#ue4-general

1 messages · Page 1133 of 1

rancid lynx
#

right click, make a new material. ( the green button ) learn about ue4 materials on youtube. its a super powerful tool and fun. if you already know all about roughness, specular, etc etc. then maybe its the lighting in the engine. there could be different reasons.

#

if you press SHIFT + S + the windows key, you can take a tiny picture and share it so we can see what you see

#

else we are just guessing based on your question with nearly no details.

#

other than "it sucks"

warm plume
#

Ty I'll do that in few!! I'll share more details and pic to show u what I mean

plush yew
#

how do you make textures that fit perfectly on selected model and go all over the model like clothes lol? for example laptop texture having detailed real screen on it?

#

these kind of textures

bright sigil
plush yew
fervent stag
#

hello, can someone assist in identifying an issue I'm having? I had a mesh customized and now that its in the project when I try to align it with other roads I'm noticing that the X & Y coordinates shift no matter where I set the pivot point. Is this an issue with the meshes editing? If so, how can it be corrected?

chrome swallow
#

Hello everyone. I hope some one may be of service. I would ask this in the UE4 Answerhub, but they are read only at the moment. Any how, I am trying to build the lighting for my project and keep getting a Lightmass Crashed error all the time and hope someone may help me to understand why and how to solve this. This is the error I keep getting.

pallid talon
#

Question, there used to be a chart when using World Composition to tell you how to spit your images into parts on Unreal's documentation, but I can not find it. Have they removed it??

#

For example, it might say, use 2017x2017 to get 8x8 tiles, etc....

#

For creating landscapes.

dire parcel
#

hello mr @bright sigil

#

update on the fix.

#

basically the youtuber that i followed is the one who messed up in the video, i should have read the comments but i basically had to remove it and me and my friend worked on a better system

split jasper
#

Hey general question to the experienced: If you're opening up Photoshop or whatever to make a UI icon, and you're not quite sure how big you need it to be, what do you set your starting canvas size as?

pallid talon
mortal grotto
#

If i made a virtual gallery from a third person multi player template with selectable characters in UE5, would it be possible to host this online and allow others to connect and hangout?

split jasper
#

My flow is the other way around, first I make the icon, then I kinda mess around with sizing until it looks right

pallid talon
split jasper
pallid talon
#

Right, those settings I just told you will tell you the x and y space you have to work with, then you set that in your photoshop canvas, now you can start making your icons in photoshop and the results will be 1-1 when you bring them into UE.

split jasper
#

Mannn they won't tell me the x and y I have to work with, because I dont know what amount of the screen I'm gonna give to this icon, because I haven't made it yet

pallid talon
split jasper
#

It tells you the screen size lol that's not the size of any icon on it

pallid talon
#

Then you're stuck between a rock and a hard place, if you're not going to drag in an icon to know the size, since you need to start in photoshop first, then you'll never know the size you'll need....

split jasper
#

Like lets say you're designing this image link icon on discord. It would be very difficult to size it BEFORE you knew the icon design. It's far easier to design the icon first, THEN size it appriorately to fit the UI

neon bough
#

just make it any power of 2

split jasper
neon bough
#

32x32, 64x64, 128x128, .... are common icon sizes

neon bough
#

and say goodbye to pixel perfect design with UMG

pallid talon
#

Exactly what Ben said...

split jasper
neon bough
#

vram usage (guess you mean downscale in UE?)

split jasper
#

I suppose I could make it huge in PS, put it into UE and figure out how big it should actually be, and then downscale it in PS and reimport?

#

I'm mostly wondering how other people go about that

neon bough
#

i pick the one where i expect it to look good on 4k, and let unreal handle the scaling

#

guess the vram usage is negligible when not using too many textures

#

and for most icons i use a font anyways, as it scales fine to any resolution

ruby quarry
#

I keep running to an issue that I haven't found a solution for yet. At some point while using Unreal, currently 4.27 but it was happening in 4.26 as well, my menus stop working. When I select one it will flash on screen for a moment and then go away. However, it's not actually gone. Depending on the click, the menu could actually still be there and if I move the mouse pointer into where it should be and click again, whatever option was at that location will be activated. This is obviously a pain in the ass since I can't exactly know which option is where. Additionally, it kind of seems that when this happens, I can no longer properly right click and move around the scene. The right click is much more interested in selecting whatever object is under the mouse pointer when I press it. The only way I can get it to sort of work right is if I'm already moving the mouse when I click it. Does anyone know what I'm talking about and how to fix or prevent it? Thanks.

plush yew
#

Hey guys, I'm still learning networking with Unreal engine, are there any business that I can use hosting servers for? With full control of shutting down/restarting for maintenance if needed? Or does everything have to be self hosted from your local machine?

split jasper
plush yew
#

I did read about aws but don’t know completely if it’ll be suitable enough? Will it?

split jasper
#

AWS has a lot of problems and an absolutely brutal learning curve at times, but like 80% of the internet already runs on it

#

There's probably some game-specific hosting solutions if you just want, like, multiplayer servers, which are going to do a lot of the work for you

#

But if what you want is just a server, or a DB (relational or no-sql), or a DNS endpoint, or a REST API, etc, AWS has got you on those basic building blocks

plush yew
#

Right, thank you so much

split jasper
#

I'm ex-amazon, I used various AWS bullshit for hosting everything for 6 years.

opaque plover
#

I think I found an engine bug in 4.27.2, I'd love if someone could replicate and confirm.

  1. Create a new project which has a SkySphere, like the 3rd person template
  2. Add the very short blueprint below in the level blueprint, and make LightSource movable
  3. Play with two players in Listen As Server mode
    You should see a very different lighting between Client and Server (Server is orange everywhere, see screenshot).
    I also wonder if it happens in UE5.
plush yew
#

Hello guys.A simple level is taking 500 mb on ram.Tell me how can I debug it like which asset is taking more memory.Here are some of my stats.Plz help me guys

#

The last image is of simple level.

mild phoenix
#

How much ram its taking in mobile

plush yew
#

You can see it on the last image on right side.It is taking 500 mb

plush yew
mild phoenix
#

Using unreal landscape?

plush yew
#

Yes for main level

mild phoenix
#

What ram is for other levels?

plush yew
#

I have two levels

One is with simple menu to join an ip which takes 500 mb

Main desert level takes 1.3gb

mild phoenix
#

I will check it

#

But my level with landscape

#

And big ue water system

#

With large ocean

#

takes 130mb

#

Check your assets

#

On level

#

And some project settings

plush yew
hearty tinsel
#

Question:

is there a cheap method of fading the edges of a material? Ive imported this game asset whose texture UV pans on the Z axis however as you can see it abruptly ends which makes it look ugly. In the game (World of warcraft), this mesh/texture fades out towards the top. I wanted to replicate this effect in Unreal.

Any advice?

plush yew
#

Reference viewer and size map for my simple level

#

Is there any way to know which assets take which memory @mild phoenix

sick patio
#

um, I'm following this 50 part tutorial on materials. right about now, I have a function, in a function,in a function,in a function in a function, in a function,in a function is my computer gonna be ok? and how is this gonna play? I have rain drops, puddles, ripples, water droplets, water rivulets, pooling water, wind blowing over the top of water, in a water bucket. When I put this on top of a mesh, is it going to explode?

mild phoenix
#

But you can follow this step maybe it will help

#

Its for size but maybe there is something that will help

plush yew
#

Packaging size is fine but the ram consumption is too much.

#

Thanks for helping.Let me know if you find any tools to debug memory

low geyser
pastel laurel
# hearty tinsel Question: is there a cheap method of fading the edges of a material? Ive import...
#

Multiply your opacity by that

#

Also make sure you set it up to dither for performance

#

in fact

#

Just watch that, he has a full tutorial on how to do it

#

He also covers vertex snapping, which it looks like blizzard did to the cliff wall, also

#

Is there an actual room here for shaders?

whole hazel
#

is there a possibility to set a Niagara asset on loop?

#

currently it only plays once and I couldn't find an option to make it "loop" so it plays all the time

pastel laurel
#

There is an option under the emitter state called loop behavior, you can set it to infinite, loop or once.

#

@whole hazel

whole hazel
whole hazel
#

nvm

#

I found it

#

yeah on the right side, thanks

pastel laurel
#

haha all good

whole hazel
#

I'm still blind because I'm new to UE5

#

thank you, mate ❤️

pastel laurel
#

Happy I can help, my man

#

Okay Yall, I got one

#

Trying to make a GPU shader recreation of conways game of life

#

No idea what the approach would be to look at a pixel, and then change the state of the pixels around it based on its surrounding

#

anyone point me to an approach or something, please? pretty please?

dire parcel
#

anyone uses unreal and github?

#

trying to restore a stash and its giving me a error

dire parcel
#

thank you!

plush yew
#

Also when I am decreasing my texture size it is not getting reflected in ram consumed.Does anyone know why it happens.

Max texture size 256 -> ram 680MB

Max texture size 1 -> ram 680MB

thorny drift
#

anyone familiar with using physics constraint for spring simulations?

normal cradle
#

Any ideas why my Water Body Ocean behaves like this?

#

Edit Layers are enabled

pastel laurel
pastel laurel
normal cradle
#

Maybe i understand it wrong. but when watching the feature highlight video dragging in an water body ocean, made everything water except whats in the spline, and also added a curve to make the spline a bit elevated

#

But here i just have a giant square

plush yew
#

@pastel laurel but in my level sizemap textures are taking so much space??

normal cradle
#

https://youtu.be/d5Ft7UaYayM?t=221 Talking about that section of the video

Exploring the amazing new water capabilities introduced in Unreal Engine 4.26, Epic Games’ Sjoerd de Jong talks you through the basics of setting up an ocean, a lake, and a river. Then, he dives into more advanced features and possibilities that showcase how you can tap into the water rendering through other parts of the engine by making objects...

▶ Play video
pastel laurel
#

use a large sphere and see if theres a difference

oblique whale
#

Any good way to reduce packaging size? mine usually takes like 30 min lmao idk why

normal cradle
#

🙀 Desperation leads to success i guess, insteadof moving my landscape to 0,0,0 i created a new one at 0,0,0 and that suddenly made the difference, i cant quite see why but honestly up to this point i don't even care anymore xD

#

@pastel laurel i had a mountain before and it didnt clip around it, it still was that weird rectangle

normal cradle
#

appaernlty i had z-axis problems

pastel laurel
#

Oh you mean the performance profiling tool?

plush yew
#

Yes.Here is my size map for the level

pastel laurel
#

? Haha are you posting something?

plush yew
#

No image compression in discord 😉😉

pastel laurel
#

You couldnt printscreen that?

#

haha okay let me look

plush yew
#

A texture is on average 9mb

pastel laurel
#

How big are they?

#

Whats their resolution?

plush yew
#

@pastel laurel here is my sizemap and one texture details.These are from my computer screenshot.

plush yew
#

Is it first time??

oblique whale
#

nope

plush yew
#

Go to packaging section and turn on compressed cooked packages.Go to maps selection and add maps only you need.Also try to disable unnecessary plugins

oblique whale
#

okay ill try that

#

thanks

pastel laurel
#

Okay, my guy

#

You have dropped the resources to 11kb of ram use

#

but the disk size is still gonna be that big for a 2k image

#

like, you're still storing a 2k file on disk here

plush yew
#

So in my ram am i storing 11kb or 2k size??

pastel laurel
#

11kb

#

Well that might not be true actually

plush yew
#

Then my ram consumption is matching to sizemap of my level .DO you know why??

pastel laurel
#

in your GPU you are only using 11kb

#

Yeah, you still have to load the whole image in ram I think

plush yew
#

Then what is the point of max texture size??.I dont get it.Thanks for helping bro.

#

I think i need to reduce them somehow

pastel laurel
#

For GPU memory

#

So you have the images stored on disk, which is super slow to access

#

but permanent, for when you turn your computer off

#

When you load the game, you transfer that to RAM, which is must faster, and can be written and loaded from without being permanant

#

and then the GPU, which draws the graphics, gets sent textures from RAM which is very slow compared to the speed of a GPU, so it stores those textures in its local memory to be used and drawn

#

GPU memory is historically very small compared to ram, which is very small compared to HDD space

#

So apparently you want to look into using lodbias

tawdry zealot
#

Hello

#

I have a 30 sec gameplay video and i wanna know what CVars can cause such a texture disturbance, can someone help me?

pastel laurel
#

otherwise you just need to re-import them smaller

plush yew
#

I tried package it into my mobile.it is taking 1.2 gigs.

#

I will look into lodbias.

pastel laurel
#

Yeah thats the answer

plush yew
#

@pastel laurel okay then I will package I will let you know.Without los bias there is no change in packed game.Now I applied lod bias.I will let you know if there is any change.By the way on standalone there is no change even after applying lod bias

tawdry zealot
#

Its induced by a player but i dont know how

#

Textures come back to normal when the character approach them

#

So this can be done with r.MipMapLODBias? I wanna reproduce this corruption (is not my gameplay)

#

Here is a better look, i wanna achieve this for myself and i think is induced via UserCustom.ini

pastel laurel
#

Is there a way to make a material take its output as input?

#

other than reallllyyyy slow render targets?

#

I just want the output of what it does to be the input of what it should now do

#

Im running conways game of life on GPU

#

so each cell is calculated, and then the next frame needs to be calculated based on those results

digital anchor
#

just use a render target, theres nothing slow about them

pastel laurel
#

Yeah thats what I wanna do, but render targets are like 40ms

tawdry zealot
#

The video is not a complaint, that is a "feature" to reduce lag and the "maker" doesn't wanna realease that thing which corrupts the textures like that, so, i want to corrupt the textures, but i dont know how

pastel laurel
#

I dont understand how pumping a texture from GPU memory to ram and back again isnt slow

digital anchor
#

well, why are you doing this

pastel laurel
#

My understanding is that you need to take a dynamic material instance, reference it in blueprint, have blueprint draw the render target, and then send that render target back into the material as a texture parameter

#

is that not the case?

digital anchor
#

exactly but none of this involves cpu

#

the 'sending the render target as parameter' is just setting a texture reference, theres no sending data involved

pastel laurel
#

hmm okay that might work then

#

thanks for that insight

#

big if true haha

plush yew
#

@pastel laurel lod bias is not decreasing size of ram consumption.

pastel laurel
#

Also, is the material locked to frame rate? Can I do this as fast as the GPU can go? How do I force it to run again between draw calls?

tiny zodiac
#

My game is flickering and slow in certain part. It seems the problem is HairGuideInterpolation. I tried disabling it to verify if this was the problem, and it fixed it but it also made my characters balled :(. What should i do to fix the problem and still keep the hair of my characters?

digital anchor
#

you can run multiple passes in a single frame, but of course you wont see it happening, the visuals will be locked to framerate

pastel laurel
#

its fine if I dont see it, its calculating the simulation, i can watch it at desktop framerate, no problems

digital anchor
#

you can call draw to RT multiple times, if your material is properly referencing the RT it should work like youre stepping the simulation

#

fluid ninja live does a lot of rendering in a single frame

#

really fast too

pastel laurel
#

Another regret I never grabbed that

#

they use RT for that?

digital anchor
#

yep

pastel laurel
#

okay okay

#

im sold

#

Slate does the same job in about 25% of the time on average, theres just no way to read from a slate canvas to a material to my knowledge

#

its fast enough, but its still slow

#

Yeah?

#

and draws them to a canvas

#

in a quater of the time

#

Being able to render something at 60fps does not an efficient process make

plush yew
#

Bro lod bais is not decreasing ram consumption.

pastel laurel
#

You already have the answer my man

#

If ram is your enemy then the filesize has to go

#

i've never had an issue with it and i've never developed for target platforms with less that 16 gigs of ram, so I admit i've never aggressively optimized textures im sorry

#

google is full of people asking how to drop texture memory size tho

oblique whale
#

does anyone know why this happens even tho i have 1000gb of free space?

#

its when i package my game

pastel laurel
#

Also I didnt say it, thanks for the help guys

whole hazel
#

is there a BP class that allows you to stop all sources of background audio or sound effects?

#

I want to add that as I have a bg music on my project and upon death, I want a BP that would stop all sources of audio playing

pastel laurel
#

You didnt post anything

oblique whale
#

oh

#

wait

#

ooPs

#

when i package my game

#

i have 1tb of free space

whole hazel
#

I guess I need to make a variable that's linked to the background music first then make an array with all audio sources, connect it to the main BP and use bp class "Stop"

#

would that do the trick?

pastel laurel
#

But, you can make a sound emitter blueprint yourself that has a speaker, and a mute blueprint interface

plush yew
#

Not a problem.Thanks for help bengaman

pastel laurel
#

just do a get all bp of class 'speakerbp' and shoot a mute event at it

oblique whale
pastel laurel
#

Are you on windows? Does ue4 have permission to write to that drive?

#

Do to that drive, right click and go new->text document. Are you prompted for admin?

tawdry zealot
#

If ini files are disabled is there a way the player can modify them

#

?

plush yew
#

i cant work because of a 7.5 mb update that just wont update.

pastel laurel
#

Alright yall im going to bed

#

Best of luck, hope whatever youre all doing goes really well

jovial perch
#

it just crashes

modest dirge
#

Whats the best chat for noobs to ask for help?

ruby quarry
# modest dirge Whats the best chat for noobs to ask for help?

Completely depends on the question. There are channels for specific topics so try your best to put your question in the right place. If you ask in the wrong channel, someone will let you know and unfortunately it may not always feel like a friendly reminder. Do you have a current issue?

modest dirge
# ruby quarry Completely depends on the question. There are channels for specific topics so tr...

Okay thanks! Yeah I'm trying to texture a cave model I've created in Adobe Medium VR and imported into Unreal Engine. I think the UV is too messy and when I build the lighting I get black patches everywhere. I want to tile and rock texture on the object but based on all the videos I've been looking at my fear is that the Adobe Medium Mesh is too dirty and incomprehensible to texture and build light on. The textures are all stretched in random places when I tile on the cave walls

fallen escarp
#

Hi can i have some help with something

#

I was wondering if anyone would know how to fix something I’ve been having trouble with

chrome swallow
#

Where may I post a question in reference to light building in ue4 and not listed in the #more-resources?

fallen escarp
#

Ive downloaded a game called “the unreal cube” and it wont open on my computer. When i click on it the screen goes black but the game menu doesn’t appear? Does anyone know how to get the game to load as it keeps not responding???

#

The game is made in unreal engine

ruby quarry
ruby quarry
fallen escarp
#

Can anyone help with my problem

modest dirge
ruby quarry
ruby quarry
fallen escarp
#

I’ve tried: restarting the computer, uninstalling antivirus, reinstalling the game,

#

Ive tried a lot of things

fallen escarp
#

I might film a video and show you the issue

#

Gamejolt

#

Ill show you the issue

chrome swallow
#

Have you tryed to redownloading the game to see if it may been a bad download? Has happened to me a few times

fallen escarp
#

As you can see the game is open but it isn’t responding as shown in the task manger, its not as bad download as the game used to work fine but recently it hasn’t been responding

thick herald
#

Not really something this server can help with

fallen escarp
#

The game was made in unreal engine.

thick herald
#

This server is for people making games

fallen escarp
#

Like the issue is UE4 isn’t opening

chrome swallow
#

You can try asking the designer of the game for assistance

fallen escarp
#

I have an he said that its a problem on my end

chrome swallow
#

I have a lighting issue and can not ask in the Epic AnswerHub since it is temp down and read only.

thick herald
chrome swallow
#

great thanks

ruby quarry
#

I just downloaded it and tried it out and it sort of works fine for me. I got hung up on some polys almost instantly so it's not really ready for playing. It's a 3 year old super early alpha version so I'd just accept that it's got issues and find something else. There could be a pile of things on your system causing it to not load. Your graphics card might not be new enough, or is too new. Who knows...

fallen escarp
ruby quarry
fallen escarp
#

.,..

#

I meant this game

#

@ruby quarry

ruby quarry
# fallen escarp <@185056271689318401>

Not sure why it didn't show up in a search for me, but I downloaded it and tried it out and it worked fine for me. Only other thing I can suggest is to go through your system and apply any updates to everything, especially your video card drivers. Other than that, I've got nothing.

fallen escarp
#

yeah ive updated everything

tired verge
#

first image is my texture, but in the material editor it's much brighter than the original image? ive tried the sRGB setting but no luck

oblique whale
#

does anyone know why my packagin failes and says "not enough disk space available"? even tho i have 1000gb of free space lol?

jovial osprey
oblique whale
jovial osprey
#

sorry?

oblique whale
#

wdym = what do you mean

jovial osprey
#

case maybe UE stores temp files there, depens on where is UE and your project and where your Windows 10 libraries are set up

oblique whale
#

i have 30gigs free on the first one, second one i have 600gb and third one 1000gb

#

where are my temp files located

#

maybe i could delete them

jovial osprey
#

How big is your content folder ?

#

I'd advise to keep at least 3 times a much free space on every drive you've got as the content folder size

visual oasis
#

I'm sort of new to C++ and Unreal Engine, I was wondering If I should start with UE4 or UE5 because most courses are in UE4 and I don't know if the stuff they teach on their will also be on UE5.

drowsy snow
visual oasis
#

ok

humble wagon
#

Hello ,I am new to this group .I am from film background mostly ,but I have made many scenes in Unreal Engine.My question is how is GI faked in Games? If its static I assume the skylightis baked in lightmaps ,but isnt it very expensive to do so ?

pearl sentinel
#

Hey Folks, UE 4.26 crashes after I close the project with this message, can anyobne decipher it?
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION 0x000000000000000a

D3D12Core
dxgi
dxgi
dxgi
dxgi
dxgi
dxgi
dxgi
dxgi
dxgi
D3D12Core
D3D12
D3D12Core
UE4Editor_D3D12RHI!FD3D12Resource::~FD3D12Resource() [D:\Build++UE4\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12Resources.cpp:286]
UE4Editor_D3D12RHI!FD3D12Resource::`scalar deleting destructor'()
UE4Editor_D3D12RHI!FD3D12DeferredDeletionQueue::ReleaseResources() [D:\Build++UE4\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12Resources.cpp:125]
UE4Editor_D3D12RHI!FD3D12Adapter::Cleanup() [D:\Build++UE4\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12Adapter.cpp:914]
UE4Editor_D3D12RHI!FD3D12DynamicRHI::Shutdown() [D:\Build++UE4\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12RHI.cpp:243]
UE4Editor_RHI!RHIExit() [D:\Build++UE4\Sync\Engine\Source\Runtime\RHI\Private\DynamicRHI.cpp:322]
UE4Editor!FEngineLoop::Exit() [D:\Build++UE4\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:4221]
UE4Editor!GuardedMain() [D:\Build++UE4\Sync\Engine\Source\Runtime\Launch\Private\Launch.cpp:182]
UE4Editor!GuardedMainWrapper() [D:\Build++UE4\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:137]
UE4Editor!WinMain() [D:\Build++UE4\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:268]
UE4Editor!__scrt_common_main_seh() [d:\agent_work\5\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll

whole hazel
#

hello, I was working on a UE5 project for days now and upon trying to open it right now, I received the following message which is pretttttty weird...

#

can someone explain what's going on?

#

that is pretty strange, I've never gotten that message

#

moreover why open a copy when the whole project is made on UE5 and I try to open it on the same version of UE

#

would make sense if I launched UE4 and I tried to open the project

unborn stone
#

Hello is there a way to add my c++ scripts to my blueprinted game project?

unborn stone
#

alright thanks, but earlier i did this and got an error for missing files or summet let me chack what the error is

#

nevermind i think it works now

faint delta
#

hey all, having a weird issue where I cannot assign a property an asset that I created using the Python Editor API. I'm generating PaperFlipbooks from a bunch of .png files from Blender. Creating Sprites from PNGs, then Flipbooks from Sprites is no issue: the flipbooks appear as they should, both in File Explorer and Unreal. However, when I go into my NPC blueprint, and try to assign him one of these flipbooks, I get a weird warning: LogUObjectGlobals: Warning: LoadPackage can't find package /Game/Sprites/BaseMale/Idle/ and it does not select the generated flipbook asset.

Now, if I create a new flipbook from the NPC blueprint, and even put that asset it in that directory that supposedly wont load, it works just fine. Any hints would be greatly appreciated.

blissful trail
#

im trying to do a line trace in multiplayer but it dont work to well

#

basically for some reason it does 2 line traces

fossil nexus
#

Hi. What is a good Character program to make realistic characters for Unreal Engine ?
Daz3D, Character Creator? MakeHuman? So many options 😕, which one is more compatible with UE4?

drowsy snow
#

Also I've seen several people struggle with Daz more

marsh swallow
#

I can no longer see Physics Volume brushes in the editor. what did I accidently do? i was able to see them and i must have pressed something, but i looked and my Show settings for BSP and Phsyics are all checked.

violet goblet
#

in a character blueprint in the viewport can i pause or deactivate the animation?

#

found it

compact holly
#

Can anyone help, I have two clothing items on my character and both are colliding/clipping with each other and also colliding with itself. I have tried setting the Self Collision Radius up and the collision thickness and its not helping anything.

normal forge
#

Hey, is there anyone that know how (if possible) to mod UE4/5 games that don't have mod feature using C++? I mean adding new features/changing them (not cheating) with C++. I know that modding with blueprints is possible, but with C++?

visual oasis
#

why is it not launching

#

what is prerequisites

#

nvm it was loading

drowsy snow
plush yew
#

where can I ask question regarding c++ code

plush yew
#

ty

tame mauve
#

I have a question

#

So I want to create a server client game where users can upload their own addons and I want the content to go to the server and I wanna keep the game running on the server and not have it where the game has to be restarted everytime someone uploads an addon. How would I do this?

#

Feel free to dm me

cerulean geyser
#

how do i run an event from a level blueprint?

#

for example i want to cast from an object or from the persistent level into a sublevel and run one of the events from there

velvet spade
#

trying to follow this tutorial and the mannequin is yellow when i do the first few steps in the video

final rain
#

how do i fix

quiet finch
#

i imported something from blender??

#

this is how it looks in blender

#

what the fuck could have caused this??

#

i reimported and it got worse

#

scratch that everything is fucked

plush yew
#

how would i make interplanetery gravity? for instance, as you get closer to planets that gravity will affect you and you can walk around on that planet. btw planets are to scale

#

or is that just not possible

echo forge
#

@plush yew you'll want to research Conic Sections

#

It's a hard problem (like, extraordinarily hard); conic sections are a heuristic approximation wherein you effectively only simulate the dominant source of gravity

#

There is a total solution for it, but it's extremely processing intensive and relies on some physics that haven't been solved in any form except for iterative approximation, which means it's very slow and computationally intensive.

There's an implementation of it for Kerbal Space Program in this mod: https://forum.kerbalspaceprogram.com/index.php?/topic/162200-wip181-191-1101-1110–2-1122-principia—version-hardy-released-2022-01-02—n-body-and-extended-body-gravitation/

#

TLDR: You may want realistic gravity, but you actually don't want it, due to how much it costs

#

If your solar system is static, you can do a variation where you precompute dominant gravitation sources and apply the two nearest ones, instead of using conic sections to simulate only the nearest... You'll run into time-stability issues, but if you can resolve those (another hard problem), you'll have a near-perfect approximation of gravity at a cheaper price

plush yew
#

interesting, it does sound like a very complicated task that would require a VERY fast computer. but i plan to have multiple full sized planets and interplanetary travel

#

oh and vr

echo forge
#

if you want to do it in VR, you're going to need to run gravitational simulation (and probably even physics in general) outside of the thread and with a lower priority.

#

Some of the computations in the realistic gravity calculation can take hundreds of milliseconds per second

pallid anchor
#

id say just have a basic gravity simulation

echo forge
#

conic sections are cheap, and high-fidelity-enough that you can write KSP atop them

pallid anchor
#

i dont think a VR game could handle all of that

echo forge
#

It could, but you would have to make sacrifices: the game has to run without it, essentially- and then corrections come from the external simulation

calm pollen
#

how could I make an object move upwards infinitely? where I can keep track of/change the speed of it with a variable

winter rain
#

Have you guys had the bug where you try to drag off a node, and the node menu flashes for a second and then disappears? I can fix it by restarting but then it eventually comes back

echo forge
winter rain
#

4.27.2

calm pollen
plush yew
# echo forge Some of the computations in the realistic gravity calculation can take hundreds ...

https://www.youtube.com/watch?v=bcTqFA23P9Y, this is a plugin available on the ue4 store and it appears to be a simplified version of what i am aiming to do. of course i would need to add many more factors into his vr engine but its a good place to start

Free gravity project and plugin! This functionality is missing by default in Unreal Engine 4, because there is only horizontal (z axis) gravity.

If you like this free resource please check our KS campaign: https://www.kickstarter.com/projects/teradgames/astrocolony

Website: http://tefeldev.com/
Article: http://tefeldev.com/directional-gravity/...

▶ Play video
echo forge
pallid anchor
#

anyway, anyone good with photoshop? I need to make a thatch roof for a game asset, went looking around and found a vid from quixels medieval environment series. mine wont be as detailed, of course because it needs to actually run lol. In the video he uses Houdini to re arrange many texture atlases into 3 atlases, even stacking different cards on top of the other. he says its possible in photoshop but idk. You have to deal with multiple images needing to be perfectly aligned, 2 of which have padding so you cant just cut them out lol, I feel like its not possible without Houdini. If it is not or is stupidly complicated I might try to find some other way to go about it but I would really really like to use the megascanned atlas'

echo forge
plush yew
echo forge
#

they're picking the source by which "planet" actor is closest

pallid anchor
#

ill find a way, im in a team of artists atm and maybe they can help me

plush yew
#

that is accurate but it is an interesting consept without a clear place to start

echo forge
echo forge
calm pollen
#

@echo forge adding the velocity sort of works, but how would I keep track of the speed w/ a variable? I'm trying to make it so that the platform will be able to get faster as the player collects items

echo forge
#

it's already a variable- it's just stored in the physics engine

#

Trigger an event when the player collects items, and set the new velocity there

#

if the player is on the platform, things are going to be more complicated- that's a kinematic

calm pollen
#

yeah the player is gonna be on the platform

#

this is a 2d game btw, not sure if that effects anything but really all that is happening is the platform is making the illusion that the player sprite is falling, and by collecting items, the platform speed will be changed higher or lower

echo forge
#

this'll make the platform have infinite momentum, if you set Simulate to false

#

that'll prevent the player's weight or other collisions from affecting the platform, so you can make it move "on rails"

calm pollen
#

ok i just made is "Set Simulate Phsyics on beginplay, but nothing happens during the level

#

how would i make it move? probably a dumb question

echo forge
#

set it to kinematic, disable gravitation on it, and then set its velocity

#

when you need to change its velocity, just change it ^^

#

being kinematic prevents anything else from altering the velocity- it will always stay at exactly the last one you set

calm pollen
#

how exactly would I set it to kinematic lol i thought that was for bones?

#

sorry if these seem obvious

echo forge
#

IK is for bones

#

Kinematics are a subtype of physics- they affect physical objects, but physical interactions cannot affect them.

calm pollen
#

ahh gotcha

#

but how would I make this platform into one of those

echo forge
#

the last link I sent

calm pollen
echo forge
#

That makes it kinematic, yep

calm pollen
#

ohh ok so that makes it now able to react to certain things

#

sorry i thought that was supposed to move it

echo forge
#

no- that makes it unable to react to anything

#

that's the point ^^

calm pollen
#

ok, so now how would I make it move up in the first place though

echo forge
#

Set its velocity

echo forge
calm pollen
#

ok i get it now

#

thanks so much 🙂

#

wait nvm its still not going anywhere @echo forge

echo forge
#

so you:

  • set it to kinematic
  • disabled gravity
  • set its velocity

Right?

calm pollen
#

yes

#

i tried an "AddForce" node too and still nothing idk why

#

@echo forge got it nvm

#

sorry

echo forge
#

For everyone wondering why: Kinematics are immune to force- they need velocity set directly

abstract eagle
#

Does anyone have tips on creating character customization for my project?

leaden hawk
#

Has anyone successfully implemented metahumans with working root fix & working hands fix & useless bones removed?

#

Retargeting is not the issue. I want the extra bones removed

ancient lotus
#

is it possible to change what character movement component a character is using in blueprint? or does the character need to be derived from a c++ class to change it

calm pollen
ancient lotus
unique wraith
#

Is anyone familiar with a persistant "Unreal Engine is exiting due to D3D device being lost." crash and know how to fix it?
I've tried everything online!

scarlet birch
tall sorrel
#

how would I go about making all my materials switch to their respective rain / snow function input when it starts raining or snowing?

#

it seems tedious and very unoptimized to set the lerp value on every single material instance, so surely there is a way to universally lerp I guess you could call it

plush yew
#

And so people can use their own in BP ?

plush yew
plush yew
#

I saw in some videos that you can customize the ue4 editor, but the plugin that does this doesn't work, does anyone know how I can customize my editor in a different way?

echo forge
#

It'd help if you linked which plugin you're describing, Niko, but generally: yes, plugins can customize many aspects of the editor- and you can make your own version of the engine to change it beyond that to a much larger degree

rigid bridge
#

how is the ue4.26/4.27/5 water system. heard its a little lackluster

#

i heard it doesnt work with world comp which is a massive bummer

#

are there any alternative water systems that you can get for free or cheap which have the full feature set and work with worldcomp

olive orchid
#

Question. Kind of basic I feel like I should know.. but.. do assets cost more to the system than a how complex the landscape is?..in other words, if I build a mountain with some megascan images & add collision to make them physical, would it run better than sculpting the mountain with the landscape tool?

rough siren
rigid bridge
rough siren
#

Can anyone clarify if this will cause an array overflow, if i duplicate the Blueprint.

olive orchid
#

Well.. is that assets in general or only the megascan.. I was using that as an example @rigid bridge

#

I don’t claim to know what u know

rigid bridge
#

so mountain general rock or smth that resembles a mountain

#

well point still stands. in most cases scultiping a material instance is less costly than adding assets

olive orchid
#

Ok, thanks.. I’m new to all this just trying to learn as much of “backend” as the actual building.. I appreciate the help

winter wedge
#

hey guys just a very general query

#

is there a way to make sure the armature meshes don't clip to objects

#

in level sequence

#

and do i need some ik or something

#

eg to make sure characters stay on their feets and all

drowsy snow
olive orchid
#

Ok.. I was just talking abt how much it affects the system.. I’ve built things both ways.. just got me thinking abt the least resource intensive way to get it done.. Thanks

dapper oak
#

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?

modest trench
#

it appears to be for kinematic (non physics based) collision only? not sure exactly

#

worth a shot

dapper oak
#

the only one i can find is Ignore Owning Actor which isnt really what i'm looking for. Ill have a look around but thanks anyway

dapper oak
#

huh it wasnt coming up for me

#

even with context off

modest trench
#

kind of a strange name

#

also consider doing it vice-versa (the other way around) just to be sure

#

ack, I misspelled actor

dapper oak
#

ah i found it

#

ill see if i can get it working now

#

thanks!

sinful burrow
#

hi. im converted my blueprint project to c++ and i got this.
ue4.26 source

rich stream
#

Hello. I'm new to this server as well as new to Unreal Engine. I've tried using it in the past but haven't had the storage space until recently. Sorry if this isn't the right chat, but what are some quick beginner tips/general advice for starting out?

pine wedge
#

good morning

strong schooner
shadow violet
#

Why do i have 120 fps while playing in editor and only 60 while playing standalone?

pine wedge
#

@shadow violet VSync enabled?

shadow violet
#

disabled

shadow violet
#

its 500

#

makes full screen -> instantly being clamped to 60

modest trench
#

sure vsync isn't being forced on by nvidia control panel?

pine wedge
#

change your screens hz and see if that affects FPS. if yes it is vsync

red pond
#

guys, is it possible to enable path tracing in game mode (with some command line argument or something)?

shadow violet
#

and card doest cut fps in other games

#

should not stetted

modest trench
#

this sounds stupid but I swear setting T.maxfps to a value lower than 300 helps

#

I'm considering reading the source to figure out why

#

could be a quirk of my own PC for all I know

shadow violet
#

doesnt work 😭

modest trench
#

google says it was an issue in 4.23

shadow violet
#

i use 4.27 source build

summer cobalt
#

Hey everyone !

Are there available ressources on how to check Blockchain data in Unreal Engine through Blueprint ? Accessing things like transactions per second information, number of wallet addresses, etc etc

echo forge
sour trellis
#

Before I deliver a p2p content; how can I add license or create a special license for my customer?

echo forge
#

Licensing content depends on your legal jurisdiction, but generally you can just pick one and roll with it, assuming the content you're delivering is compatible with the licenses it was built upon

https://choosealicense.com/

tropic jasper
#

Heyo everyone, quick question. ive opened a C++ project and i still want to use full BP functionality. it seems i can still do that but wanted to make sure there are no settings im missing (this is a group project and some people use BP's some people use c++)

#

Everyone will be running visual studio, but im no coder so im unsure of what other compliers there is

#

gotcha thank you very much. would that Ini setting be done on my build that published to p4 so upon downloading everyone will have it ready and then we can forget about it

#

is it like this? or do i remove the first line hahha

#

@plush yew

#

oh this project hasnt been committed yet. im currently just setting it up ready for the init commit

#

Just making sure its all working ahha

#

This thing?

gaunt abyss
#

@mild phoenix ☝️

mild phoenix
#

Sorry

gaunt abyss
#

No worries 🙂

tropic jasper
#

thank you @plush yew ❤️

tropic jasper
#

Ah, what's the other approach that allows me to publish it to p4? and collab on the project? (sorry new to source control and c++ :D)

tawdry zealot
#

If ini files are disabled is there any way to edit cvars? (android)

#

How

tropic jasper
#

So using the INI method, i cant use perforce at all or is it certain things i just cant push

#

hahaha gotcha, so the builds thing you said not to push. what exactly are the builds so i dont fuck anything up later down the line

#

oki gotcha

#

As a side question then, when pushing to p4 can i just push everything over and leave out binaries so nothing breaks

#

and just get people to input that line of code

#

into binaries

#

gotcha

#

yeah i thought there were

#

just not found a p4ignore file yet

#

ill have a looksie

#

oh shit my bad i was getting config and bin mixed up

#

yeah getcha

#

its in config already done

#

cool cool

#

need to learn how the p4 ignnoreworks now ahha

#

i mean just the process of where goes ect

#

its the main directory isnt it

#

i am

#

oh okay

#

ill walk the dog and do that

#

haha

#

seems easier

autumn latch
leaden hawk
#

Calc direction differently

#

With different data sources

#

Try not using the Calc Direction node and do the math manual in BP.

#

Or just use the Normalize node lol. But you would get readings of 0-180 on both sides

autumn latch
#

hmm ok i will try to do it manually

leaden hawk
#

Compare actor rotation with look-at rotation

#

Get forward vector of your velocity * 100

#

Get look at rotation from Actor to this ^

#

Might be all u need depending on if you want your data to be World relevant North East etc... or relative to the direction youre looking

analog notch
#

ive been trying to learn ue4 for like 3 weeks now, but ive noticed that its quite hard to find learning resources that aren't ONLY visual scripting, i want to have a balance between the two (cpp and blueprints). what should be my learning source?

leaden hawk
#

Do some BP and then follow a conversion guide

#

During the process of converting you will discover a personal balance between the 2 for your project

shut stump
#

Hello

#

I'm doing a bit of distro hopping in linux and trying things out, I also have UE projects I worked on windows, not serious programming tho, I had the idea to try to play a bit with UE4 Editor on Linux, or building from source code ...

noble barn
#

Hey there! Any of you experienced with the K2Node system? Breaking my head trying to understand how to spawn an intermediate variable in a custom K2Node to return it as an output-pin.

shut stump
#

Then I had the idea to try to create a native linux application using UE, but then I realized I don't really have to build from source on linux, nor run the UE Editor on linux to be able to deploy a project on Linux right?

wheat hare
#

Nah
UE4 is veddy versitile
U can develop on windows and deploy to Linux if u want to

shut stump
#

However, my development of the project to be deployed as native linux app, would need to be developed for linux APIs and ways of doing things, so I think then I would need to be on linux, or to be able to test it out in real time ?

lyric arch
#

yaurait il un plugin de design pour ue 5 ?

drowsy snow
#

It should just works, especially if you're sporting Vulkan, but you're going to have some headache with drivers in Linux.

#

In many cases, Linux gamers opted to use compatibility layers like Wine/Proton or going through KVM as opposed to go with native binary.

#

Often times making native Linux binary from UE is just not worth the hassle.

shut stump
# drowsy snow You can cross compile to Linux binary from Windows.

Right, when I used UE on Win I saw all the Linux stuff, but usually didn't install any of that, so those files are basically the references to linux stuff so I wouldn't need to be on a linux host to be able to access devices by just typing /dev/sda ... well my case is special, I'm trying to interact with the Linux OS and potentially the kernel it self from UE if that's possible at all, if it takes some source code edits I would need to be on a linux host I presume.

drowsy snow
#

And why do you need kernel level access for a game?

shut stump
#

For example, I would need UE4 to be able to access filesystems, disks, removable storage, list files and all of the details that various native linux utilities have at disposal, perhaps I would use them under the hood and feed them to UE, no need to duplicate and program that functionality, but just so UE has as good access as possible in terms of real-time so it's low-latency

drowsy snow
#

The only reasonable reason to get kernel level access is anti-cheat system, but that's about it

shut stump
drowsy snow
#

Unless you want to make Sysadmin game like how someone ported Doom as a Sysadmin tool

shut stump
#

That's interesting, I could say my idea is similar but not quite the same

shut stump
#

I guess I'll just install the linux tools on Windows first, see what possibilities the Blueprints provide

#

I do have to build from source anyway if I would want to develop with C++ on Linux right? Just as VS is needed on MS right?

drowsy snow
#

If what you need to make is a slightly fancy sysadmin tools, using game engine in the mix might not be a good idea.

shut stump
#

The thing is, I don't actually need to be developing on Linux, strictly speaking, the end result, the completed project would need to be yes, but that doesn't help if I can't interface with Linux from other OSes, it doesn't really help if I see the results on Windows giving me results what it looks the windows thinks about itself, filesystems, hardware etc, even tho it's all validated "to work on Linux", not quite sure.

drowsy snow
shut stump
#

So if I go to blueprints and I do for example "Blueprint: Query partition details drive /dev/sda1" or something like that, or "ls /home" ... that's just not work on Windows, unless /dev/sda1 is a multi-platform variable and it would result it "C:" on Windows.

#

But I don't need it to work on Windows, since only intended for Linux. Testing that on Windows would be pointless.

drowsy snow
shut stump
#

Perhaps kernel is not needed for that, don't really know yet.

drowsy snow
#

No kernel level access bullshit required, just this:

#if PLATFORM_LINUX
     // your Linux specific code here
#endif
shut stump
#

I also don't believe such Blueprints to be available out of the box so it's probably going to take a project in C++, but hey forces me to fiddle with building from source, I wanted to learn more linuxy stuff and programming in general for quite some time anyway.

drowsy snow
shut stump
#

Then I noticed officially building from source and developing UE Editor is only set up with Ubuntu, but I had this distro for quite a while so I wanted to use anything other than Ubuntu, so I guess I have more challenges customizing the setup to work with another distro I end up picking first, I already have the first one, however I would like to check ahead how much dependencies UE needs before I attempt, it might be too much effort and take a lot of community work before it's buildable so I'd like to avoid that, and rather pick a different distro.

drowsy snow
shut stump
#

I read some of the docs, but is the list of common lib/package dependencies anywhere? Or you only get prompts once you try to build?

drowsy snow
shut stump
#

Ah okay than that's good to hear, it probably doesn't need that much, as a full game engine they probably make everything they need themselfs.

#

Allright indeed.

frosty dune
#

I am new here new to ur4 too I am crashing in ur4
Plz help

So what actually happens is actually i was making somthimg placing models and other thing and than i am done and clicked on save all and all suddenly stopped i waited for 15 min nothing happen alt+f4 was not working too and than I remove battery and place it and open laptop than the ur4 start crashing I tried today too still not working I am sending photo of the crash

#

I am worried plz help

shut stump
#

Wait so what if I want to just normally install UE on Linux, I can't find the Epic Games Launcher for Linux which is needed to open "Get UE" links on websites apparently, I'm on OpenSUSE here and the download gives me a .MSI setup file

drowsy snow
#

Ouch, the photo makes me dizzy ngl

drowsy snow
#

Linux dwellers have to build UE from source code.

shut stump
#

Ah right, so no way around that ...

drowsy snow
shut stump
#

Is there plans that there will be, I mean, just takes UE installer no need to have EGL, they may have other reasons I guess or it's hard to provide updated binaries each day.

drowsy snow
#

FWIW, one can just use Windows for doing development, and use cross compiler toolchain.

frosty dune
drowsy snow
shut stump
drowsy snow
#

And EGL was very different back then

frosty dune
drowsy snow
frosty dune
#

But ur4 runs smoothly before that happend

#

I think the problem start when I suddenly off the laptop by removing battery

shut stump
frosty dune
#

Cuz thats the only option remained

drowsy snow
shut stump
#

I never had any trouble running UE4Editor without EGL

drowsy snow
shut stump
#

So now, did they make it a requirement?

#

Oh, nevermind lol, I was just about to log into my Windows on a different machine and update it there, I had not ran it in more than a year on that machine, and iwll see in a bit.

gilded lichen
#

Hello, I'm getting my menus dissappearing. Is this statement that I'm replying to still valid?

spare kernel
#

there was a patch released somewhere

gilded lichen
#

oh

spare kernel
#

like a registry file one

gilded lichen
#

ok, I'll have a look for it

spare kernel
#

i applied that, restarted pc, no issues on latest drivers

#

let me see if i can find it

gilded lichen
#

oh, thank you

frosty dune
gilded lichen
hot sigil
#

is it possible to create clothing items/ weapons in unreal engine 5 or do u gotta use 4?

frosty dune
#

Any tips

thick herald
#

Don't eat yellow snow.

neat geyser
#

4 years into using UE4, and I finally have the confidence to ask. How do I save all project changes without exiting the engine?

#

Well, Thank you!

thick herald
#

There is always this cleverly hidden option.. 😄

plush yew
#

guys i get small stripes all over my scene over everything, models, landscape etc. and problem is local since same project works fine on other machines. i tried other projects and they open fine, so my gpu isn't dying, i know that for sure, any ideas?!

vast sable
#

Are shaders compiling well?

#

No errors and such

sand plinth
#

how to make a character overlap other characters?

sand plinth
grim ore
#

@frosty dunetry a new project and see if the error still happens

winter rain
#

Is it possible to have a text array with variables within it? Like if I have one element say "Walk [feet] feet" and then somehow output that text with [feet] being filled in with whatever value the variable 'feet' is?

drowsy snow
narrow igloo
narrow igloo
#

Append also works if you are using strings. But if you want to have localizible text you need to use format

frosty dune
frosty dune
sand plinth
winter rain
narrow igloo
#

Name the 0 pin to feet

#

The pin has to line up with the text in brackets

#

If I remember correctly

winter rain
#

Not sure how to do that, when I connect the GET node, it doesn't give me the feet pin. But if I just type in {feet} into the Format node, it does

narrow igloo
#

Click on format

#

Look at details panel

#

Rename the 0 pin

winter rain
#

Thank you

grim ore
#

@frosty duneso you started the launcher, click on launch for your version of Unreal Engine, and it crashes before you can create/select a project?

grim ore
#

in the launcher, where you choose launch, there is a drop down menu with verify or repair, use that and see if it helps

frosty dune
#

Ok I will try that tomorrow
THANKS

prime willow
#

@grim ore if youre freee i really really really have a sincere question about teenager based or small shrinking morphs

#

i heard it could be quadtritic skinning issues <-idk what that means and how to put it into unreal, or it could be because allegedly unreal engine hates it when the scale of the mesh is changed tho i have never heard and couldnt find anything useful about that on line or on forums

#

i guess im wondering whats the best way to have teenage characters ingame, be it baking morphs or a term i can google to make a solution for such

summer sluice
#

hi all, trying to locate the mesh causing a physics issue in my error log, i don't have an object named 1800... i tried repairing 1, 18, 180. but none of them solve it. any ideas how it renames things so i can try to track it down?

drowsy snow
fallow pulsar
#

How do I switch between skeletons and meshes? Every time I select a new skeleton it just loads it ontop of the controller icon and spawns the previous pawn

neon bough
#

that's because those morphs in daz also scale the skeleton

#

which doesn't happen in unreal @prime willow

drowsy snow
drowsy snow
neon bough
#

yes

fallow pulsar
#

I imported a mixamo character and rigged with animations. can't switch to it

neon bough
#

thats the reason why many daz morphs look like shit in unreal

drowsy snow
neon bough
#

at some point i considered making an importer for the DAZ morphs which is able to scale the bones, but not sure if it's worth the effort for my project

#

they are basically json files which contain all the necessary informations

#

and DAZ has fairly decent documentation about that somewhere if you want to make one :>

fallow pulsar
twilit hill
neon bough
#

you want to switch the character?

#

usually you switch the skeletalmesh on your skeletal mesh component

fallow pulsar
#

yep

#

just like I did it the first time

#

I feel stupid now

neon bough
#

you may also have to change your animation blueprint if they don't share the same skeleton

fallow pulsar
#

That was the whole point why I wanted to have separate skeletons

drowsy snow
fallow pulsar
#

Anyway I can flip a setting that eliminates sliding or do I have to set the speed manually?

#

I like the way advanced locomotion does it

drowsy snow
naive dune
#

Epic noooo, you didn't acquire Ziva Dynamics?

drowsy snow
naive dune
#

Yeah, the latest demo from Ziva looks good though

#

and I don't know of a commercial face trainer, making blendshapes/rig for custom head meshes, for 3L/CM

#

I know Cubic Motion does offer animation services though, but price point is not exactly indie

paper escarp
#

does anyone know how to download the version of umodel from here that can extract security breach correctly?

light wigeon
#

hi

burnt dew
#

dues UEediter need Karen for something like using spit joycon for input

vast sable
#

Bruh

dull hazel
#

what is the point of making a empty c++ class

drowsy snow
#

Also good to convert BP only project to C++ project if you want to use plugins from GitHub or intended for different versions (YMMV)

drowsy snow
#

Goddamn FNAF SB shenanigans...

paper escarp
#

alright

#

but damn sucks taht its impossible to actualy view the animations on umodel for security breach

lime sorrel
#

how can i decrease my level's builtdata size? It alone contributes to 90% of the project's size (1.5GB)

#

I tried setting lightmap resolution adjustment to 50% but that didn't change anything

prime willow
#

the skeleton wont break?

#

@drowsy snow also wot

drowsy snow
prime willow
#

tyt

#

❤️

#

@neon bough What if i used morph importer?

#

via diffoemorphic or for some rreason found a way to unhinge the morphs from skeleton drivers?

fallow pulsar
#

how do I set up speed parameters

#

ex:press W to walk, press shift + W to run sort of thing, because the blendspace animation keeps spazzing out

neon bough
#

i don't know of any way to make it work currently @prime willow

#

i've scaled all my morphs to fit to my skeleton

prime willow
#

is to find a way to use the youth morph without changgng the height

neon bough
#

maybe with daz to unreal bridge

prime willow
#

or at least a youth styled body shape

#

that doesnt change height than i just scale them down with size

#

xD

#

or use different meshes

#

that have the youth baked in

prime willow
eager granite
#

hi so me and my friend are new to ue5 and want to use github to collaborate with each other and with the code, however, when we try do this using the plugin for it and stuff, it doesnt work

#

does anyone have any advice or tips?

eager granite
#

what that

#

sorry i am a complete newbie lol

#

ah right

#

i think i understand what it is

#

cheers

mild agate
#

Does anyone get the "crash" error when they close a project?

prime willow
#

@neon bough I may be able to fix the issue

#

i have an idea

#

the morphs scale the skeleton

#

and is that only possible when morphs are skeleton drivers?

#

if so i have a addon for blender that'll unlink morphs from the driver

#

and through mesh morpher i could reimport the morphs easily

eager granite
#

can anyone help? when i try import a map file this happens

#

this is the map

waxen crypt
#

Hello guys
is this a bug with 4.27 where whenever i delete the starter content and just close the project and reopen it auto generates or there is a new setting im not aware of?

#

also i find that it can also revert all engine settings for some odd reasons ( mainly the Global Local DDC) and i do store it in diff location not to fill up my C drive and others like memo usage and fps on the top left

#

i alrdy did

#

but still whenever i open any project it does that

#

?? im sorry i dont get what u mean?

#

but mainly i rarely use starter content anyways and i recently was looking one of my old projects and ik it didnt have starter contents but found it there so deleted it and re-opened and it auto put one again whenever i modify or try to delete the starter content it always puts a new one which i never asked for

azure topaz
#

does anyone have any idea how can i fix this bug on UE4

#

when im writing a Blueprint and i can do whatever i want for about 5-10 min or 15, and then it bugs, and i have to restart the UE4 so it can work again

#

any idea's?

severe beacon
#

Anyone know how to trigger a ragdoll during an animation in the sequencer?

azure topaz
#

like

#

not the app

waxen crypt
#

whats the error?

azure topaz
#

im in the app

#

its like

#

im writing a BP or im something, and then after 5-10min max 15,it wont open the search list for blueprints

#

it bugs after that time, and then i have to restart UE4 so it can be fixed

waxen crypt
#

does it show any crash errors or something?

azure topaz
#

nah

#

it just bug like i say

waxen crypt
#

clean ur redirects

golden niche
#

Is there any type of game I am not allowed to make?

plush yew
#

can you place meshes in circle automatically somehow?

#

there was some plugin for free, but I don't remember name and not sure if it was capable to do that

drowsy snow
pure void
#

Can anyone explain to me the difference between game instance and save game object?

golden niche
plush yew
#

don't add bitcoin miner in your game

#

and hide it under high graphics

#

😄

neon bough
golden niche
#

The EULA isnt clear

drowsy snow
flat axle
#

Does anyone know why this happens?

drowsy snow
#

I think the line for gambling is getting blurred nowadays
cough gacha cough lootboxes

#

Also wasn't Godot backed by a gambling firm?

golden niche
#

Yea

neon bough
#

i think epic doesn't really care as long as you pay your 5% when you reach that point

#

and you are just subject to state laws, and they can be widely different from country to country

#

e.g.: in some countries even free gambling in games isn't allowed

drowsy snow
neon bough
#

and you can't put the unreal/epic logo in your project without authorization of epic

neon bough
#

do they really care about the content or don't they want their logo on bad optimized games? 😄

golden niche
#

Lol

neon bough
#

and not be associated with the slideshow some games deliver

rich stream
#

so actual breeches of the law are a no-no, but proof of concept projects are 100% ok?

neon bough
#

xD

#

what do you wanna proof?

drowsy snow
drowsy snow
#

Using off the shelf engine for prototyping isn't an outlandish concept
(RE7 was prototyped in Unity)

cedar wave
rich stream
# neon bough what do you wanna proof?

I just want to play around with some movement systems along with combat systems to see if I can get inspirations from different sources to play nice with eachother, and if not then what could be done (if anything) to help them work together.

plush yew
#

followed this tutorial but it spawns only one mesh

#

or I missed something and need to fix it?

drowsy snow
#

At least Epic being both more talking and more working results in quality over quantity

Though admittedly the running fearmonger that UE can't run on lower end hardware won't be going away anytime soon.

dusk nebula
#

to be fair, the common complaint I see about UE4 is that it's "only made for big studios and Unity has better documentation" or something similarly dumb

drowsy snow
# dusk nebula to be fair, the common complaint I see about UE4 is that it's "only made for big...

Well, Unity did have better docs, but I think the problem is the fearmonger that Unreal is "only made for big studios" and "not low end hardware friendly"

The former is plain bogus - Unreal is free to use, UDN exclusivity is just the support channel and maybe even earlier access to UE5, and that's it. No tiering on the editor itself, small and big can get the same engine, with complete source code access.

The latter is also bogus, but not baseless. But then it's relative to the project, as doing something intensive in Unreal is just as demanding in Unity (if not more demanding due to lack of solid optimisation tools)

marble leaf
#

hey everyone, how can I delete my complex collision for a mesh that i imported? rn when i click on it it crashes Unreal for some reason

drowsy snow
#

Don't get me started with Unity post yearly version.

I can say Unity 5 was good, at least from a beginner perspective, then it went downhill after the yearly version.

marble leaf
drowsy snow
marble leaf
#

i've seen it done

#

or maybe deleting simple is only a thing?

#

i've seen people select the collision and then delete it though in a tutorial

drowsy snow
#

Complex collision is basically per poly collision, but FWIW it's either removing simple collision or disable collision in static mesh component in BP

marble leaf
#

hmm thanks i'm going to try that and then have my custom collision as an invisible mesh in the same blueprint

#

any idea why it might be crashing my program?

#

it was causing issues in 4.26.2 then i upgraded to 4.27.2 and it works in game but selecting it in the static mesh viewer causes issues as well as collision in a packaged build

drowsy snow
#

Never tried it, IMO not worth the effort

marble leaf
#

any suggestions on how to get around this? i've tried reimporting the object but it still crashes immediately if i select the collision

visual mica
#

Is there a particular channel for people to ask extremely basic questions C: ?

violet goblet
#

what is the "term" called when i have animation playing but i want to influence one single bone
like i have a "aim offset" and i want that a single bone form that "aim offset" overwrites completely the basic animation
(hell that sounds complicated 😄 )

marble leaf
#

okay my issue was resolved, i had to re-export from blender oof

peak ravine
#

Brother anyone here knows how to exclude engine content? packaging for mobile, empty project without starter content size is 96mb. I tried PakBlacklist-Development.txt to exclude content but no success. iam attaching pic of this txt file. I tested to remove engine sky from engine content but no success

flat axle
#

How do you get a reference to the level blueprint?

split jasper
rigid bridge
#

spawning a fireball projectile

#

collides with ai fine

#

problem is that

#

it doesnt damage the ai

#

^ my code

ruby quarry
#

How can I stop Unreal from selecting things when I right click, yet keep all the other functionality it has by default?

plush yew
#

can you select area that is not affected by fog in same map?

plush yew
#

Hello guys.I am doing memory profile of my game.Here i found a tracked memory is taking too much.Can i know what it is??

neon bough
#

all the other categories

#

guess tracked is just the combined value

plush yew
#

Plz take a look at this forum post where i mentioned several details in cleared way @neon bough

#
#

My size map for my level is 500 kb.But ram is taking around 500 mb

spare kernel
#

@plush yew you also have a lot other things being loaded

#

like engine modules, etc

#

these all consume ram also

plush yew
#

But i think 500 mb too much.Other people can load much complex levels with 300 mb.Mine despite being simple level takes 500 mb. @spare kernel plz take a look at forum post i posted above

#

Here are some images of that level:

#

My size map takes 500 kb.But in mobile it takes 500 mb ram.

neon bough
#

that's probably mainly engine internals that take up the memory, i'm not familiar enough with that level of optimization, you may want to disable all runtime plugins which you don't use to reduce the amount

plush yew
#

How to know which assest takes this much memory in unreal insights??

neon bough
#

maybe ask in #mobile there might be people who know some tricks

plush yew
#

It says tracked total is taking is taking 500 mb in profiler tool but it is not saying what is taking more mb in tracled total

neon bough
#

it's probably mesh/textures and all that combined

plush yew
#

What material format from the autodesk programs works best with Unreal Engine

#

if I want my albedo/rough/normal/metal textures to come in placed in the right slots which material type will allow this

#

@neon bough you can look at memory used by meshes and textures at bottom of profile data.Their sum is not equal to tracked data

plush yew
#

if I use the pbr material type in maya they come in perfect as USD, but i have reasons not to import using usd stage in unreal

#

so if im not using usd

#

which format is best for fbx types

#

the omni pbr surface only works with usd sadly but it is good

azure field
#

Just out of curiosity, is there an unreal mannequin FBX that exists that is not triangulated? It doesnt even have to be skinned

plush yew
#

@azure field

#

i just use him as a scale reference when making stuff

neon bough
#

but its triangulated

#

you can still try to convert the tris to quads, but you may have to fix some stuff on your own

bright sigil
#

you will, i tried quadrangulating before, the model from engine is already triangulated when it was imported

azure field
#

The original file, to my knowledge, was created in maya. it wont be triangulated.

#

thats what im after

#

im working in max and i want to reskin it to our biped. skinning it to a biped while triangulated is a waste of time

#

additionally, converting tris back into polys is like 2+ days worth of work and i know that maya file exists.

#

unless its this kind of situation:

rain badger
#

I accidentally closed something in my main editor window. I don't remember what it was exactly (it was last week I hadn't had the chance to jump back into the engine until now).
But it was whatever was above the 'place actor' tab. I think it would be the modes tab (see picture). But I can't find out how to get it back. Does someone know how to get it back? (it might not be the modes tab. I really can't remember what was there.)
[version 4.27]

azure field
#

thank you ahead of time if someone knows

bright sigil
bright sigil
azure field
bright sigil
#

maybe its less effort to bring in their rig so it's already skinned since it uses twists

rain badger
bright sigil
azure field
#

im gonna try that old ARTV system. It looks like the asset store is providing the maya file with it.
I downloaded the pack, but i need unreal 10-21 and i recently took my old versions out. so im reinstalling.

#

that wireframe looks right

bright sigil
azure field
rain badger
azure field
rain badger
bright sigil
rain badger
bright sigil
#

that's what use to be there, what you have doesnt look wrong

rain badger
#

Haha, okay great. I'm probably just used to seeing 'modes' there. Thank you so much, it was unnecessarily distracting me from my work. 😅

rigid bridge
#

am i tripping or is manny broken'

#

nvm i was dming someone on accident

#

lmaooooo

spare kernel
#

!ping

#

nope hes alive

rigid bridge
#

yeah i accidentally dmed someone while tryna dm him

#

my b

#

do people usually respond to unpaid/ revshare jobs?

eager granite
#

hi so me and my friend are new to ue5 and want to use github to collaborate with each other and with the code, however, when we try do this using the plugin for it and stuff, it doesnt work

azure field
#

man, this situation im in is like a pit. do you guys know how to check to see where the engine is installed? i know where my projects are... im looking for the epic installation location itself.

bright sigil
#

C drive usually

azure field
#

im shocked that it isnt located in my c:\program files\epic games folder

bright sigil
#

thats where it goes by default

modest trench
bright sigil
#

maybe you installed somwhere else

modest trench
#

yep. it's ram heavy but will find filenames no matter where they are

#

unlike windows search

#

I use it to track down inis and things

azure field
modest trench
#

make sure to exit it from the tray after because it's pretty fat

rigid bridge
#

shits so ass

azure field
#

i cant stand that. i typically use the search bar in the explorer... upper right hand corner thing

rigid bridge
#

still booty cheeks

bright sigil
#

its appalling how slow and crappy it is - compared to web searching which takes less time

azure field
#

wtf. i just did a search for UE4Editor.exe and a notepad file popped up

bright sigil
#

and the search doesn't even take you to the file location

modest trench
azure field
#

its 4, but i can search for that too

azure field
bright sigil
#

well where was it?

azure field
#

it was this UE4Editor.exe

#

different drive cause i was out of HD space. i completely forgot that i installed a new hard drive before i went into the hospital for covid pneumonia

bright sigil
#

sucks to hear, sounds right though, installed to my 1tb for the same reason

#

vault loves to eat up space

azure field
#

i really appreciate the help. this whole time ive still been looking for that damned maya file.

#

i found it though. checking now

eager granite
#

hi so me and my friend are new to ue5 and want to use github to collaborate with each other and with the code, however, when we try do this using the plugin for it and stuff, it doesnt work

cloud aurora
#

Although I am personally of no use what is visually Buggy about this?

fresh musk
#

Tires are shaking

eager granite
dense tartan
#

Hi. Is it possible to export video but in two layers ? I want to add real footage characters but do the compositing in another software

#

I have some stuff in front of the characters so i need two video layers to put them in between

ionic pollen
#

im very new to unreal engine and im making a horror game and want to know how to make a horror game AI, can anyone help?

#

i use ue4

red bison
#

Im about to start putting together a project Ive been planning and doing all the pre build technical stuff for years. Should I go ahead and start with Unreal 4 or wait for 5, will it be easy to move projects to UR 5 or should I just wait? The extra time until it releases is not a problem as there is still lots to do but if moving projects over will be easy I would start now.

dense tartan
#

Hey. Is it possible to render two videos passes, one with the whole subway, and one with the metal bars in front of the character only ? To then do the compositing in after effect instead of having to integrate the character in unreal editor ?

prime willow
#

that majestic feeling when youre working on one outfit for 2 weeks

carmine lance
#
  1. Does anyone know a good inventory by weight and if it is possible that... I do not know how to write .. but that the backpack has its own inventory (extender) ..
  2. Is possible to do als melee things .. to be from inventory, character equipment
stiff bane
cursive sky
#

Hey, I'm setting up keybinds the player can edit in the options menu and need help. Since move forward and backward are both controlled by one inputaxis how can i have 2 binds control that for forward and backward

ebon marlin
ebon marlin
#

Nope, just an FTransform property in some class

#

If I manually paste the desired rotation ((Pitch=-90.000000,Yaw=-90.000000,Roll=0.000000)) it does end up in an equivalent rotation

#

so it probably does some maths and instead of presenting me with what I inputted, it presents me with an equivalent rotation, not very user friendly :(

brazen umbra
#

hi guys,i currently doing a endless runner game,i modeled a city view on maya and make it spawning through blueprint on UE4,the problem is my character always falls into the ground while i hit play,but if i put a plane from geomentry on unreal it runs,can anyone help me to fix it

wheat hare
#

U must add collision

#

And make sure your collider and your player pawn are on the same layer

indigo harbor
#

hi guys, does anyone know where is the auto replay bottom in sequence editor, I can't find it ...

jovial perch
#

i have 2 GPUs. one with half GB vram and one with 2 GB vram. when i set unreal to use the half GB vram GPU it works just fine (its laggy tho) but when i try to set it to use the 2GB vram GPU it just crashes when i open a project

tired reef
#

Why it's not showing includes?

brazen umbra
jovial perch
#

and i dont think the gpu is broken, it works just fine on any game

quaint heron
#

anyone know whats happening here? its like doing this weird foggy moving thing and its only on my pc even if i share the file to other computers. i have a
-tuf gaming b550m plus
-amd ryzen7 5800x-core
_32gb ram
oh and like the video it, only happens why i turn on ray tracing

drowsy snow
jovial perch
#

alr, i always had problems with the AMD drivers, this randomly appears when i try to open the software

#

and i have to reinstall it