a true ik/control rig setup might be required for anything actually complicated

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from what I can guess

tiny zodiac
dense tartan
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Hi. I want to animate the free subway available on epic store, just simulate lights passing through the windows. Any tutorial anywhere ?

modest trench
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you could probably make something pretty simple to do this by just lerping some lights around

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or even in sequencer

timid meteor
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is this a bobcat?

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its tail seems long enough

primal tendon
digital kayak
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why cant i link it to this

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in the tutorial video

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he is able to link it

primal tendon
# digital kayak

Oh you are trying to set it into a variable, in fact that tutorial video is probably old version unreal engine, just skip connecting it to calculate direction and connect it to next one it says in tutorial

digital kayak
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Hey guys, in today's video I'm going to be showing you how to use the new 'Calculate Direction' node in Ue4 since a lot of people have been asking me recently and are quite confused on how to use it.

Unreal Engine 4 Tutorials Playlist: https://www.youtube.com/playlist?list=PLQN3U_-lMANOnnjfvEEVeAPE8mfrGr_VH

Blender Tutorials Playlist: https://...

β–Ά Play video
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nvm i got it

primal tendon
icy plaza
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Hey, I got a question. I'm working on making some stuff in vr. I deployed the first level, but for some reason the shaders are doing weird stuff. Does anyone have an idea why? I already googled the issue but couldn't find why. I'm working on the oculus quest 2 btw

thorny river
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who is using the weather system plugin here ?

woven falcon
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anyways

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i found noodl on twitter

astral verge
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Hello Guys , I am working on the collab template . I want to add other modes like car mode or drone mode beside the original walking and flying mode , anyone know how to do that ?

flint dagger
# timid meteor is this a bobcat?

Looks mostly like a Cheetah (they have long tails and thin legs). But your file says Cougar. But Cougars don't have spots.
@plush yew is right, Bobcats have larger/longer ears and usually really long fur on their cheeks.

light goblet
plush yew
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I'm trying to get a close up of this object and animation but the mesh keeps dissapearing.

I have tried setting the bounds from 1,0 to 10 but no change in the situation. Any ideas?

sinful monolith
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Im sure this has been asked many times but how do I gain recontrol of the mannequin again?

plush yew
#

are there any videos about this type of ammo count?

pure void
woven falcon
honest vale
plush yew
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like i want the amom count text to stay with the gun

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like in bright memory

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but i dunno how

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Hi, I have one steam game and I want to let user to launch another game from the source code of the first game. Do you know if steam sdk have function to do this? Or there is other way to run another game (e.g. via command line)?

thick herald
drowsy snow
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Or rather, Widget Component

plush yew
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ah ty

lofty iron
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I'm a rube and I was wondering if y'all could point me in the right direction

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I ended up with a Non fungible person I am wondering how to articulate it in real time. Any suggestions or starting points?

pearl minnow
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im getting numbers in the range of roughly 0.7 - 1.5 , how can i "dampen" them to get a value closer to one? i guess i could do -1, times 0.5, +1, but is there some other math function that i have forgotten from school? πŸ˜„

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meh this seems to do okay at constraining it πŸ˜„

wet plume
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Hello everyone, im looking to start designing my own game and, well i know a lil bit about the field, i dont know enough to create a quality project. Im lookin to learn whatever i can and use that knowledge to make a great game.

regal ferry
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does anyone know why it says it already exists? I renamed everything or even deleted the .uasset on my folder but still shows that it still exists.

pearl minnow
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@regal ferry did you try restarting? I usually just work around that issue and make a new name, not worth the time worrying about it

regal ferry
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Ahh didn't restart yet will try thank you!

tame marsh
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There's no way to have any of the asset editor windows (e.g. Blueprint Editor) as a panel in the main editor, right?

drowsy snow
tame marsh
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For example, I have a BP editor docked here in the place of Content Browser 2

plush yew
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oh got it

small ridge
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how can I display pop up points after an actor has been destroyed, what is the best way? should I spawn a widget at the desired location?

plush yew
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got it working thanks

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and engine crashed lul

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What is the easiest way to create some differences in these textures. I have to texture 50 of those parts, but i dont want them all to look the same.

thorny river
#

guys can someone help me with the weaather systerm plugin pls

drowsy snow
plush yew
drowsy snow
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But how are you going to track the user's hand to begin with?

north kelp
#

Hey everyone, I'm wondering what the right channel would be to ask a question on the material editor. I'm trying to convert a color curve to a vector 4 so I can change it dynamically. Any idea?

north kelp
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thank you

proper stump
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Looking at a mesh, i want to edit the size of collision, to input the numbers, not using the UI tool... is that possible, cant locate that menu. UE5

cosmic matrix
#

Hello,
I can't drop an animation in a aimoffset BP.
Message is "Should be additive" but when i m looking in setting i see Additive mode rotation-offset-mesh-space.
Any idea?

dense wren
#

hello everyone. i need help on making a game like clash royale, anyone willing to give me a hand?

primal tendon
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any way to convert root motion animation to inplace animation?

oak linden
#

Old video but method is the same

buoyant graniteBOT
#

:triangular_flag_on_post: nndz#9514 received strike 1. As a result, they were muted for 10 minutes.

wild dagger
#

Can someone shed some light at what I'm actually looking at here using stat memory? The first 2; StreamingTexturePool and TextureMemoryPool are always at 1000mb but is that memory actually being allocated or is it something else?

small ridge
#

Ok let's say I have a Parent class (simple actor) that has a variable called ScoreValue. I have 3 different children that inherit from that class (still actors) . One of those children changes the ScoreValue based on the level I am in. Then let's say I have a widget that is a simple image. I need to change the brush of that image based on the ScoreValue with the binded function. I have a map for doing that. How do I do it? how do I get access to that variable? I don't have an easy reference to that actor and i tried to cast and it doesn't work because I don't know what reference I
should put in the object

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so basically I want to change the sprite based on the values coming from my actors

neat forge
#

Anyone have any idea why its returning a different pawn here?

small ridge
#

ok , how should i do that?

grim ore
#

@small ridgebinding might not be the right way to do this. You have things in the world that control the ui is the goal?

small ridge
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Not really. I want to spawn that widget once a collectible has been collected. These collectibles have different values, and based on that value I would like the sprite to be different that was my thinking, but it seems to be completely off

grim ore
#

so your collectible should handle the spawning, or pass off that job to a central UI thingy it sounds like

small ridge
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the collectibles only need to spawn the widget, they are not talking with the widget in any way

grim ore
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is it different widgets per collectible, or 1 that changes based on some other info

small ridge
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only 1, that I would like to change based on a variable inside an actor

grim ore
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ok so then the collectible does need to talk to the widget when spawning it atleast

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so, do you want something somewhere to handle this or just have the collectibles do the job

small ridge
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just have the collectibles do the job i guess

grim ore
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do you have anything spawning the widgets now?

small ridge
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not yet, I thought it was best to create the widget itself first and then spawn it

grim ore
#

is this a widget in the normal viewport UI, or a in game (3d world) widget?

small ridge
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Don't know the difference between the 2actually but I think it's a in game widget. It may help you contextualize that I am working on a pacman clone, using all the tools unreal gives me. I think the logic is still 3d. And right now I'm trying to make that when pacman eats a fruit a widget get spawned at a certain location .

grim ore
#

so if I was doing this I would roughly do it this way, this is the widget. It's value is set when it is created and when constructed its value is read and the correct texture is used.

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having that Value variable set to expose on spawn allows me to set it when i create it

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and in the other blueprint , when I collect this I do

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which for me just make a random number and passes it to the create widget node. By using expose on spawn in the widget for the Value variable you can see it shows up when I create it. This allows me to pass that information to the widget easily

small ridge
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So the key is to make so that I have that input pin in the actor that is spawning the widget?

grim ore
#

doing it this way yep, the expose on spawn lets that show up

small ridge
#

Ok, then i only need to figure out a slighty different logic. Is it best to use the select node or a map?

grim ore
#

you can use your map to feed the value into a select, or you can use a map and feed it into your set brush like you tried.

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technically map might be better for memory use as this widget has all the textures hard associated with it

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but I think a map would do the same unless you used soft reference

small ridge
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Ok thank you very much I think I got it now. Also thank you for your videos, I'm a game design student and those are helping me a lot

bright sigil
#

Depends really...

tired seal
#

Anybody knows how to hide the content browser in UE4 like how it works in UE5?

grim ore
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the auto hide, you dont.

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you can just close it or move it to another location

tired seal
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Is there any hotkey?

grim ore
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no hotkey that I know of, but if there is it's in the editor settings

tired seal
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I haven't found it. Well it seems to be my reason to migrate to UE5, I really love the featureπŸ˜†

bright sigil
tired seal
bright sigil
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But you want to keep other menus right?

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I might be wrong but i thought there are hotkeys to change between saved layouts

tired seal
#

Oh gosh that's the point, let me have a try

drowsy snow
#

this tbh

clever marsh
#

yo so I have a probably really dumb question

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so I made an AI system just a simple one where the AI follows the character if it is in it's peripheral vision, but when it follows the character, it's walking animations just don't work at all and it stays on idle

clever marsh
#

it moves, it just doesn't use a walking animation

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it's just a moving idle animation

bright sigil
drowsy snow
drowsy turtle
#

My game works fine when I play it on my PC after packaging for Windows 64 bit, but when my friend tries it, it crashes. Can I send log?

clever marsh
#

I originally had him as a 3d model for me but I turned it into an AI, the movement worked when I was pressing inputs but now it's not

drowsy snow
drowsy snow
clever marsh
#

here is the blueprints

drowsy snow
drowsy turtle
drowsy snow
#

I'm away from PC right now, someone else might able to check it.

violet goblet
#

So i am folowing the aim offset tutorial:

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at this step:
"In the Asset Browser, search for Aim, then drag the Aim_Center animation onto the graph in the center position as shown below."
i placed that "Aim_center", but its pose looks VERY WEIRD

#

that is the result:

#

i dont know whats the problem here :/

tender obsidian
#

Wondering if anyone knows why my game is using like 100% GPU
It's a really lightweight game. Limiting FPS helps, but I don't see this sort of problem in other games.

#

Where do I input those commands?

drowsy snow
tender obsidian
#

Will that keep for a packaged game though?

drowsy snow
violet goblet
#

O.O
the unreal documentation is pure horror

bright sigil
#

there's engine documentation?

grim ore
#

yep, all the .cpp and .h files πŸ˜‰

bright sigil
#

ah thats what i thought

#

i knew i joined the github for some reason

grim ore
#

technically all of that is exposed on the public API section of the docs but its just scraped so no real extra info

violet goblet
#

anyone here ever used to make "aim offset"??

fierce tulip
#

its funny how people complain about the unreal documentation, while compared to stuff like ableton, davinci resolve, and 3dsmax, its relatively perfect.

violet goblet
#

i compare it to programming language docs πŸ˜„

#

often it only feels wrong because the ui does change "a lot" so you cant find stuff or it is renamed etc..

bright sigil
fierce tulip
#

if only some of those had bloat instead of lacking basic info :p

violet goblet
#

xD

fierce tulip
#

granted, davinci's documentation pdf covers near 100% of it, but trying to solve errors... poohey

#

most forum threads end when someone says "RTFM"

#

and 3dsmax reports end with a moderator going "works here, closed"

violet goblet
#

"Aim offset" anyone?

bright sigil
flint dagger
lost lion
#

If I'm setting up left click to be both, an interaction and an auto attack, would it make more sense to have two different inputs for it in settings? Or just use the same input?

bright sigil
#

I would guess it should be auto attack by default, unless there is something that changes this condition to instead pickup - not sure what kind of gameplay, but that could cause problems where the player wants to attack instead of pickup something, usually they are different input presses

shell surge
#

hey guys, someone familiar with vehicles movement?

bright sigil
shell surge
#

yeah i think it's about physics

lost lion
bright sigil
lost lion
#

I'm sure someone would sigh at how I have things set up currently lol. Pretty much all of my character movement is setup on my pawn class.

bright sigil
lost lion
bright sigil
#

yes

lost lion
#

Yeah i've seen a few videos about BPI's and well, I didn't really like them tbh. lol

#

Though I've been doing some research on proper character setup and I've been trying to determine where I should be storing the player's stats/gear. Would you want to be blueprinting that stuff on the Player Controller? and not the Pawn Class?

bright sigil
bright sigil
lost lion
#

Yeah, I'd like that data to be saved for the user to return to. Though later on I'm going to have to setup SQL and everything most likely, since ya know. Building an MMORPG lol

#

Just trying to figure where best to have this information flow

bright sigil
#

oof

flint dagger
# lost lion Though I've been doing some research on proper character setup and I've been try...

I'm not a Technical Designer, or a designer in general so a grain of salt here. But the pawn class is the actor in the scene that represents the character, while the controller is basically consider like an actual plugged in controller. Separating out things like player stats makes sense to the controller, because you want to keep that data - say in a multiplayer - to that individual human player, but things that are more visible variables like "what clothes the pawn is wearing, materials, etc" would stay with the pawn.

This is because if say Player 2 takes over Pawn 1, you would want to update Pawn 1 with the stats of Player 2. It really comes down to separating them because a human player could theoretically possess any or all pawns.

bright sigil
lost lion
shell surge
#

guys, how do I export a mesh with it's local pivot?

#

from 3ds max to unreal

flint dagger
shell surge
#

This is not what I meant

#

let's say I have a circle rotated at 45 degrees

#

and then I want to rotate that circle in a circle

#

does it makes sense lol

flint dagger
#

Yeah, it makes sense.

bright sigil
#

you should be setting your object pivot to it

#

then Reset Xform or whatever

shell surge
flint dagger
#

Place it in 0,0,0 and rotate it at whatever offset you want. The pivot for the transform is (0,0,0) in 3Ds Max. The offset rotation at whatever degrees is whatever you export it as relative to ground rotation.

shell surge
#

do you see my pivot right now, it's straight

#

I wanna have it go the same way as the mesh

#

and export it that way

#

the Y axis

bright sigil
flint dagger
#

Is there a reason you didn't export your cylinder mesh straight up and rotate it in-engine?

shell surge
#

ahh damn i don't know how to explain this lol

#

it's a steering wheel

#

and it needs to steer while not being strraight

flint dagger
#

So rotate it straight up in Max, export to Unreal and rotate it there, will maintain your global as the local pivot.

bright sigil
rough knoll
#

my navmesh is slightly off the ground and my ai does not move. are these connected?

#

or is it just because the dynamic navmesh is generating really, really slowly

rough knoll
#

it was because it was generating slowly

timber grotto
#

Hey so im having a weird issue

#

i have an object go visible via a blueprint but it only goes visible when the camera is not looking at it

shell surge
#

can someone help me make a steering wheel rotate with the tires? im a bit stuck

dark bough
#

Hi, I'm relatively new to using Unreal Engine but I have a quick question I know UE works in a default Length/Distance of cm and so I'm assuming that the default scaling values of 1.0 = 1cm so if I did the math correctly if I'm trying to build out a indoor replica of something like a house or building into imperial units would that mean for a floor (plane) that needs to be 12 feet wide for example would I put 368.3 representing the conversion to cm under the scale for X and that would be the best way to properly get a correct exact measurement starting point to then create the desired virtual environment/model I tried inputting that number into the scale for X but it ended up blowing the plan to an incredibly big size compared to the preview viewers perspective which indicates at least to me like I'm doing something wrong? Sorry if this is a really dumb question.

dark bough
# bright sigil https://www.techarthub.com/scale-and-measurement-inside-unreal-engine-4/ i think...

Oh wow I completely missed this I'm guessing if I change this into feet then I could directly input what ever measurements I have currently made directly into the scale X,Y,Z and then have it work off of that imperial or really any measurement metric of the available options without breaking existing models scales that have been most likely built off of other scaling metrics when they eventually will need to be imported later on in this project?

bright sigil
drowsy snow
#

in a stand up comedy stage
"What's the deal with metric measurement?"

dark bough
# bright sigil that all sounds like a recipe for disaster. Dont hack a way to compensate for un...

Yeah that's why I initially ask this question because leaving it on metric I would need to do the unit conversion which I'm more then happy to do I've already done all the necessary imperial to metric conversions but in inputting them the scale of the shapes get's blown up to a proportion that seems like either it's supposed to be that massive and I should just spend the time taking my perspective viewer and repositioning it to fit the gargantuan scale of converting " to cm and then taking that number and inputting it to the scale X,Y,Z of said object or I'm doing this completely wrong and their is a better way to create near measurement perfect virtual environments

bright sigil
drowsy snow
rotund scroll
#

distinction: player can have achievements, progress etc., character can open doors etc.

bright sigil
drowsy snow
rotund scroll
bright sigil
bright sigil
#

mmo lol

#

you saw my oof right? lmao

rotund scroll
#

do not recommend 🚫

dark bough
# drowsy snow Also for comparison, the default Manny (mannequin) is about 1.8 meters tall.

Yeah I was going to start using something like that but didn't want to go through the hassle of incrementing that mannequin to get the exact measurement I wanted I guess I could create a "reference" shape matching the size of the mannequin and then doing the math from there to get the desired size but there has to be an easier way to do this while leaving UE in cm but being able to properly judge what is and isn't correctly scaled

rotund scroll
#

and here I thought people were past wanting to make a MMO alone

#

I thought it was all about 🍴 clones

lost lion
#

Eh like I said. I plan to have a team once I get the core mechanics down.

#

You'll see πŸ™‚ in like. 15-20 years

bright sigil
rotund scroll
#

metaπŸ…±οΈerse will have taken over

bright sigil
drowsy snow
#

Sure, wait for 15 years, but the problem is that you have to sell non-MMO games in the process first, to at least put the funds for the grand project

If you ever hear an underdog story with MMO game as their very first outing, either that's horse manure or massive oversimplification (e.g. the developer is a veteran in the industry, developer reached out by some South Korean company)

lost lion
#

I think you're massively misunderstanding my main goal to build this in the first place. It's purely for my entertainment of building something. The end goal isn't to have a sellable project.

#

If it ends up that way, sweet! If not, I am pretty much doing this for myself.

#

I'm having a lot of fun doing it and that's all I need.

#

I however, am not having a lot of fun people belittling my vision because it's "too big for a single person." while that isn't your intentions I'm sure of that. It comes off that way when you hear it constantly here.

#

I'm in it to learn a lot about game development, about unreal engine, and to increase my skills personally as a developer.

drowsy snow
lost lion
#

Long story short, Dungeons and Dragons Online was a childhood game for me, and I loved the game to death. I would still be playing it today if it wasn't for the poor business practices and the destruction of the game via bad management.

#

I'm wanting to recreate that game in a better light.

drowsy snow
#

I'm just being more realistic here. I've seen those "indie" MMORPG projects are either fail with good intentions, or outright scam.

#

I know how you feel about childhood game or hero developer being ruined. I have it too - PopCap Games.

lost lion
#

I understand your viewpoint and I agree with it. Indie MMORPG's have historically never worked. But I'm not doing this to break that mold. I'm doing this because I want to. It's a hobby that I'm enjoying just as much as I enjoy my hobbies restoring classic cars.

dark bough
flint dagger
#

Just want to point out you'll have severe difficulty forming a team to develop a game on the premise that it is a hobby project.

bright sigil
drowsy snow
dark bough
flint dagger
#

Hobby projects are in general a red flag for most developers. Normally because they've been mismanaged, no time commitment, no descernable reason for release. I've stayed away from all hobby projects like the plague.

lost lion
#

I mean, the lot of you are just consistently shooting me down for doing something I'm having fun doing and it's frustrating constantly defending my view point on it when I'm also agreeing with your views that it's not easy. I never said it was and I understand the time investment.

bright sigil
lost lion
#

Almost all things start off as a hobby.

bright sigil
#

games industry started as a hobby

main oak
#

Anyone know why World Position Offset can make the mesh look like this? I've checked and there shouldn't be any loose polygons.

flint dagger
bright sigil
#

unless you want to reach back to the invention of backgammon and similar 3000+ year old games

lost lion
flint dagger
#

It's advice, not something you need to defend.

drowsy snow
bright sigil
flint dagger
drowsy snow
dark bough
# bright sigil oh, sounded like earlier you had models of some scale that were made in software

No really it's just creating the room to scale and then the only other models are Quixel which are just going to be used as quick stock decorations as I trust their scaling should be relatively close to where I need it to be as once I can get the room up and running the sense of scale it will give me will allow for me to easily on the fly create changed to compliment the size of the room

main oak
drowsy snow
lost lion
# flint dagger Sorry, I've sent three messages on the topic. Specifically relating to your comm...

All I'm saying is, for the past 3 days, everyone has constantly hounded me for wanting to build an MMORPG. I know it comes from a good place and everyone means well by it and is only wanting to give advice. But when you hear the same advice over and over and over. It becomes very frustrating. I'm not mad at you or anyone on here.

I merely am trying to say I understand and agree with all of you, but I'm going to do this regardless, because I am having fun with it and that's all that matters.

I'm dropping this there.

#

I appreciate all of you πŸ™‚

flint dagger
#

Then enjoy it.

#

I know that it's frustrating, but you are working with a topic that has historically been difficult and been for newer developers.

You'll have to get used to unsolicited feedback and disregard it, or you'll drive yourself insane. Make it for you, and have fun with it.

#

This booster vaccine is trashing me, time to curl up. :3

drowsy snow
#

To be fair, I know how it feels to have mom saying the same stuff over the phone, every day.

main oak
drowsy snow
ivory willow
#

Hello folks, is there anyway to get a component reference from a blueprint into behavior trees?

drowsy snow
ivory willow
#

May i PM you?

drowsy snow
plush yew
#

anyone know why a hair groom might be doing this on simulation? it stretches harshly backwards as i run

upper bison
#

I'm using a Character Creator as well as a RPG template...how do i get the Character creator to decide which class can be chosen by each race and have it take effect on game initiation.

#

Right now it is to where I can only associate 1 race and 1 gender per Class...not have a choice as to which is taken by the player

#

If i create a widget that allows the player to chose a Race/customize/ then choose class can I make it to where that is what the person playing the game would become as a persona

distant totem
# lost lion All I'm saying is, for the past 3 days, everyone has constantly hounded me for w...

There was another person making an MMORPG as a hobby, it turned into OWS, which has been funded twice now by epic, and the OWS framework may be integrated into UE5. The most important thing is your learning and loving it. Keep on keeping on. It may not look like it, but everyone here wants you to succeed, and was trying to give you some advice. This server has seen countless people try to re-create WoW or similar and never return to game development again, they had your best interests at heart. Just keep doing what your doing, because your doing great. Cheers, hope to keep seeing you around πŸ™‚

shadow osprey
#

I'm not sure where to post this, because there's no category for Unreal Script... but I was wondering if there's anyone around here that has worked with Unreal Script and can help me with this (https://stackoverflow.com/questions/70765747/how-can-i-position-a-pawn-inside-of-an-interface-and-have-it-rotate-in-unreal-sc)....

drowsy snow
lost lion
shadow osprey
#

I know, there's just so little resources out there (less and less all the time it seems) for Unreal Script (UE2/UDK) I figured maybe a UE4/5 community might have someone that has worked with it in the past that might be able to help.

drowsy snow
keen tulip
#

Hello, does anyone know how to enable the console command in a packaged game? I uploaded my game to steam and when I try to bring up the console command it will not show up.

distant totem
peak vigil
#

can i compile 4.27 using vs2022?

distant totem
keen tulip
#

ok thanks

drowsy snow
low geyser
shadow osprey
#

@drowsy snow Just playing around with one of my old projects.

crimson basalt
#

does anyone here know a Deadman Adam on discord?

#

or 'Arbit.dev'?

hollow crescent
#

how do I work on projects over a network? Is it as simple as mapping a drive with my project folder?

drowsy snow
hollow crescent
drowsy snow
hollow crescent
dense knoll
#

You cant store .uasset files and such, as the files can get large (At least on github)

hollow crescent
dense knoll
#

go for it

drowsy snow
dense knoll
#

ah

drowsy snow
#

Problem with Git LFS is largely on the hosting price.

I think Azure DevOps gave more LFS space for free

dull flower
#

Though tbh I'd argue FTE (a modern quake engine derivative) + fbsp would probably be better for that since UE isn't exactly known for its great performance, it's obviously oriented towards big AAA type games

plush yew
#

isnt know for its great performance? it alawys runs fast for me

dull flower
#

Well I mean compared to other engines, it isn't exactly super slow but for me who isn't exactly on a high spec pc it's seeming like between the 3 big 3d engines (unreal unity and godot) I'm consistently getting the worst performance on UE4 so I guess that's partly where I get that notion from lol

low geyser
#

i dont agree with ue not being known for great performance shrug

dull flower
#

Not to mention I was messing around with it trying to figure things out the riehr day and I got a bluescreen from clicking a button on the default player actor πŸ˜‚ Which I can't say has happened with the other 2

low geyser
#

just your pc man

dull flower
#

Yep it's pretty bad lol, I will upgrade it eventually

gray basalt
#

Hi, i'm using a GC to display some effects, it works in the editor / standalone but not with a build, any idea what it could be ?

errant cedar
#

Hey friends - I'm new to UE4, but not programming. I have been tasked with creating a mockup UI with working settings for my job. The task has been going relatively smoothly - I have added in graphics options and what not. What I'm currently trying to accomplish is allowing the user the option to move their game from one monitor to the other, assuming they have multiple monitors. I have searched the Google far and wide but have not found any concrete solutions or even much of a pointer. I did find this - https://docs.unrealengine.com/4.26/en-US/BlueprintAPI/DisplayCluster/Game/Getamountofscreens/ - but could not find how to effectively use the function.

I posted this in the forums (which was just approved as I typed this) - https://forums.unrealengine.com/t/get-monitor-count-and-change-display-output-of-monitor/273622

Thanks!

Get amount of screens

errant cedar
#

@modest trench I had also viewed that solution, but I guess I misunderstood the goal of that post. Where would that bit of code be placed?

modest trench
#

probably in a function called by pressing a button that switches monitors

#

the second answer seems more complete

dire parcel
#

hey, i am trying to implement a stamina system but when i play and im idle and click shift the stamina bar still goes down even without the player moving, any help?

errant cedar
#

@modest trench Thanks! I'll continue to explore.

modest trench
dire parcel
#

this is what i came up with, it stops that problem i hope i made it right to what you said πŸ˜…

errant cedar
#

I have the selection portion down, but I’m just having trouble actually getting the monitor count and what not, at least through BP and Graph, I’ll try to use the C++ solution.

dire parcel
# bleak zodiac singleplayer?

yes, once we get the first part of the level blockout done and we clean the project up more ( hands fitting on gun, shooting particles, and AI) i will show some things in the #work-in-progress brother

#

i will @ you

gray basalt
flint dagger
# shadow osprey I know, there's just so little resources out there (less and less all the time i...

Google search language is your help here.
type: "UnrealScript" before: 2005 into Google. You'll at least be able to show older searches, but most pages are dead for Unrealscript.
Beyond Unreal still has some legacy tutorials there, https://wiki.beyondunreal.com/Legacy:UnrealScript_Lessons.
Also that one hella useful book from Rachel Cordone is still available: https://www.amazon.com/-/es/Rachel-Cordone/dp/1849691924

dire parcel
#

okay after this i realized that now my speed when sprinting doesnt work

#

even when i click shift the sprint speed stays the same

#

i changed the speed on the variable and it still stays at 600

flint dagger
#

Are you updating the Max Walk Speed on the Character Move Component?

#

Yeah you have two problems, your Left Shift is setting the Max Walk Speed to Walk Speed (so whatever that is set to)

#

but then you're overriding that on Tick to always be 600 anyway if your stamina is less than 10.0f.

#

So regardless if you're holding it down, tick is going to be setting it to 600 every frame anyway.

flint dagger
#

Set your speeds only in one place.

dire parcel
#

i followed a tutorial and maybe i messed up in the video somewhere

flint dagger
#

Actually, whenever you're setting something - it's best to only do it in one place, prevents overriding and putting yourself into a corner by overriding overrides. :p

dire parcel
#

because the stamina and sprint was from two separate youtubers

flint dagger
#

Oh then, that's likely where your issue came from.

#

Implement the sprint first, stamina is just a simple check to see if < 10.0f.

#

And agreed with @plush yew (silly name btw :p) do the check on tick before you lower your stamina.

dire parcel
#

could you circle where in the screenshot for me im kinda confused now

dire parcel
flint dagger
#

Integrating design and additional code correctly is a skill in itself πŸ˜‰

dire parcel
#

okay the event tick is what you are referring to right

rigid bridge
#

generally speaking how would an indie developer go about making a cosmetics shop

#

or even setup in app purchases if the target platform is windowas

dawn gull
#

How can i make it so when I hover over a component in my widget I can have an information box pop up?

undone magnet
#

Does anyone know how you can decouple mouse sensitivity from FPS?

dawn gull
# rigid bridge on hover event

I saw that part, but I was wondering more on the box aspect. Shouldve added that, I don't want to have to make a new widget just for the message box that pops up

#

When I hover over nodes there are boxes like this, never really looked into if theres a widget version

rigid bridge
#

good tutorial

#

i like this guy

dawn gull
drowsy wigeon
#

Hello, I am trying to have train wheels following the spline. I have rail mesh generated along the spline, but because of rail mesh geometry and length, rails are not always 100% following the spline (meaning spline is not always exactly in the middle of the rails). Curve on the screenshot is exaggerated to show this bias. I position train wheels by return of Get Location at Distance Along Spline, which works mostly fine, but wheels follows the real spline, not the bended mesh, which sometimes makes feel that wheels are floating left and right. My question is - can I somehow modify this to not get location at spline point, but actual location on deformed mesh?

#

Now I am thinking, I might actually generate second spline, with different spline points at points, where meshes ends and use meshe's start/end position/tangent as for those 2nd spline points. That should draw spline in the middle, right? Unless there is less difficult/more performant option.

solemn halo
#

so, i have a forklift, that im trying to drive, but im having difficulties on how to do so. this model https://www.turbosquid.com/3d-models/electric-forklift-mecanum-wheels-3d-model-1224515

is rigged [ with joysticks ] and ive managed to load it in blender, get the correct textures, export it as fbx, import it into ue4, however, now im kinda stuck. was kinda hoping for some guidance

rigid bridge
#

In this tutorial you will learn how to rig a vehicle/car in blender and then setup the car blueprint and vehicle physics in unreal engine 4.
This is a step by step tutorial on how to make cars in unreal engine 4.

Download this project β–Ί https://www.patreon.com/pinkpockettv

Instagram β–Ί https://www.instagram.com/pinkpockettv

Timestamps β–Ί
00:00 ...

β–Ά Play video
#

this is a good tutorial

solemn halo
#

making it drive-able, ill focus on the collision later

rigid bridge
solemn halo
#

ye, was watching a bit newer one of his vids

#

guess its just that involved

#

thanks

solemn halo
#

[ in blender ]

#

my goal is to teach an ai to control it, and not actually play myself

rigid bridge
solemn halo
#

alright

dense wren
#

Hellow guys

#

My last message in bllueprint channel

#

Is my question

#

I dont wanna re send all here.m

fierce tulip
#

@dense wren please read the #rules

dense wren
#

Can you tell me the exact rule?

#

Im on topic

#

Unreal engine - blueprint

#

I dont understand

fierce tulip
#

dont repost questions, be patient when asking a question.

dense wren
#

I didnt repost.

fierce tulip
dense wren
#

Re posting, is posting the same post, i didnt..

fierce tulip
#

im not going into the semantics, please just read the #rules so it doesnt happen again :)

dire parcel
#

any tips on getting the hand more on the gun >

celest storm
#

Hey all, new to the channel so not sure if im posting in the right place but was hoping I could get some advice regarding a stupid mistake ive made. I had to delete the thirdperson character off my environment cause i'd accidentally skewed the camera. I've reinsterted the third person character and the camera is fine however, when I press play now I spawn in a completely unrelated location to where he is located in my map, i'm very new to Unreal engine as you have probably gathered.

Any advice would really be appreciated as this is for a uni project due in tomorrow! yikes.

somber stump
#

Hey Dan, so basically you need to check if either you're using the playerstart class in your map, and also if you go into the blueprint of your thirdperson character have a look for something called 'auto possess' and make sure it's set to player 0

dire parcel
#

yes this ^

celest storm
#

okay i'll take a quick look now cheers

#

Thats fixed it, thank you very much @somber stump πŸ™‚

somber stump
#

I have a quick question myself, should be simple but it's giving me a hard time. I made a VR game for the quest 2 and no matter what it wont load beyond the default splash screen. As soon as it loads passed that the game just closes. I was wondering if it was something to do with my level streaming and whether my persistent level needs blueprint in it telling the game to load into my main menu

#

You're welcome man

#

Glad it's sorted πŸ™‚

#

This is what I'm using

#

but I have a feeling the level loading is different for quest compared to index

#

and I'm new to level streaming so I have no idea if the persisten level needs to have any level blueprint at all

sick patio
#

QUESTION: I worked today for about an hour, imported several textures, created a folder (it's still there), created a material. Saved, and come back tonight and the folder is empty. is that normal?

somber stump
#

Did you select 'save all' or just save?

sick patio
#

yes

somber stump
#

Is the folder in your dir empty or in the game engine itself

sick patio
#

now I did a windows shutdown, without closing unreal launcher running in the background, but I did close the project

#

the folder, inside the project, I was working on today, is empty

#

oh

#

one thing

somber stump
#

go into your project folder, go into contents and have a look to see if there are any texture or material assets in there that you made

sick patio
#

when i imported the textures, it had a bunch of "this texture has been imported as a normal ... ok / cancel"

#

and i only had time to click one ok

somber stump
#

yea that's fine, aslong as you clicked ok

#

well it usually just defaults as ok anyway so don't worry

sick patio
#

look in the main content folder?

#

nothing

somber stump
#

odd situation, if they're completely gone then maybe they didn't save at all

sick patio
#

hmmm I'm not terribly worried, because it was only a little work, but was wondering if I did something wrong

#

i'll import 1 by 1

somber stump
#

No you don't need to, just drag them all in

#

click ok if it asks

#

Doesn't sound like you did anything wrong, just that the material you worked on didn't save or compile

sick patio
#

ok shut it down, relaunched it and everything there still. so that was just a strange one time thing?

low geyser
#

aaaaaaaaaaaaaaaaaaaaaaaAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

#

imagine imagining what people can imagine just by imagining it hence imagine can also be imagined by imaginers. So imagine that

molten prairie
#

my content browser is opening the folders inside of it and puting it in the parent folders.

somber stump
#

I don't understand it myself but this particular bug is very consistent

sick patio
low geyser
#

gotta use your imagination

sick patio
#

I'm an artiste, I have no imagination

low geyser
sick patio
#

stop, you're going to make me spit out this monster energy

low geyser
midnight cloak
#

When i move a folder in Ue4 ,i have to do something else for not break thing ?

bright sigil
#

black magic usually

midnight cloak
#

lol nothing with miscalenous or something like that?

true ridge
#

I accidentally imported a mesh and had the wrong skeleton selected, now all the animations for that skeleton are stuck in a T pose. Is there any way to undo that and get all the animations working again? πŸ˜…

bright sigil
#

i watch the files in file explorer while i do it in unreal, i use migrate because its suppose to be the cleanest, if things get left over i fix up redirects (spam this as much as you like from whatever folder you like), and if there are uassets with 1kb or 0kb left over, i check to see if they exist in the new location and delete those redirectors via file explore. Try at your own risk, back up your shit

midnight cloak
#

you can migrate in the same project , in other place than 'Content Folder'?

bright sigil
#

you should keep all your stuff within the content folder

#

pretty clear in the warning message

#

so any folders within content folder are fine

true ridge
cerulean geyser
#

anyone knows how i can call an event from the level blueprint using level sequence?

sick patio
#

This just isn't working and i THINK it's because the resolution in the tutorial (2020) he says to set it to 512 resolution vs mine is 2048, but that doesn't work either. How do i get rid of this ... border?

#

@bright sigil help?

bright sigil
#

I looked at it. But i havent a clue

sick patio
#

it's supposed to be ice, and it's supposed to be looking INSIDE, to see stuff, while having that normal (blue box) on the surface to give the illusion of the outer shell of the ice

#

should i relocate to graphics?

olive orchid
#

Is it possible to move landscape materials (I know this doesn’t make sense).. I have sculpted a mountain & I wanted to keep the exact shape but move it further from the point it sits currently.. Is this possible or do I have to flatten it out & redo the mountain?

#

If so, that’s fine. I just think they look good & wanted to keep them how they are

bright sigil
olive orchid
#

Ok thanks.. Are u referring to the unreal documents in the program or do u have a specific article you’re referring to?

bright sigil
#

I think i saw this in docs

olive orchid
#

Sounds good.. I’ll look into that.. Thanks

#

Ah, yes.. Landscape Gizmos can do this.. I’m gonna read up on it just wanted to throw it in here for those might have wondered..

digital kayak
#

for some reason my recent projects arent showing up in projects browser

#

(UE5)

#

how can i fix this

celest storm
#

Anybody know of a quick way to simply replace the UE mannequins run with the walk animation?

cerulean geyser
cerulean geyser
mental tartan
#

hello does anyone know how to set animation mode to anim blueprint immediatley after an animation playing

mental tartan
#

here is the code i used

digital kayak
celest storm
#

Changing the max walk speed has worked a treat thanks!

low geyser
#

BROOOOo my ue5 just crashed and i didn't saved my work

digital kayak
#

but it will autosave

#

u can restore that

low geyser
#

it didnt

digital kayak
#

😦

low geyser
#

guess this is it

digital kayak
#

sadge

digital kayak
#

do you have any muzzle flashes

#

cause infinity blade : effects removed it 😦

low geyser
digital kayak
#

nvm

#

i found it

low geyser
#

just wasted 5 hours of work

low geyser
#

im gone

rocky epoch
low geyser
#

theres none on the autosave folder

rocky epoch
#

Fck

low geyser
rocky epoch
#

Lets be a glass half-full guy.

#

You solved once, you will solve it again and it will be much faster because you know what you did

low geyser
#

i already know what to do, it just took me 5 miserable hours which took 7 brain cells out of me

#

ima sleep

rocky epoch
#

I feel you

low geyser
#

heh. the emotions on this sleep will hit diff

rocky epoch
#

Sleep well and you can do it :)

low geyser
frigid zinc
#

hey guys, listening to some tutorial forum post i found about Call in Editor events, i created a blueprint editor utility and added an event with Call in Editor enabled. however, i was led to believe that when you do that, a button to call that event appears in the Details section under DEFAULT, but no button is being created for me. i'm using ue5, is that the issue (not yet supported) or am i missing a step somewhere or not including plugins?

hidden bloom
#

Hey Guys all the sudden my lighting isnt letting me click on it to do anything? using 4.26

dire parcel
#

hey sorry @bright sigil for some reason my discord had the #work-in-progress showing upas #ue4-general

#

thats why i @ you there

bright sigil
#

a likely story

dire parcel
#

i have the custom discord thing

#

it bugs out a lot when i switch back to normal

#

but i needed help with the question i asked earlier about the stamina

#

with this, basically i was trying to set up a stamina system but after holding shift and the bar goes down the player doesn't run at all

#

like the speed stays at 600 and my sprint doesn't work

bright sigil
#

sorry, thats beyond me

dire parcel
#

ah okay no problem

#

thanks

bright sigil
#

let me know how you solve though, id like to know πŸ™‚

dense tartan
#

Hi. Is there a way to color grade a material ? shadows / midtones / highlights adjustment ?

dire parcel
#

i got ya, probably something very very simple

bright sigil
plush yew
#

has anyone used CG layers at all and understand why no matter what it drops the fps rate down to 35fps?

dense tartan
#

i'm adding green screen footage and the colors look off

#

i'd love to do the grading inside UE

#

i've found how to do contrast and saturation, but not color grading shadows / midtones / highlights

bright sigil
#

How are you doing contrast and sat?

mental tartan
#

hello does anyone know how to set animation mode to anim blueprint immediatley after an animation playing

dense tartan
bright sigil
#

In a ppm?

dense tartan
#

in material node view

bright sigil
#

Ohhh ok

#

So color grading would be, what, color balance?

dense tartan
#

color balance for shadows / midtones / highlights, yeah

#

like in final cut pro or premiere

bright sigil
#

Is it not possible to adjust the texture? The editor has some adjustment settings for textures

dense tartan
#

oh i'm checking it

#

...and it crashed πŸ™‚

#

will check that though thanks

static sun
#

hello everyone quick question, is it possible to generate an image outside the viewport? i have black borders when i constraint my aspect ratio and i wanted to fill those with images instead of the borders πŸ™‚

dusty solar
#

Hello everyone, are there any courses out there that will take me from being a noob to a pro in blueprints!?

drowsy snow
bleak zodiac
dusty solar
#

Thanks

#

@bleak zodiac How long does it take to become a pro at blueprints?

bleak zodiac
#

@dusty solar don't know really, just take your time, i also still learn, hope thar help

dusty solar
#

@bleak zodiac Thank you

true ridge
#

Would it be possible to have a reference to an actor within a struct?

modest trench
#

yep!!!

true ridge
# modest trench

That's what I thought, but it says I'm not able to change the default value to anything.

modest trench
#

yeah, it's a pointer to a thing in the world

visual valley
#

After I apply my material on a character this happen (right picture).
Normals are OK, vertexes are OK, unwrap is OK
Tesselation on a shader is OFF
Can not find out what is happening, can somebody help me?

modest trench
#

if you want I guess you could set it to the actor you want when you first set the struct variable

true ridge
#

Guess I could just use the class. That's enough info to do what I need.

modest trench
#

oh yeah, if it's a "type" of thing you want that's the trick

severe aurora
#

Hi all,
I am currently creating the very first open world game on Reunion Island, I want to know how to best optimize the level design since currently despite the machine I have ue4 is running at 20fps, it is difficult to be able to test the many NPCs quietly , Can you help me? any advice on level streaming?

thanks you in advance

pale herald
#

Guys, can emissive material be a light source?

heady quartz
pale herald
#

I tried to use emissive material to light up the environment but didn’t work

pure void
#

They only seem like they glow

#

But you'd need to attach a light for it to light up

drowsy snow
hearty tinsel
#

Question:

I have a mesh that has 256 matierals on it that i took from a game

#

however i want to set all of these materials specular to 0

#

is there a automatic way to do this?

pale herald
drowsy snow
hearty tinsel
drowsy snow
obsidian nimbus
#

dont see how making those materials instanced is gunna help with anything

#

considerin its 256 materials it seems kinda specific for something thats not unreal related

#

what game is it from?

blazing atlas
#

Why is my scene not lit up when i restarted the engine

obsidian nimbus
#

wrong startup map?

blazing atlas
obsidian nimbus
#

your stuff is in another map?

blazing atlas
#

Well its all there

#

but i cannot see it

obsidian nimbus
#

ur play button is grayed out, dunno when that happens

hearty tinsel
drowsy snow
obsidian nimbus
#

if you turn all 256 into instance nothing wil get overwrite

#

the question is why is it some many and why exactly 256

hearty tinsel
#

its an old game

obsidian nimbus
#

makes me think some grayscale rules them all

hearty tinsel
#

i think my best bet is to stitch them all into 1 texture

thick herald
#

Yup. Otherwise you'll have 256 texture look ups... not exactly performant

candid grail
#

How do i unload all levels with a for loop?

#

The for loop doesn't wait for the "completed" event.

tiny valley
#

Is there any way to get a texture from a trace, example trace a sphere and get its materials textures not the material itself

pearl minnow
#

how is it possible that a table row "out row" pin is undetermined? the datatable itself is based on a struct, surely that's enough to guarantee out row value and type?

#

is it because im inside a blueprint function library and not a usual blueprint or something?

oblique whale
#

Does anyone know of any other atmosphere plugin or somehting out there where you can use it on mulitple planets and not only 1 like the skyatmosphere?

pearl minnow
#

eugh i fixed it, annoying. I had to select datatable from drop down, not attach my node variable of the table

small ridge
#

how can i write something with this logic? "during this time if colliding with that actor do this"

#

this is where i am now

devout blaze
#

So… If I’m starting a new game project, do I use Unreal Engine 4 or 5?

thorny river
#

caca ?

steep bobcat
#

Is there any way I can have colliders on for LOD0 and off for LOD1? Let's say for trees on the navmesh - the collider would be on if the player is close, and it would turn off when the tree switches to lower level LOD when the player goes away.

tacit onyx
#

I'm curious about a potential localization thing. I've been reading that generally people use β‰₯ for Greater than or equal to. In coding I'm very used to >= for the same thing. What is generally the preferred player facing version and do Asian cultures tend to use the same symbols for number inequality operators?

lethal shadow
#

guys which version is the most stable for mobile packaging? one without random errors when you export or package an empty project

summer sluice
#

hi! any bps for moving spline points in runtime- through a click and drag motion rather than setting its new point position

lethal shadow
#

ty

open eagle
molten prairie
cinder knot
#

anyone got a fix?

grim ore
#

@molten prairieyes you have show folders disabled in the content browser options, settings in the top right

dense bay
#

I have a class that inherits from ACharacter and does not change collision settings. I create one on BeginPlay from the gamemode in a new default level. When I hit play the character falls and lands on the floor as expected. But, if I travel to this level from my start menu, the character falls thru the floor?

fallen stratus
#

anyone know a way to open an asset by running a command?

main pewter
#

not sure if I should better ask in #lounge , if so please tell me, but does one of you with experience in larger and complexer software projects (not necesarrly onyl UE) can recommend me a good tool for designing, planning and documenting software architecture? I'm looking for something where I can drill down like from a user perspective (use cases) down to the class names and its member functions and maybe some database layout. I' trying structurizr atm but I guess I can't go deep enough with it. Also UML seems not really suitable for my case (maybe my UML Vodoo is not good enough πŸ™‚ ) thanks for sharing any experience

main pewter
fallen stratus
#

open it in editor

#

dont ask why, i just need it

main pewter
fallen stratus
#

a command to run from the console

#

from blueprint would work as well

main pewter
#

you can use "Open Editor for Assets" in a bluetility (inherit from EditorUtilityObject) and have editor scripting plugin enabled

fallen stratus
#

I cant find that action. I enabled the plugin

#

how do I inherit from EditorUtilityObject?

main pewter
fallen stratus
#

thanks πŸ™‚

timber mountain
#

is it possible to create a character by unreal character creator and use it in Unity engine ? has it a fbx export ?

neon bough
#

metahuman? they are licensed to be used within unreal engine only

unborn stone
#

Hi there, im working on my game and im working on the menu, i have almost finished the main design but just remembered that if i resize my screen, the UI is not DPI aware so that when i resize my screen the buttons are in a random place How can i fix this thanks πŸ™‚

drowsy snow
drowsy snow
drowsy snow
#

Do spies read licences? πŸ€”

unborn stone
#

how do i do that btw

timber mountain
#

i havnt installed it yet so i havnt read it.

lucid adder
#

I installed the source build of unreal engine from GitHub, but after setting it up it takes a ton of space (like 100+ gb). Is there any way to decrease this?

drowsy snow
lucid adder
#

😦

#

Thx tho

timber mountain
neon bough
#

45G .git

#

just the git data, and i'm at 337G overall

dense wren
#

Hello guys, im trying to deploy a pawn actor from widget

drowsy snow
#

Fricking Adobe.

dense wren
#
  1. Sometimes it dont work,
  2. When it works it appears far at the left not under the mouse..
drowsy snow
#

Of course that means you won't be able to make modifications to the engine again, especially if you don't maintain your own fork

lucid adder
#

Actually that is what I need πŸ™‚

drowsy snow
#

Go figure.

lucid adder
#

Does that mean I only need to keep the vs file or do I need other stuff

dense wren
#

Hello guys how do i drag and droo a pawn actor drom widget?

#

Drop?

#

Anyone can give me a step tutorial?

drowsy snow
#

Most of the time people asked about building from source just for vanilla dedicated server, as opposed to actually modifying the engine to their project needs.

dense wren
#

πŸ˜ƒ

plush yew
#

hey i am new to using unreal engine any thing i should know???

drowsy snow
#

And see pinned messages for learning resources.

plush yew
#

ok thank you

marble leaf
#

back with another camera inquiry- I've offset my Spring Arm component in my third person character to be a slightly over the shoulder but when I walk my character walks at an angle towards the center of the screen. I'd like to make it so that they walk parallel to the camera but still have all of the other controls be the same- any help would be greatly appreciated!

#

It's a platformer so the movement gets weird for landing longer jumps when the trajectory is changed like that

#

do I need to maybe set up an offset in my character input for movement?

tiny zodiac
#

Im making a game that has 24 meta humans. I thought this was not much, but as it seems the game is lagging quite a bit. Is it normal for unreal to not handle this much?
My pc is modern and i bought it like a year ago. Is there anything i can do to fix this? Or will this be fine after i launch it?

drowsy snow
pure cliff
#

I'm wanting to try and use Effekseer for a project, though when I follow the instructions on the help website the project doesn't compile. A lot of errors pop up in Visual Studio, but trying to fix one causes another to come up. I do not know enough about coding to fix them, so I'm hoping someone here might be able to help with that

#

(Engine version is 4.27.2, Effekseer is 1.62a)

fierce tulip
#

yea, and many many textures to control normal map blending between expressions.

#

:X @buoyant granite textures

#

!8ball do you contain many textures?

buoyant graniteBOT
#

@fierce tulip, :8ball: Cannot predict now.

tiny zodiac
fierce tulip
#

you'll need to find ways to optimize content, especially when there is a lot of skel-chars being animated and controlled.

tiny zodiac