#ue4-general
1 messages Ā· Page 1132 of 1
learn how to use the profiler, find out where the bottleneck is, research that bottleneck, and find out how you can optimize it.
ok find bottleneck and profiler. thats what i will study š§ š
Yo, could anyone give me some critisim on a video i made?!
i can but im no expert š
lemme dm you
since UDK, but i also used Unity for a large chunk of time
what is UDK
lol it goes Unreal Engine 1, Unreal Engine 2, Unreal Engine 3, UDK, Unreal Engine 4 and now we have ue5
unreal dev kit
basically unreal engine 3
wow
so maybe 15 years ago, but i also used Unity for like 6 years
how can i learn ue4
is udemy better than youtube?
wow thats cool
i dunno
i learned udk when there werent really tuts
so it was the hard way as the only way
where are u from
merica
my english is not very good
coulda fooled me
lol nvm, i didnt notice any english problems is all
wow thanks
just find tutorials you like, watch them, its all preference
ill try not to use slang as much knowing that
do you earn mony from game dev?
i am just a kid i learned unity for 1 year and then i wanna switch to unreal engine
im 14 years old
well i started as a 3d artist, so engine was less important, i learned udk and unity for awhile
or maybe 10k
mobile yes, lol
wow
what game?
not on ios aha
lol yeah...
ios expensive
true
ive always had an android phone tho so we eventually did both
100 bucks a year for ios?
really expensive
dont you need to pay £100 to put your game up on steam?
yea, but if you make 1000 back in revenue you get the 100 back
in america economy is good but im living in turkey and my coutry is not rich :(
yeah my game wont make 1 aha
ah gotcha
100 dolars is alot of mony in here
also does that include purchases of the game or just in game purchases?
we might need to move over to #career-chat there are some great people who frequent that channel who can also offer insight
I mean if you've got a game that's otherwise ready to go, I'm sure you could find a publisher happy to front the money
im not sure
can anybody please help me with this
yes i already know its not accepting names
but how do i whitelist them
u tried everything its killing me
Hi there. Starting my UE journey. I'm in UE5 and downloaded some project files associated with a tutorial on UE's site. The project will open but will be blank (nothing in the world outliner). I am able to find content in the content drawer. I have tried opening the project in UE4.27 and UE4.20 (which the project was created in). The results are the same. I feel like I am missing some obvious step. Any guidance is appreciated! Thanks
@indigo falconwhat did you try to do to fix it? your supposed to rename the folders
@gloomy sierraif you can see the content, like models and textures and such, chances are its just not opening any map by default. the output log would have errors. For the most part you wnt to open a project in the correct version, or a later one, and it should work
without any more info on the project that is failing, or screenshots, theres not much else to suggest
@grim ore can i whitelist them and only folder or files aswell?
Thank you for the reply. I'm going to take a look at the output log
you shouldnt try and whitelist them, you should fix the folders. If you insist on trying to whitelist them then its the folder
is udemy better than youtube?
do you need a udemy course to learn unreal engine4 ?
how did you learn?
use the learning courses that epic gives you for free, read the pinned messages in here
Hey guys, I'm pretty new to unreal and am trying to see how ActorComponents work. I'm creating a pawn and creating a custom AIController for it and in the AIController constructor I have
AMyAIController::AMyAIController()
{
if (!HasAuthority())
return;
component = CreateDefaultSubobject<UMyActorComponent>("MyComponent");
}
And for the ActorComponent I have
void UMyActorComponent::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
{
Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
UE_LOG(LogTemp, Warning, TEXT("[%s] TickComponent from ActorComponent"), *GetOuter()->GetName());
}
I would expect to see just MyAIController being printed in the log but it's also printing the pawn name? Is GetOuter() changing between the AIController and the pawn?
This is what the log looks like
https://i.imgur.com/3ileL8T.png
This is a total noob question but I'm confused. My 3rd person starter maps all have input in game. When I launch that 3rd person map from a menu, my game doesn't have input
did you learn from there?
@obtuse crystalno, I learned by doing but I've been doing it for decades. for starting out those pinned messages are good.
hey guys, does anyone have an idea why my camera goes under my mesh when i click play ?
it should be behind the mesh, but it goes under it when there is a landscape
unpaid its just for fun
i found a game i want to add new anim/map and fighting https://www.youtube.com/watch?v=3SFu3uoFQIM&t=40s
This is a showcase of the project from my Youtube series 'Let's Make', in which I set about creating a Spider Man style traversal system.
The project is more of a coding exercise than a finished product and as such is not particularly polished and does have some bugs. That said it does have some cool features and interesting systems which I hop...
any ideas what is wrong with the camera?
Do you guys use UE. Blender or ZBrush for your projects?
I know it depends a lot on what you're doing, the requirements and pro's and con's of each and that sometimes they're used together??
Anyone know if there's a clever way to have spline hair's transmission be occluded by the mesh its attached to? My hair grooms look super with backlight
anybody know how to get this size box and this huge icon out of the way? This just started showing for me and I have no clue what I did to turn it on
I believe you are correct about the map not opening by default. I searched for the missing file in the downloaded project files. Didn't find anything. There isn't even a 'Map' folder. I did find a .umap that when opened in the content drawer brought the project alive. I pointed DefaultEngine.ini to that .umap file and now it opens on load. Should I assume that the downloaded project files were erroneous or incomplete? Is my solution an acceptable one? I don't want to develop bad habits. Thanks again
Any good in depth documentation on how to use the new water plugin?
Iāve watched Unrealās deep dive and release video but they didnāt really explain how it worked
How do I fix this landscape to make it smooth ( Yes I tryed Smooth tool but it does'nt work )
I use Blender and UE on almost daily basis
Im really sorry, I need some help over in #cinematics , it's kinda a desperate rush š
aesgseg gsages gsagse gesaeg asg asg aseg aseg asge
Someone had his phone in his trousers pocket
Are there issues with the "Get Data Table Row" node after initial runtime? It works in construction script when the level loads up but when I spawn in an actor the construction script doesnt work and I've traced it down to that node
Try doing it in BeginPlay instead
I already have, it has the same behavior
I have a card scanner model and want it to play widget when I overlap the 3d card with it. How do I do it?
This is my code, it outputs Row Not Found for the second circumstance where I spawn it in at runtime
Box Collision?
What command should I use? Actor Begin Overlap > ???
Yeah, begin overlap and then check what actor it is and see if it's your card
Hey so in my game i have a cupboard where you can open the draws and inside one of the draws there is a key, How do i make it so when the character open the draw the key is still in the draw and not floating where i placed it
Press G to toggle it on and off, Press T to toggle selecting through transparent things like windows and particle effects (like that box)
why would my character's face change if I apply the mannequin skeleton?
what does apply mean in this context?
Can someone give me a explanation of the purpose of a loading screen? I assume it's so the player doesn't see the laggyness of the level loading but I guess where I get lost is how/why do people manage that? I feel like I just load my level using the load level node and it takes a few seconds I just don't see the point I guess but I really want to understand. Sorta has been something I've always questioned but never understood
Depends on the game and what it does but yeah it's mainly loading things into RAM and loading actors into the scene, the CPU can't do all of that at once so it does it one by one and freezes the character while it does that so stuff isnt messed up, but in my game with procedural stuff while the loading screen is up chunks are loading in and it's finding the planet to land on
A loading screen is a picture shown by a computer program, often a video game, while the program is loading or initializing.
In early video games, the loading screen was also a chance for graphic artists to be creative without the technical limitations often required for the in-game graphics. Drawing utilities were also limited during this perio...
Hello. How can an actor draw a line with movement?
Build a bigger level, it'll take way longer.
Hello to everyone
i'd have a question .i'm pretty new to UE. so I'm was just looking around some textures, trying out different materials in UE, i've found that most of the textures i downloaded/tried out, the have a "height" texture also.. first i thought it's for the roughness.. where on earth do i connect the height texture in UE ?
So is there node's or something that tell you what has been loaded so that you know if it's finished, you get what I mean?
You don't, actually.
Raster renderers like Unreal can't make up true displacement like true path traced rendering would. Often times using displacement map on World Position Offset is useless, especially if the geometry itself doesn't support the shape of the displacement.
Or a way to make the game load everything before spawning the player controller, I just don't know how to get that separation I guess
If you use Level Streaming / Async Level Load, yes.
The limitation is that you can't have dynamic loading screens when changing persistent levels.
so, it means it's enough if i tweak the lerp on roughness, it would make the same effect.. well i'll just discard the height textures for now. Thanks a bunch
Yeah, and if you were to try and get a number for predicting how far along in loading something is it would be pretty hard because it depends on your optimization and the player's hardware
But if just loading in a new level is taking so long you need a progress bar maybe that's a signal you need to improve some stuff
And that's when you need to dive deep into the code (C++)
Or using evil sub level per actor type hack.
Yep
There's not a whole lot you can do with just BP when it comes to loading screen.
But FWIW there's not many games do progress bar loading nowadays
Often times it's as simple as something is animating to let the player know the game is currently loading, and not crashing.
Ima research it a little more but your saying I can use level streaming/async open level to be able to know when the level has finished loading at least so in the time in-between I can have a loading screen up so the player doesn't see anything? Does it also help with performance that the game isn't rendering anything while loading the level because the loading screen is up?
Performance wise, it's not automatic, but you can have the async load not rendering the loaded sublevel until finish.
If you just want a screen in between levels you can use this
https://www.youtube.com/watch?v=s3FHJ8WA-MA
Doesn't have animations or the percentages though
Hey guys, in today's video, I'm going to be showing you how to create a loading screen which only shows for the duration of the time you are loading, or how long you choose.
#Ue4 #UnrealEngine4 #Ue4Tutorial #LoadingScreen
Unreal Engine 4 Tutorials Playlist: https://www....
Using level streaming is kind of faking the loading screen, as, again, you can't change persistent level if you want to have animated loading screen. That could work for linear games, as you know what your persistent level expects to load which sublevel, but for open world level where World Composition do the level streaming, it's not a feasible solution.
What would be a good way to dictate what a weapon or armor piece does to a modular character mesh? I have an inventory struct that stores all the relevant stats/prices/item stacking info already. When it comes time to actually put a weapon mesh in the player's hand, with extra VFX/danglies attached to it, what would be a good way to store that info?
I was thinking of using actor BPs that have everything attached to a root component. I could store a reference to the actor class within the data table for inventory items and spawn the actor at runtime when the player goes to equip an item. Though, I'm just not sure of any pitfalls with that method.
Someone that could explain the first 2 lines StreamingTexturePool and TextureMemoryPool, are these 2 separate pools or is it the same pool? And is the 1000mb memory that is actually allocated to each currently in use, meaning the total memory used during that screenshot is aproximately 2228Mbs?
Ran into an issue importing a mesh into UE4. The hair cap is poking through the bandanna in UE4 even though they are both painted to the max? Any chance there is an import setting I was supposed to click?
Is it safe to delete assets from the content folder outside of the editor? Everytime I try to delete a certain folder it crashes the editor once it hits 100%, and doesn't delete anything ;-;
Don't delete them outside the editor unless it's a last resort

I haven't had many issues adding and deleting stuff from outside but I always close the editor before I do it
I just deleted the wrong folder fml. bouta just do it outside editor
Is your project in source control?
The folder I deleted wasn't š
This is the error popping up in my ide everytime it crashes from trying to delete the folder i've been trying to delete https://pastebin.com/XTTvk0HL
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
That's the end of the log in Rider
there is nothing past that.
The editor crashed. It shutdown.
I had the debugger attached at first but it would keep stopping at one line. It wouldn't continue.
Well i got the folder deleted. I went through and deleted everything inside all the subfolders manually š
hey donāt wanna spam the wrong channel
what would be the appropriate channel to ask about āplacing weapon more on hand for FPS projectā
For instance hereās a picture
Thanks Iāll try there
Hey everyone, wondering how I would go about making it so there is always a shadow below my third person character when they are jumping
any links to resources or advice would be welcome!
yo what collision type should i have for dropped ammo? i have tried a bunch and i t either has my player step over it (therefore he cant pick it up) or it falls through the floor pls lmk
how do i get an animnotify to fire something inside another blueprint
this doesnt work
ive tried casting but cant decide what to set object to
Hey all, I've developed a couple of issues with Unreal that I'm hoping someone might have solutions for.
-
When I right click to move around my scene, if I'm not already moving the mouse, all that happens is I end up selecting whatever object my mouse is over and I can't move around at all until I let go and try again. Sometimes it takes 2 or 3 tries before I get it right.
-
After a while of working my menus stop working properly. When I click one, it just flashes for a moment and then goes away. When this happens, hotkeys also stop working.
If anyone has a solution to either problem, I'd be super grateful. Thank you.
basically, a bullet casing is spawned in when the bolt animation starts and i want it to detach and then launch off when a different notify occurs, however nothing is working for me
Pretty sure the answer is going to be no but, you can't downgrade your unreal projects to a older version, can you? And you definitely can't go from UE5 to UE4, correct?
And I imagine there'd be issues in just migrating/moving assets from newer->older.
I wouldn't expect it to go well but I've never tried. A big question is, why would you want to?
Well my ue5 project is having some pretty serious issues at the moment that I haven't had much luck in fixing. So I'm just basically getting a contingency plan in place in case I need to go back. I'd rather stay in ue5 honestly, but just wanna prepare for a worst case scenario
As for the issue, the short of it is here: #ue5-general message
The long part of it is discussed throughout the cpp channel but I'm stumped for the night on it
Hmmm, I've got nothing for you. Sorry. Hopefully someone else can help.
is there any trees in bridge? cant seem to find any
there's megascan tree's in marketplace for free
yo so this is just a general ue question but I am on ue5. I have an AI, and when i run towards the AI, once i get to him, the camera jumps and clips into the ai, sorry if I explained that badly but when my character is against the ai, the camera jumps and I can see inside the ai
Difference between Unreal Engine NDisplay vs Disguise
Anyone know why my lighting is so blocky
I looked online and it says it has something to do with my lightmass but ive played with a ton of settings and nothing rly changes
Nvm I always figure it out just after posting here, Just set it to move
Is anyone here particularly good at reading crash dump files? I am currently having an issue with my shipping builds. What is happening is I can Play the shipping build 1 time, as soon as I exit and go back in its an immediate crash and just says "Fatal Error". I do not have this issue at all when I am launching the game using "right click on Uproject > Launch Game" I also do not have any errors in the editor either in my output log when doing the same repro steps.
is there i can show cursor and hide cursor without changing gamemodes
like for opening menus and stuff
@haughty dock yes just get player controller then connect it to set mouse cursor
for example
ohhh
yeah
thank you so much
also when i export a project i can't export for windows(i am on mac btw)
i can only export for mac
yeah I have no idea lmao
i need advice
i am developing a simulator game and im thinking about making my own engine (already far with the rendering engine)
Now, UE isnt really modding friendly but thats really important for simulatorsā¦
can someone help me?
its not too late to change engine
If you got that far with your own engine, might as well work on it if you can š¤·
And while UE isn't that mod friendly, you can, at least, reach out Epic for licensing the editor as a modding kit
I really want to go for my own engine but i am aware that i might never finish it nor my game
its a hard decision and im kinda dissatisfied with UE honestly
Id rather have a simple engine thats made for a single direction
And i think UE isnt the best choice for simulators in general. I would definitely make a GTA with it though
UE has saw use case of simulations and serious games tho
Sounds like you've made your decision, friend.
You can either modify Unreal to your needs and strip it down, add what you need and build on it. Or do your own.
But honestly, that in itself is kind of a massive effort too. It's engineering.
from what I've seen so far the UE4 water system works in tandem with a landscape. If my map has no landscape can I even use the water system? Am I better off just grabbing a store asset with water?
do you need to use the water system?
is it just water off in the distance?
players will be standing in it, like a small river
I suppose I can just add a plane w/ water material the camera will be far enough away its closer to top down than third person
the water system has physics to it and some shaders so its rather expensive
When creating an emissive with more then one color on the same poly, How do you stop the white from washing out the rest of the color or blacks ?
gotchya ya im just using a plane for now w/ water material it looks fine tbh lol
wont be any underwater or ocean-type stuff anyways so its fine
Either actually reduce the emissive level, or increase the bloom threshold
is it possible to have two different material INSTANCES on two different meshes stored inside the same InstancedStaticMeshComponant ? surely its not right ? i just want to make sure.
You should be able to open the image in microsoft paint or what not and manually shift that white, background color to something say 5x (.2?)less. which would mean the emission gets applied much less, in otherwords, lower the Red Green Blue channels on that white background down much further to a .5 grey or something. Im really not sure. thats just my guess. Im not sure but I imagine pure black cant emissive, and grey only emisses half as much as white. Im really not sure.
Hey everyone. I've got an issue with a fresh project (FPS template) that started with UE5. I've created a few projects and each of them seems to be missing IDLE animation:
https://www.reddit.com/r/unrealengine/comments/s94fwl/does_anyone_else_have_a_broken_template_for_fpp/htkmw7r/?context=3
guys, ive been looking answer for how to put our UE scene into ledwall? do i need to render it first or just leave it on viewport?
do you know why sometimes i get this kind of warnings in the log? what is this? this is the first time i notice this in almost 2 years
You could look in #virtual-production also ndisplay is a good search term to start off on. You could also pre-render your scene, or just play it in standalone and place your viewport on the LED screen. It really depends on what you're trying to achieve
Most probably unreal is trying to send usage statistics to their server and it has no connection
how do i check what requirements your pc needs for my game?
Very stupid question
how can i create a c++ class in unreal5
i cant find the button
and im going crazy
Should be on File -> New C++ class
Hi Guys
I'm wondering, does anyone know a good approach to do crawling/being prone
with a character controller, or maybe a custom one
All i can find, use the built in character controller, modified so the height of the capsule is really small, but with that half of the characters body would still be able to clip through walls
ok, i will try read more about ndisplay. thankyou!
is there a way to check if a character is inside of a navmesh?
maybe collision but im not sure
Try adding another collision for the horizontal orientation
on top of the character controller? Or with a completely custom one
last time i tried, i had a lot of trouble modifying the char controller
Just in your Character class, not Player Controller.
figured this out.. my only issue is that despite calling StopMovementImmediately on every tick the character can still move... albeit only slightly
i could use disable movement, but then they'd never be able to get back in
Compiling shaders are too slow than usual. I Tried to comple 120 shaders and that took 1h, 120 shaders before was just 3-4 minutes or even 1 minute sometimes.
I have to use distance field meshes for certain effects now. How is the performance impact and is there some general advice you could give me before I start with that? So far I avoided using them.

how do I move something in here like the mesh up in the hierarchy? I'd expect if i dragged it over "Content" it would move it to there but it doesnt
I'm trying to create a new project though it can't get pass 39% and uses 100% of my cpu
thats neat
apparently it only happens when creating a VR project
is being a game dev worth it?
it's compiling shaders, might take up to a couple of hours if your cpu is a potato chip
u gotta have the brain of a zombie
awesome, exactly what i needed thanks
what you mean by that lol
ikr what does he mean by that
I'm aware of that though I find it odd since it only happens on VR projects, literally anything else loads up in a minute or so
Probably the rendering settings are different so that the shaders miss the DDC
I've looked into it and apparently it's an issue that shipped with the 4.24 version, haven't found any way to fix it though
HELP! I accidentally closed the bar along the top of the page (just under 'file, edit, etc..) How do I bring it back??
Window > Toolbar
Is there a way to make the default First and Third person player movements more smooth? Sort of adding an artificial "ease" to the start, stop, and pan?
im trying to do a IR camera and Thermal camera but all the tutorials i see do this to the entire screen. I want just a screen. I have a IR one set up using a Render Target. I can't seem to figure it out for thermal. can anyone help?
Is there a tool which would bulk insert a material function into multiple materials?
What's the download size for Unreal Engine 4.27.2?
I believe it will depend on your install options. Mine sits at ~45gb
disabling everything that isn't PC related, you'll be looking at around 18GB
Assuming you are not talking about the source version
yup, thanks for help dude : D
Thanks : )
sadly, no.
dumb question, if I use unreal engine from source, do all members of my team have to use the same unreal engine source or could they use it from the epic games one?
and if I don't have the source folder in my C drive (SSD) does unreal engine run slower?
@plush yewif you are building on the same branch or tag they should be compatible. and the source folder is only for building, once you build you can put the build version anywhere. Wherever it's running from will determine the speed, so yeah mechanical will be slower
Hey all, any body have any experience with creating assets with Python in the editor? Currently, I'm trying to automate taking folder full of Texture2D assets and use them to generate PaperSprites with them. All is well, except that if the sprites already exist (but I want to replace them), the editor will prompt me if I want to replace the old sprite or make the new one unique. It does this for every sprite, and at volume, my project will have hundreds. so clicking "Yes" on each dialog box for each newly generated sprite is just a no go. Any suggestions?
can you check to see if they exist? and if so delete them before importing that replacement?
yeah but they are being used downstream, so I need to actually replacement
Is there a way to mask out a single color in an image texture?
There are chromakey material functions, no idea if they will do what you need though.
im trying to make a projectile that chains to enemies after initial hit, any tips?
prolly do some bigger collision capsule, and get overlapping actors to get all close enemies
i'll try that
than mayB do some rico or something so the chain makes some sense
rico?
a bullet bounce
oh ok
dunno what kind of projectile it is, could cluster or something'
thanks for the help
just sending it to the next target is not gunna be verry bullet like4
so after the 1st hit what is the logic that makes it chain, is it magnetic... heat seeking or something else
does someone knows the best tutorial where i can learn ue4
electric, like chain lignting
so get all overlap enemies... get 3 closest enemies go there from there do it again with less range and less damage... something like that
found it lmao, its under unreal.EditorAssetLibrary.consolidate_assets incase anybody needs it
Hey Guys I need some help i want to make if the player loses the same level restarts but i don't know how so can anyone help plz?
or mayB have some metal poles around the level go there and get anything on the way there
this would count as custom gameplay mechanic cuz u have to account for where the poles might be
or metal conductors or something
current takes the most easy path, not the shortest
DUMB QUESTION: has anyone done the 50 part tutorial series by Ben Cloward on JUST materials?
please?
no, but i know what a panner is
#sigh i don't even know what that is yet
It's just that he puts a material function ... wait for it ... in a material function .... not done yet .... in a material function... and doesn't explain the nodes
guess what
what?
there are nodes in the function aswell š
some of those nodes might also be functions
I was about to say
and guess what
what?
there is more stuff inside there
he literally pulled a ... OH BY THE WAY... this node here .... IS A MATERIAL FUNCTION
the unreal docs on materials are not too bad
well the real problem is, ignoring that he doesn't go over the nodes, i can't see the nodes. i only have a 1440p monitor
i have 1440. never had that problem
for maps, i can find a value from the key. can i find a key from a value?
i.e. if 20 corresponds to 2, can i find the key 2 using the value of 20
or would i have to for each through each and every key to see if the value matches
not directly as there can be duplicates, you can get all values which should output an array then do a contains/find on that array
how does one make so you can make a actor bounce to a set location
How to reset plugins to default?
it's there a way to scale a group of meshes a a single element ?
yes
you can cast to the mesh and apply the scale
how to make it so when the player walks or runs the camera moves too
yeah
yeah didnt know how its called
so how to do that
you can google for it, there are some tutorials. there is something built in for shake for the camera
@grim ore Would you mind if I poke you for a design question? Or would you prefer not?
hey guys, im using the timeline to make a door open, but how can I make it rotate on 2 axis at the same time?
I hope i made sense lol
uhm if that will make the object rotate on 2 axis at the same time
I have a lamborghini door that i want to open not only by the side, but to go up and side like real lambo opens doors
you can add new track and it can output different values
ah, I see
yeah, probably that would work, you have the track for one axis, and an other for the other axis
they probably need different numbers, maybe different curve also
hello everyone, I'm new here, decided to search for UE community discord server since I need some assistance and I'm not getting much answers from another discord (at all actually), here's my question (I'll just copy pasta),
can someone give me a hand with UE5, I'm stuck and my mind is blocked, basically I have a gem that's an FX, it doesn't have a blueprint and I want to attach one to it,
I want that gem to have a box collision so when the character interacts with it thanks to the box collision, there is a certain functionality that runs from the blueprint..
sadly I'm unable to figure out how to do that, shall I make a blueprint with just a box collision and in the event graph do all the functionality and then place the FX (niagara system item) plus that blueprint I just made with the box collision and the functionality in order to execute on character interaction? or is there an easier way where I could place the whole object inside the game that looks like the FX but also has BP attached to it, it would just speed up the process of the game I'm working on, thanks in advance for your assistance ā¤ļø
yeah that worked
thanks
great, cheers :)
also sorry if I didn't use the correction section, wasn't sure if I should ask here or in #blueprint
alright, I made a new BP, regarding the NiagaraSystem component, do I do it from the "add button" on left side panel because it says "Niagara Particle System"?
also, how do I link that FX I want specifically to the blueprint? thanks a lot for the help!
EDIT: NVM, GOT IT!
@ebon linden thanks a lot
I think I got it
I'm so happy right now š
I wanna set up a system where after a wave of enemies are killed, it spawns a new wave, how would I do that?
I already have the first wave set up btw, when the game starts, it waits 10 seconds then spawns the enemies but I really just wanna know how to do a function after all the enemies are killed
Any tips on applying for the unreal engine grant? A working game demo that looks good and fully-fleshed out be best? Containing gameplay? As an individual is it unlikely I'd be accepted?
what do i do if my assets arent updating
in my launcher
i even reinstalled my launcher and no fix
does anyone know whats happening here?
What do you mean not updating in the launcher?
the asset mmkers are saying their assets are updated
and people are using those updated assets
but i dont see the orange dot that lets me update my assets
and idk why the heck thats the case
ive noticed it with a ton of assets :/
my rpg stuff, combat stuff, and a few more
Do you guys have any tips for making enemy combat more engaging? I currently just have enemies that just tail the player and either stop a short distance away or get in their face to melee.
You could try looking at how SM64 enemy AI works as they have some pretty basic approaches. I believe 007 also has it's AI decomped too. You might glean some ideas from that.
Hm ok sounds good I'll check that out
I had this issue before, but it went away after few restarts, kinda random tbh
when I package my game it says package complete but no folder appears in the directory
Also look into the classic Doom AI for even simpler approach to AI.
https://youtu.be/f3O9P9x1eCE
200 IQ demons explained.
BFG Edition vs Classic, Nightmare, Fast Monsters:
https://www.youtube.com/watch?v=-Klvpd0ReTk
Music:
The Demons from Adrian's Pen by Bobby Prince
Land of Able by Mark Klem
Limb Crusher's Clamp by decino
Fulfilling Headwear from Cykranosh by decino
The Endless Torment by decino
Prowling Through the Fog by decino
Patre...
Honestly I never directly looked much on Nintendo games for reference lol
so just open and close my launcher over and over
or restart my pc over nad over
Well, doesn't hurt trying the magic bullet.
The launcher do have some kind of dementia at times
like when you realize a serious error before it does
maybe its because i have too many assets?
then it crashes
;-;
Unlikely. I have amassed several dozen assets over the years from the monthly free assets
@plush yew thats the old GDD, i never updated it. Dont be so quick to bloody block man xD
Vertical slice of your game, basically.
Vyan depends what it is
And no, Epic Mega Grants don't discriminate individuals over team/companies
Can i share a pic on this channel ?
no, DM me
Sure
See #instructions on how to post to job boards channels š
this might be a stupid question but how would I make an infinite falling type game?
kinda like a 2d endless runner but vertical falling instead of horizontal running
By faking it: move the platforms upwards, generate new one from the bottom and destroy it when it reaches certain distance.
i actually made one last year
ahh so make the character never actually midair
could you explain how the infinite generating kinda worked? I have made several horizontal infinite runners but not a vertical
Randomly spawn new platforms within a fixed Z axis.
would it be possible to just use the same platform for the whole gameplay till the player "dies"*
Yes, at least you can have a seed system for the randomiser
The player looks like they fall but its just an anim. I had inputs for up/down and right/left movement. I have 4 colliders outside the camera bounds that would destroy actors when they reached them. The obstacles move up or whatever direction (i had all 4 directions), pretty standard interp movement.
yeah my plan was to have obstacles that slow and speed up the player, so obv now they would just change the speed of the invisible platforms
then have randomized locations of the spawn points for the items/obstacles/etc
thanks so much guys i appreciate it š
What the heck does this mean in Replace References? Why doesn't Consolidate Assets become clickable when I select it? I'm just trying to replace one Physical Material with another
i did this stuff too, I would randomly spawn enemies along the axis, the clouds slow down the player. The only thing that blocks the player is the hot air balloon, everything else are overlaps
Apparently it doesn't like that the phys mat I'm trying to replace this with has a different parent class, even though they are both physical materials
is there a chance the assets are auto updating? @drowsy snow
No, you'd have to manually update it, or remove the asset's vault cache
if i remove the vault cache
would the assets be lost forever
or need updating/downloading
^
You'd have to redownload it.
okie than ill do that :3
How do I make a new data asset class?
so just delete my vault folder
than i find each asset 1 by 1
or will my account still have it in its list?
Just the asset's folder, actually
what is a good game platform where i can sell my game and it will automatically update it
And no, wiping local vault cache won't wipe all the assets you've purchased and listed in the launcher
Epic Games Store.
i heard it's hard to get your game on it
so i reset my cache folder
Like... literally all of them I think?
I can't think of a game store platform that doesnt' have auto-updates
where are they? (the platform)
i want to know so i can compare them
Well, if your game is shit, then it's hard.
What? I mean like, Steam, Epic Games Store, Origin, PSO, Xbox, they all have auto update
How would one go about interfacing with a data rest API (GET request's maybe POST also using JSON) in UE via BPs?
or to use "FETCH"?
he was really called oatman
ok
that better be a canon asf character in your game
or im going to be very upset @idle bear
it's not shit but it's also not a AAA game
never call your games crud :/
Indies can go to EGS, as there are plenty of good indie games there.
as long as youre adding value to the industry in any way done better or more uniquely than a publisher beforehand
I'm mad curious about this too actually lemme know if you get an answer
youre going gods work
i don't think my game is good enough
some of the best games to ever release used systems learned from other indie developers
dont worry about being the next not cyberpunk
just make something you could play for years over
C++ library would probably be the answer, but I'm using BP's.
So hunting down the best option.
as long as you enjoy your game people will adore it as you are your worst critic and making your game can kill the magic behind it, so if you love it most will be enthralled~
I'm gonna make a story mode
Look into this https://github.com/ufna/VaRest
at first i wanted to make a multiplayer with a bunch of small game modes
but maybe I'll start with single player so i can learn some stuff
Try make a pitch about your game, in very brief sentence
you play with or against your friends online in a bunch of game modes
one game mode was supposed to be a tdm but you lose win points by pushing enemies off the map
etc
So basically party game?
but i don't think I know enough about unreal to do that yet
yeah
i prefer to go single player first so i can be more comfortable with unreal
So having a little trouble with this. Trying to get an accurate travel time to an actor. Right now I am calculating it by taking the distance to target actor dividing it by the character movement max speed, but because I am not taking into account the acceleration the ai actor is arriving just a few beats too late. My timing window on this is pretty precise so any better solution would be appreciated.
Thanks!
Is there any reason why this isn't working when I try to attach a particle to a rocket?
What makes your party game going to be fun?
As AI player is concerned, party games typically went with local MP first, then based on the established rules, make AI players out of them
Nevermind I figured it out. Made a really dumb mistake earlier
.
honestly i don't know, that's why I want to focused on making smaller single player games first
then when i feel ready I'll go multiplayer
but now there is another problem
what should I do for the single player
Try joining for some relaxed game jams, or message @buoyant granite for !gameidea
yo Manny gimme ideas
oh messaging him
Manny got some weird ideas
A game where you grow an airship on a farm. The twist: your sidekick is a monster who can't stop eating.
Little issue, i have a cutscene im trying to play once the player hits the collsion, everything works, but the player or screen does not change into the cine camera to show what its playing. though it does start playing and flying through the map as it should but leaves the player idle at the ending
Here's the one that make more sense
I'm thinking of survival top down twin stick shooter in the vein of Smash TV
Discord UI is weird.
it is
is it possible to make static meshes rotate-in-place inside the editor? ie, i'm not moving them, but they slowly rotate. I know they can move when the game is running
Anyone know where I can get car file that can be used in unreal engine 4 ???
is there a way to screencapture just the little preview window in the material blueprint?
I am new to unreal engine
free car?
Yea
sketchfab
be sure to give credit
If you want a drivable one, Unreal Marketplace has this pack: https://www.unrealengine.com/marketplace/en-US/product/bbcb90a03f844edbb20c8b89ee16ea32
Also CGTrader might have some good free ones
well in that case, all the markeplaces have a free section
hell i get stuff off Russian sites LOL
For all those people who find it more convenient to bother you with their question rather than to Google it for themselves.
yes artstation has free stuff
i'm the king of free
what the
you scoff at my freedom?
freeness
freeism
"3d mesh skyline r32"
K
HELP when i try to load up this pack, all i see are the street lamps, signs, and flags, no buildings https://www.unrealengine.com/en-US/blog/free-downtown-west-environment-collection-now-available
no trees, no streets, etc
in their example map
I mean
any ideas how I would fix it?
@bright sigil @drowsy snow @obsidian nimbus senpais, help?
Which one I pick
always obj or fbx
Ok thanks you
why am i answering questions? i'm a noob?
What I do now
I have no clue what I am doing
K
you are ruining my reputation for being a noob
Sorry
We're ALL noobs here.
Is there a way to mute level audio within a sequencer? or in level bp
is anyone able to help me. I am using sphere colliders with collision presets set to Overlap All and not simulating physics to pickup objects in vr. I used to be able to see them in the world when unticking hidden in world but since attaching them to an object that simulates physics to use physics constraints on hands they have vanished. They still act like they are in the proper location (minus a few quirks) but they have just disappeared. Any Ideas?
when trying to open project i keep getting
error compiling project engine modules out of date
using a source build of 4.27
ive rebuilt the engine 3 times (it builds it but there are a few errors)
doesnt open my project
Is there a way to: car drives in dirt / mud ... gradually gets dirty... to full on dirty?
anyone use GitKraken pro?
What
you prob have to extract it into the unreal engine plugin directory
It tell me this
this looks like a group for memes
yeah you're suppose to extract it into the plugin directory
nices
depends on what engine you have downloaded
idk, i never used any custom plugins tbh
I thought it was going to be a community to talk about UE but I can make friends here (?
4.27.2
What I do now
I know nothing
wrong directory
What
there's literally a youtube... wait, i told you to find it on youtube
what are you doing steve?
just read that
steve you don't just go downloading strange plugins off the internet
yeah listen to Nyx
he/she/it/attack helicopter is give you wise advice
I crashed my computer again
Steve you need to run an antivirus scan, stat
Steve is my generic name for anyone i don't know. Shaniqua is for my gossiping girls. pronouns are at least 5 so i cover most people. FUN FACT: steve is the person Jack septiceye called the guy in that video game, even made a song about him.
Ok
The awesome people at Schmoyoho made a song based around me and it's AMAZING!! Check it out and give them some love
Schmoyoho Channel āŗ https://www.youtube.com/user/schmoyoho
Get the song on iTunes āŗ https://itunes.apple.com/us/album/all-way-i-believe-in-steve/id1136849139?ls=1&app=itunes
āŗTwitter : https://twitter.com/jacksepticeye
āŗInstagram:...
Steve
that's actually really funny, props bro
when i duplicate an asset (animation sequence), changes to the duplicate are applied to the original as well. how do i make it a serparate copy of the original asset?
hi
just wanna ask something
can i learn to use unreal engine w/o any programming background?
u have any tips about ue4?
i got tired of gaming all the time and im still new to this
skl
Understand that there is a lot of problem solving
If you like intricate puzzles and math then you just need to dive in and when you get stuck start looking up what you think will help you get further
Watching some getting started vids will also help make the UI less confusing
This channel is dedicated to exploring Unreal Engine 4 and the Blueprint programming language that it uses. You can think of it as a companion to the API documentation as I try to cover the how and why for what things are used for when using the Blueprint system.
The master project for these tutorials can be found at https://github.com/MWadste...
thanks
I have some particle systems that have a really short Max Desired Draw Distance and also a very short LOD 1 distance that has an LOD that spawns 0 particles and I'm still seeing a decent cost in Particle Compute Time when I profile for them. Does anyone know why that would be?
i.e. it has this cost somehow even though it's spawning 0 particles
Anyone know why that might be?
throwing my hat in ring... it still has to pool those resources though no? Or am i misunderstanding - even though its in game but not spawning it's still hitting performance?
It's a pretty high cost for not spawning any particles tho
i dont profile much honestly... i take your word on that, im just guess though
Hey guys! Wondering if someone might have a quick answer for me on something. I'm brand new to Unreal so I'm unsure if it's an obvious solution or not.
I'm trying to make a tree where the leaves do not cast shadows on themselves. The only way I've found to make this happen is by disabling cast shadows, but I still need it to cast shadows on everything else. Is there a better way than duplicating the leaves and having one hidden that casts shadows on other things, and one visible that doesn't cast shadows?
Couple of images to help show what I mean. Top is the effect I want, but bottom is what it looks like if I want it to cast shadows on other objects.
Soooo question... I'm wanting to understand how I can implement the ASD or ASDR concept from Steve Swinks 'Game Feel' book - explained briefly here: https://www.youtube.com/watch?v=EDElfx2qo_M&list=PL1rTcQ7xdL1m017DYpy1x54D0fdlu0IVR&t=391s
but when I search for things like 'unreal engine ASDR' only the metasound stuff comes up and nothing about how to do this with montages or inputs in ue4/5 -- is there another term to describe this in ue? -- I'm very new to all this
Game Feel is that elusive property Game designers use to juice their games. In this video, I get into the art and science of game feel, and how Video games have evolved over time in using mechanics, pacing, systems and effects to craft a sense of visceral engagement.
Support the channel on Patreon
https://www.patreon.com/gameoveranalyser
Sourc...
Yeah! You can see I've got the shading working correctly after using that middle option, but it didn't seem to stop the leaf cards projecting shadows onto themselves. Is modifying the normals supposed to fix that too? The vertex normal direction in Unreal seems to line up as expected so that should rule out an export issue. I'm stumped š¤
so wait, you did modify normals already?
Yessir.
ah then i misunderstood
I appreciate the response nonetheless! šš¼
unpopular opinion:
epic game launcher is quite intrusive, The ads don't go away until you click the tiny close box on them and the launcher starts every time you launch a engine or project
There is an undocumented way to disable launcher autorun, at least in the engine source code.
The game crashes out of unreal , what should I do?
everytime?
Hello guys Can someone help me with Fluid Naigara or Material please?
no he does it sometimes and sometimes no not always in the same place
anyone know how to fix it?
From Postprocess
or Render settings -> Disable Auto Exposure if its automatically changes
Iām using the auto game exposure now and when I set the time to night, the terrain is still bright af
š
I did use post process volume
use one then xD
So I tried to adjust the exposure compensation
But itās either too bright at night or too dark at day time
Is there a way to increase fps in editor play
I'm getting about 5 fps I'm editor and about 100fps in the same scene in packaged game š«
It looks like this in night time
I wanna be able to test it I don't need 100 fps just not 5
Did you change the skylight when you changed the sky
And directional light
Itās normal if I turn off the game settings exposure but once I click play, the whole scene will just bright up
The background image has little effect on the actual lights in your scene
U mean the sky sphere?
Yes
It doesnāt change anything even if I turn off the sky sphere
Also in post process did you set a min and max brightness?
I tried
Yes I did
I just want it to be dark at night and bright at day.
Honestly I'd consider removing all lights and setting them up again if that's not too much of a hassle maybe you changed a weird setting
Its what I did when I had a similar problem
š
You followed the unreal documentation?
What documentation?
On post processes and lights
I didnāt read all the documentations
Well read up on all the things you are using and maybe there's a basic setting you didn't set up right
Lights are easy to screw up in my experience
Also it looks like maybe you have multiple sky lights?
And they're hidden in the word outlinet
I only have one
But not hidden in vane
which is the best way to export to unreal from substance painter? there is two packages, the unreal packed and ue4 packed sss, so idk which one to chose, or if there is any other better way to do this
Game
Hmmm yeah then I don't know man
Or multiple directional lights
Otherwise read documentation and try again
Cycle of gamedev
Ok fine
Thx anyway
It has something to do with the sky light I guess
I tried to turn off the sky light, the scene is no longer bright at night time
But the shadow becomes unrealistic.
Nope, itās probably the volumetric cloudš
unreal online learning about lighting well help you š
Guys how to debug ram usage in unreal engine.My game is taking 500 ram as per above picture
Hey guys anyone wanna help working on game in paper?
#instructions for posting on #volunteer-projects
Nah not worth posting there
Have been using precomputed lighting now for a couple years but there is still one thing that confuses me about the Skylight.
Whay after a light bake does the Skylight appearance change when you switch from Stationary to Movable?
Hey all. Sorry Iām going to info dump as Iām very new to unreal and game design. Literally started a week ago.
Iām wanting to make an alchemy type game - think in terms of cooking simulator style mechanics. Being able to freely rotate bottles of liquid and have them pour into other containers.
Issue is Iām currently stuck finding the best, low performance cost way of doing this.
I have assets which have a fillable material with a 0-1 range that move with gravity. Thereās tonnes on the store front.
I am imaging making a BP where if the angle in the vertical surpasses say X degrees then the volume in the top container, liquid A, depreciates at Y rate.
This then activates some emitter, particle effect, masked bone etc that has a pouring effect directly down.
If above another container then the other container increases itās volume by Y rate. If itās not above a container then it paints a texture on the ground etc.
Also potential to get the colour of liquid A and if interacting with a container containing another liquid B, then you could change liquid B into liquid AB by mixing the colours - though this is a ways off.
Essentially Iām uncertain what terms or methods are best for the pouring animation and how to tell if itās above another prop or not. Any suggestions?
@full cargo hello
Anyone here have experience setting up Git LFS?
Tried there already, twice in the last week or so with no luck
If the question is "anyone here have experience...", well, you're not going to get answer.
I'm looking for someone who knows what they're doing that may be able to walk me through it. Seems like a pretty apt inquiry.
What window specifically do I need to be running that command from? After installing LFS it only brings up a window that says it's a CMD tool and must be run through cmd, but running it through cmd does nothing.
is there a way to make a component ignore the collisions of a specific component / actor or do i have to get creating on how I setup collision channels?
ŠŠ¾Ńле Š¾Š±Š½Š¾Š²Š»ŠµŠ½ŠøŃ Š»Š°ŃŠ½ŃŠµŃŠ° не Š¼Š¾Š³Ń ŃŠ¾Š·Š“аваŃŃ Š½Š¾Š²ŃŠ¹ ŠæŃŠ¾ŠµŠŗŃ. Š”ŃŠ°Š·Ń загŃŃŠ¶Š°ŠµŃŃŃ ŠæŃŠ¾ŠµŠŗŃ ŠŗŠ¾ŃŠ¾ŃŃŠ¹ Š±ŃŠ» Š¾ŃŠŗŃŃŃ Š“Š¾ ŃŃŠ¾Š³Š¾
After updating the launcher, I can not create a new project. Immediately loaded the project which was opened before
If you opened an existing project
where can i post a question about a problem i have with cesium?
I've run into some game math that goes beyond my thinking skills lol.
I want to translate a components X axis rotation (0 - 360) to a float 0.0 - 1.0.
Problem is the rotation goes up too 180 then reverses in minus digits back to 0.
Any ideas? Sorry if I didn't explain it very clearly āŗļø
If the problem is specific to Cesium, then not in here.
Hello everyone, not sure where I should post this but: I have an issue with big NavMesh, it takes a long time to start playing in the editor (>30sec) and it does not happen in then packaged game. Any ideas why this is happening?
and where then?
When you converting the percentage float to rotation axis, subtract the result with 180.
This is the problem with Rotation struct, as to not keep the floating point number to go high, and then losing precision.
thanks, I'll give it a go
Or rather map the value from 0.0 to 0.5, to 0 to 180, and 0.5 to 1.0, to -180 to 0
in which channel can i post my question?
yeah i just need cesium to use the cities as a design for my game
yo what does DCC stand for? it refers to programs like 3ds max, maya etc
Digital Content Creation
the only problem i have is that the imported osm buildings don't have textures
so, can you help me?
In short, no.
Well, not everyone use Cesium, so who knows if there's Cesium specific issues.
i have absolutely no idea how these buildings were made. i've done everything there was in the beginners guide for cesium but no textures sadly
is it normal for my mouse to move randomly during landscaping?
it's as if it "slides off"
it goes all over the place
sort of in a circular motion too
wait, not sort of
it traces a perfect wide-ass circle
is this how it's supposed to work or is it just me
adjust your falloff š
hey guys, I have created a datatabe based on a structure ... how can I reference the table from another data table?
it doesn't give me the option to select rows in Colour S ... and when I type Colour_DT it does not show
Hello guys,I am new to Discord and I have a question,So for one of my personal projectĀ in UE 4.26Ā (a temple interior)Ā IĀ used one skylight and a directional sun light and baked 4096 map to get the bounced lighting (I used highres map as its onlyĀ my personal work) But I was just wondering how does it work for real inside UE engine for an AAA game ,Like how how the areas divided for more than one lightmap, as inĀ a full game can't just have one lightmap of 4kĀ for sure!Ā
Say for example there are 3 temples in the full game. So how do we define 3 temples each one using their own unique lightmaps ?
A - whole game (3 temples) are using one 4k map
B- 3Ā different temples are saved as 3Ā separate levels in the the master project ,and each levelĀ has its own unique lightmap (which is furtheredĀ optimizedĀ my lightmap importance Volume) .In unreal language the gameĀ is having 3 different .umapsĀ inĀ \ABCproject\Content\MapsĀ
C- is there a way to usĀ Lightmap importance Volume to chunk the whole game into 3 different lightmaps?Ā
D- Some other way ?
I'm not understanding the question. Your question is "how the areas divided for more than one lightmap?" right?
yes,you have summarized it š
how do i make mmorpg in unreal. i havnt' started programming yet /s
1st - Get a large team with experience in cpp and unreal.
2nd - Get a loan that would make even Trump cry.
3rd- Spend a lot of time screaming.
is anybody familiar with this? Is it maybe a bug? 
https://cdn.discordapp.com/attachments/847253861403197471/934475462279847996/UE4Editor_LftTcFZOIy.mp4
all i'm doing is running an Animation Montage over my character blueprint
he do a slide
If I had to guess, it seems like the IK is going a lot slower than it reasonably should be
hey me an a friend are trying to use Git to make a game but we try to get each others things and pull them. but some how stuff gets deleted and it sucks. PLEASE HELP
i don't have any IK tho 
any idea why certain models using a texture atlas look perfect after building the lighting. but then when i package the project into a apk and play on quest 2. they are all black?
this is with models set to movable and not static
but when i sheathe it, which is just another montage - it works tho 
they're just copied 
hi guys, idk if it's the right place for my question, but i'm wondering if anyone knows how to make a mesh with emissive material to cast lighting around it?
beacause my emissive material dosen't reflect light on the floor or any other meshes ! ( NB : it's a movable mesh)
and yeah my lighting is fully dynamic
Lmao, Your reaction is epic Joby
is it possible to reference a data table from another data table?
is there any way to reduce loading time on the linux editor?
Anyone know about UE and Quest high frame drops causing tearing. It suddenly appeared about 3 weeks ago and its driving me mad.
patched glibc, look at the pinned posts in #linux
how to make a material not reflect sunlight?
turn off specular
lmfao
where is this option? I can't find it
you asked about turning this off for a material... so it would be in the material
yeah, but I can't find it
are you working with an instance?
uh no, a material
one of the outputs of a material is Specular
Whats the shortcut for showing ai navigation paths again?
navmesh?
Yes
while playing or in editor?
just editor
P
Is there a way to leave a comment or note in a content folder?
Say I wanted a little reminder of which of the doors to use where, and what the inheritance order is
parent class is displayed when you hover over one
it would probably be better to manage use/placement of assets elsewhere than to have notes for each one
reference viewer helps to show you this as well
Hey, I am trying to build rivers in construction script (c++). When I use GetWorld()->SpawnActor(AWaterBodyRiver::StaticClass()... it spawns correct river actor and I can build the river spline, but it has default values - with no river materials etc, so it does not make river. However when I place Water Body River actor in editor, it already have set materials. How? Is there any way how I can make this work from C++? It seems Place Actor does not just create new Actor, but also fill some props from some template.
Does anyone know how I could generate a random int on a material instance? For example I'm trying to create a random flicker for my emission, I've got it to flicker on and off but it's constant, I want it randomised.
pure random can get a bit harsh or flashy, try a timeline to affect the flicker param and just give some up and down points. 3-5 seconds should be plenty.
Hey all, anyone here have experience working with geometry caches in the sequencer? Trying to bring over a clothing sim from Blender for a short film but canāt get it lined up with my skeletal mesh animation.
Hey guys currently having my new pc built with a 3080ti , will I be fine running ue4 and ue5 at high settings or is the 3090 a significant upgrade due to the vram?
#hardware š¤
@bright sigil thanks I'll ask that
Nice a Linux user I haven't tried it yet but if I do I will tell you.
hello guys, does anyone know where to begin with unreal engine and stuff?
i want to create my first game with no knowledge in coding
is there a youtube video for that?
@solar inlet check pinned messages in this channel
Can you pin point the exact pinned message you want me to look at?
I have always wanted to code a game where it is peaceful sound and stuff
How many times should I rewatch the courses?
@plush yewthen after watching these courses then what course should i watch for game developing?
ok sure
btw what courses do you have?
since you said "try mine"
oh wait that was your courses
didnt see that
oh ok
i'll watch the courses
btw what games have you created?
all of them
Could anyone recommend me a forum or discord server for Blender?
Is there a way to setup UE5 in CPP mode without VS2019?
I have VS2022 already and I want to use VSCode anyways
I have vs2022
I have
yup
it's whatever is on the epic games store
I just installed it
ok so what do I do instead then
wdym by vscode will crumble under unreal engine
resharper is paid and so is rider, what's visual assist?
why is rider even in development, isn't it going to be made obsolete by fleet
? jetbrains seem pretty fucking all-in on fleet rn
another VS Code enjoyer I see
dosen't matter Rider isn't going anywhere; most of us don't want a beefed up notepad
I mean I'd use an intellij ide if there wasnt ten billion of them, and vscode has the nicest ui out of any programming toolkit period
hard disagree
what the hell? code UI is nothing but an empty shell compared to vs
B R U H are you trolling
VS > VS Code in every facet
are you?
nahhhhhhhhhhhhhhhhhhh
this is the stupidest take I've seen all day... and you can ask Lorash how this day's been in #cpp
yeah, its nice to have it as text editor on my linux systems, thats about it
well why compare it to an IDE then?
no, one goes about it; the other gets half done and gives up
I think the best UI is Intellij IDEA + Material UI + Gruvbox dark hard
ok Rider exists
yeah ill give rider a download
UI is the least important part of an IDE anyway imo; ascetics are the lowest priority for getting stuff done
I mean I kind of agree, but sometimes in VS I just find my self lost in like 10 trillion different buttons, it's very cluttered. VSCode is much more set and forget, you change something once and then leave it, and there's not a button just sitting there that you dont need anymore.
also I'm fairly sure Fleet is supposed to be able to become a fully functioning IDE? I don't think it fits into the notepad++/vscode "half ide" category.
Correct me if im wrong there.
Fleet is a VSCode competitor
i have a sincere
legitimate question
for many obvious reasons perhaps
i want to have teenager characters and adult characters maybe elderly too
because badass old people in games is cool :3
however using youth morphs damage the animations badly
would it be best to bake the youth morphs into the mesh than just duplicate all of the clothing and such having child versions and adult versions
the first thing our new hire did was fix a bug that's been bugging him forever as a user prior to joining.
he then breathed a sigh of relief and submitted his two weeks' notice. wtf??
5810
37007
@grim ore pls guide me in the right direction ^ if you can D:
sounds like they don't take player concerns into account if somebody was pissed off enough to come do it for them and then leave
less than a year, but yeh old news
@plush yewyo im back
is there a course for a game itself?
I guess I'm worried that after finishing the courses then idk what to do when I make the game that I have always wanted
oh the core program?
oh I thought you were talking about the game engine called Core
yeah
I guess my first game would be like a shooter game
is there an unreal engine course on that?
Yeah i know what you mean
A legend
you're talking about First person Shooter when you create a project
yeah
I wanted to create a game like this
A couple days ago I decided to begin creating my first actual game: a fast paced first person shooter featuring wacky things like wall running and physics based enemies. So naturally, I had to make a devlog.
Play a demo of the game here: https://stevensstuff.itch.io/fps-game-demo-thing
//longer description
So yeah, this is the devlog for the f...
fast paced wallrun and shooting
looks cool
I wish I knew how to create games
been a dream since i was 10
tru
that is until you reach the part with network replication and then go insane
in this tutorial i'm watching, in the material preview, the guy has a light that shines on the example in the preview window. i don't have a light showing. just soft light. i can't see when he has the light shining on the stuff
anyone?
I'm doing something similar
I want to "send data to particular actor reference in world"
if it uses interfaces so be it
Just show me how
I'm begging you
Try using animBP with Copy Pose From Mesh.
wait that'll solve the mesh becoming crunched up due to youth morphs?
my idea as annoying as it is was the above ^ lol
i also heard dual quadtrici skinning is why im here at this point
idek how to properly apply that to my daz meshes x-x
I tried setting it to anything from 0 to 1, but the only thing changing is the āintensityā of the terrain deformation
Unhandled exception: System.ComponentModel.Win32Exception (5): Access is denied. Microsoft.MakeFile.targets(45, 5): [MSB3073] The command ""C:\Program Files\Epic Games\UE_5.0EA\Engine\Build\BatchFiles\Build.bat" FirstGameEditor Win64 Development -Project="C:\GameProjects\FirstGame\FirstGame.uproject" -WaitMutex -FromMsBuild" exited with code 6.
Happened all of a sudden, not a single manually made change
Just Generated and a class derived from AActor
Only in-IDE building... Compiling in UE works without a single problem
Tried deleting Inter/Binaries and then generating
Didn't help
Any possible ideas?
i have an issue where if a actor is found in a spawn collision it won't register the actor as in the collision
Also
In my World Settings>Game settings Iāve set my game mode to third person game, yet when I press play I donāt actually get the 3rd person model with all its related things
The game mode in project settings is set to third person game too
And the pawn class is set correctly
Iām unsure of what to do
If I start a new project with 3rd person template it works
You need to import some of the 3rd person template stuff to get the mesh and animations
And you should either use the 3rd person character that's already made, or you should add that skeletal mesh and second camera to your character
The game mode does not do what you seem to believe it does
Mmh
Alright
I was following a tutorial and the guy just changed the game mode in his game settings and when he pressed play the 3rd person character just spawned
But I see that in the sample project UE provides their game mode is set to none too
So I guess thatās not the way to do it
anyone know how to enable screen sharing in the discord?
Like, how to turn screen share on?
yeah im in VC but i can't screen share
It's a permission that server owners can turn off. Your role might not be allowed to screen share for whatever reason
I know you can't if you havn't been in the server for less than a week but I have been here for while. Should I ask a mod?
If you want, I guess
thanks bro, got it working
Hey this should be a quick fix I imagine. Idk what I did or mistakenly changed, but whenever I launch the engine from the EGS now it automatically opens up to a project. I'd like it to go back to how it was prior where it opened a project selection/creation screen first. Any help??
when I turn around light disappears fades out and in, why it's not constant lightning all the time in the room?
or if I go into lights, they just fade out
using 0,2-0,5 intensity
higher intensity fixes it
how do you turn adaption and exposure off?
thx
How did you guys get your start with UE? Iāve watched this 5 hours tutorial on YouTube but I still feel lostā¦
I think I will read a bit through the blueprint docs tomorrow and then try to start building something
What do you think?
Does anyone know if I need a cable to test my vr game on an oculus quest 2?
Is there a way to test it with airlink or something wireless?
I've got a quick question. I have a platform that I am teleporting to different locations. However the player is getting teleported along with the platform which is not what I want to happen.
is it better to use MACROS or FUNCTIONS ? I forget the differences
macros can contain delays, functions are probably gaurenteed to finish before proceeding and can not use delays. any other differences ?
Hello guys! I am bit struggling for making good looking character skin... I want to make my character look good... Any tips
of all my skills in building an entire VR game by myself. painting the texture is my lowest skill. Id imagine one of those monitors with a pen would make it very easy.
I have already made texture I have character fully textured I just want it to look good when I import it to unreal
what looks bad ? the lighting ? the skin is in the wrong place ? "Make it look good?? " it already looks perfect.
zero details. zero idea.
is it possible to make this automatically dissappear after a short while ? I can fix the error, I dont want to press the GD button each time.
@rancid lynx the skin in lighting looks not so great it looks blant... Lifless plastic...
a select?