#ue4-general
1 messages Β· Page 1134 of 1
oh and if it matters, im changing the gpu unreal uses with windows graphics settings
ok it finished reinstalling
tyyyy
it worked :)
Nice π
im getting it from windows update
how do I go about modding UE 4 games, do I just load the pkg files in the editor?
Yo guys, when i try and package my game it says not enough disk space available and stuff... even tho i have 1tb available
ive been trynna fix this for almost a week now
its so dumb
i cant package my game. so it would be really awesome if someone took the time to help me :D
The game itself has to have official modding kit supplied through the game itself or through Epic.
Otherwise it's the underground route of modding, and is not supported by this server.
someone pls
the drive where my project is has around 500 gb of free space, the drive im exporting to has 1000gb
its so weird
this is what it says exactly
F
the letter is F
insert completely unoriginal pay respect joke here
yup
ye lmao
been trynna fix this for like a week now
i just wanna export my game so badly
Is this a procedural mesh?
I am having issues with unreal, my windows keep turning black after a while, a restart fixes this issue
No. Its a static mesh
Are you using NVIDIA GPU?
yes
i do
already checked that
lmao bro i dont evne know
even*
its just so stupid
but its a year old issue, when will this be fixed?
Ask Jensen Huang and his leather jacket lmao
smh....
For comparison, AMD doesn't exhibit that kind of issue with UE4, even with latest drivers.
weird thing that happened tho
unreal used to boot up in 10 seconds
after formatting my pc, it doubled o.o
im using 4.27.2
Is Windows 11 ready for primetime for unreal engine ?
Just had the notification update
In most part it's indifferent from UE in W10.
Aside from SM6 DX12 Ultimate, which is only a thing in Windows 11 and seem to be supported by UE5
Yo lorash, could you maybe try and help me with something?
thanks guys
guess i'll give it a shot
hope i won't spend my day handling broken dependencies
anyone got any anecdotes about using embedded browser for a UI in UE4? I'm currently making a UI with widgets, but im a web dev by profession. If i could use html/css/js for a UI that'd be great but my concern is that maybe these plugins like BLUI are less stable than widgets
Security concerns is one that came into mind. You'd have to have the browser widget to not access the internet at all costs.
In practical use case, even bigger studios roll with Slate/UMG.
why would the browser making http requests be a security issue ( over a request made from a blueprint for example )
Unlike having the UI as Slate/UMG, one could hijack the embedded browser, and if that thing can connect to the internet, get ready to fight against potential malicious code pandemic.
That security concern alone makes me really against game UI made in embedded browser.
oh i suppose i see what ya mean. I guess it'd be up to me to program to a specific interface within my blueprints so that there's only a limited number of things people could trigger
can people practically access the dev tools / browser location / URL bar in the embedded browser?
Not by layman person, all by themselves, but it allows for malware disguised as mods.
Sure, you can argue that's a worst case scenario, but personally I'd rather getting paranoid and have my players actually secure from embedded browser exploits, especially in single player game.
Not to mention CEF included in UE is outdated by large margin compared to upstream CEF.
Thanks @drowsy snow
Alternatively if you want to have web dev coding goodness, you can look into/make some kind of solutions where HTML/CSS/XML translated into Slate.
Case in point, Source engine's Panorama uses web dev syntaxing for its XML file
https://developer.valvesoftware.com/wiki/Dota_2_Workshop_Tools/Panorama
Is there a way to pause/cancel shaders compilation? This is so frustrating.
I need to migrate some assets and ue4 basically stuck. I don't need the shaders to be compiled.
Anybody have a good tutorial on How to activate a blueprint trough sequencer?
Hi, i have a problem with an Android App... When I open it, he show this.
Is there a way to set Proxy Server for Requests in the Config?
@plush yew for me its a funny perspective because the browser for me is the default environment π
"you opened the devtools, changed the url.. so what" π
if you turn on your computer.. you might get hacked! π
im in UMG world for now though, seeing if i can make friends with it. Any idea how i can set a sub-widget as "clickable"? or treat it like a button?
im solving the issue of rounded corner buttons, by just making one "button" widget that i can re-use. I seem to remember you can set elements to clickable but cant find it
Well, you can change the button image for each state.
Does anyone know why it says i dont have enough disk space when i package my game even tho i have 1tb of free space lol?
i pretty much cant package my gamer
game*
been trynna fix this for almost a week now, with no succes...
does your pc have more than 1 drive? is unreal running on the same drive?
im not implying it needs to be just asking questions π
unreal is running on the drive with 1tb and thats also where im exporting too. My project file is on a drive with around 500gb of free space and my last drive has 250gb of free space
ok interesting! did you recently add a plugin with 2 tb of megascans or something? π
no i didnt lmao
Hey guys. I have modeled a lamborghini and I want to use the car in a game that will be published. How can I avoid getting sued or something? Do I just need to remove the logos? Is it a problem if the car still looks the same, but has no logos? Or I should make it look different
No need to crosspost. While you wait, maybe look up some legal info on the matter
I'm not sure what the right channel for this is
Well i agree that here is better than graphics
yo you still there?
@oblique whale hi dude beyond that point nothing i can recommend, just the basic sanity test stuff. Do you know how big your game should be?
what do you mean by game, like my project? or the exported .exe?
whatever you're trying to package yeh
so my project file, or the .exe?
you click file -> package project -> windows or something right?
yes
ok so how big should the resulting artifact of that operation be? have you ever packaged the game before? how big was it before?
hm
i dont quite remember
but maybe like
not more than 20gb thats for sure
it was prob like 8
idk
did a lot change between then and now?
okay so, i used to be able to export the game without these errors, then i just did some more to my game and then i couldnt export it, then i actually fixed it by changing some packaging projects settings or something like that, and then later on the same day it just stopped working again, and now it keeps happening
so from what ive seen it doesnt seem like to be a me problem or me changing something in the project to make it not work
for somebody to help you fix it you'd need to fill in all the details
what did you change, how exactly did you fix it etc.
im not an unreal guy really so i can't do much more
in order to fix it the first time you must have had more information
i didnt
i was getting the same erros as i get now
and you say you fixed it, how?
hangon
i changed some settings in the "packaging" section (dont remember what exactly, but wasnt something i hadnt touched before) and also something in the "compatible devices" or something like that.
i think thats what i changed
and then it worked
then i worked on my game for a bit and tried exporting it again
and then it failed again
@pearl minnow
when i say work on my game im p sure i didnt change any project settings whatsoever.
interesting
so we're talking about size, actual / perceived lack of space.. it could be resolved by changing number of compatible devices, maybe changing that flags other dependencies to be included with the packaged game. You could also do some snooping around in the latest project that was generated ( the one that failed ). Maybe you'll find a folder some enormous blobs/files that you don't need
im a believer of "delete everything, restart everything" as well, i'd give that a shot. delete all previous build attempts, artifacts, generated files, restart your pc, try again
try to work out if it really is using that much drive space or there's something else going wrong, like write permissions.
i often can't write files if those folders are open in a different program
ask your question again in a while also, and maybe somebody who knows what they're talking about will answer next time π
I have already deleted, the previous builds, and stuff like that, and restarted my pc, and where you said "changing the number of compatible devices" i only have windows 64bit selected.
run the packaging process again and look at the generated files when it fails ( if they're not automatically deleted )
if there's some enormous file you can google it
hmm okay
why do i have these shadows on my terrain?
im really new to unreal engine, but have you tried building your lights?
imma try
which shadows
those square things
i think hes talking about those weird shapes on the sand thats darker
that's the nature of the terrain i think
they only show up when the sun is in that position
you can maybe google "soften terrain unreal"
ok
you would see the same thing in real life if the world was made of squares and the sun at that angle
I don't suppose there's a toolbar menu or something to restart the editor?
I've been doing File -> Recent Projects -> ThisProject to compensate
you can try to use the landscape tool and go to sculpt then go to "smooth"
its why games are usually full of props and crap to distract you from the fact you're looking at triangles
@jovial perch
yeah but the terrain isnt made out of squares
alr
also consider increasing the resolution of the terrain
how?
i dont think that would help byt you could use like paint.net or photoshop to downscale it
the more geometrically complex the surface the less clunky the shadows will be
oh i get your point @oblique whale but i dunno i think the sand is tiling ok
i think its geometric simplicity combined with metallic material and shallow light is the issue
could be wrong though, no idea π
might want to check wireframe view
Hi, anyone knows where to download the ANSEL plugin for UE5?
Thanks
alr so i deleted that terrain (it was a test terrain) and made one with the resolution to max, im getting these now
have you builed your lights?
how do you do that
this is with all the lights off
, its a new, fresh terrain
just google how to build lights in unreal engine
i did use the same material and layer info tho
Yo @pearl minnow
k
build -> lighting only @jovial perch
ok
@oblique whale preemptive π€―
i just looked at the last 5 packages (all of them failed), but the weird thing is that they all have literally almost this exact file size
something is making it stop there
thats odd
Does anyone know a good way to add a save game object to an array/vector?
oh nice
I essentially would like a list of saved game objects in an array.
do you get logs to see exactly which file it was touching / building when it failed?
i'd maybe also google something like "unreal max build size / too big" stuff like that
@errant cedar
already tried that
lemme check
maybe also your drive is corrupted π
@pearl minnow I had no idea that was a thing
I'll continue to look into it
Thank you!
yw π
these are the exact errors i get
UATHelper: Packaging (Windows (64-bit)): LogFileManager: Error: Error writing to file: E:\Unreal Engine Projects\PlanetColony 4.27\Saved\StagedBuilds\WindowsNoEditor\PlanetColony\Content\Paks\PlanetColony-WindowsNoEditor.pak (There is not enough space on the disk.)
ill be back later dude
Is there people there with access to UDN or even Epic Staff ? I wanted to know if itβs absolutely needed to work on a big game (so with a team) or for a company to have access to it ?
Hey, I want to make some tunnel system. I have tunnel mesh, but on intersection, of course, tunnel meshes enters each other. I need to hide parts of each tunnel mesh, which enters the other tunnel mesh, to create nice sealed space inside. What should I look for? Procedural mesh and create new mesh with merged parts? Seems too complicated, since it will generate lot of meshes for each intersection. I found some youtube videos on Material Cutoff Effects (like this https://www.youtube.com/watch?v=MAzkNgzWK9w ) - is this what I want? Is it correct way to procedurally generate tunnel intersections and get rid of common parts?
BRUH IT CRASHED AT 99%
ANSEL plugin for UE5 source anyone knows the download location? Thanks
Does this make any sense? I'm grabbing a text array from a widget and then trying to set it to a variable in the current widget. I can see through debug that the array I'm grabbing has values in it, however it's just not setting the current widget's array. Anybody know why that might be?
oh hell yeah, "ListStreamingTextures" crashes ue5 no matter what π€£
it says "no debug data" are you watching this widget/owner (set at the top)
Figured it out. Thank you for the help
how can I make web browser widget only plays when a mesh collides with a collision box?
thx @oblique whale , @pearl minnow , it worked :)
I'm trying this but it's not working (on the mesh with the collision box)
start on collision -> stop on end of collision, is that what you mean?
just start on collision
delete the flip flop
i think ive seen this tutorial setup before... it's not good practice, but from the last person i helped with this, the issue is in collision setup of the trigger itself - double check the video setup
and you can create an extra variable like "browser widget active" and check if it is already true, so you don't create the widget more than one time
@oblique whale any progress ? π
is there any advantage to having the engine's DDC on a SSD?
My SSD is getting kinda filled with DDC
there's an advantage to having most software on an SSD
@bright sigilthat I can relate to π UE projects too. However - is that so for the DDC? π
DDC stands for? do you mean DCC?
DerrivedDataCache π
ohhh
Looking to hire a dev. For an unreal project to build a city world. Will need someone who is fast and quick turnaround, anyone available?
i often delete that folder, not sure if you need to keep it as it is
I don't have access to #hire-a-freelancer #freelance-jobs
you haven't read the instructions first then
well... π I don't really wanna wait for 24k shaders to compile across 2 major projects - not to mention the smaller ones
See #instructions please.
yeah, i understand that...
But I would just move the damned thing over to the HDD
and wait ONCE for everything to compile again
its almost 100 gb π
id think its better to keep it on ssd since it has to read (write as well i think)?
i guess you can try and see though :/
fair enough, my suspicion too π thanks!
Nah, having shaders compile even slower won't do π
Thanks for the info, sorry on phone hard to see things at times
What's a good way to share a game, Dropbox, drive or ?
No.
Ok
I tried messeging Manny $job but don't accept messege?
Make sure you don't block DMs.
@drowsy snow is there a way to give out free keys for the game?
hi i was wondering if there was a way to change the size of a projectile at the push of a button during its life
@loud emberOfc there is
@loud ember [OnBtnPress] get projectile -> set transform (scale,rotation) π€·ββοΈ
oh thx but i figured it out
this is what i came up with
i plan on only having one of this specific projectile on the screen at any given time so it works well enough
as the engine indicates, there is no need to cast
o
its a note not an error though π
shoot the line trace from the camera @twilit fossil not from the 3d model's head. the model is not in the center of the screen
do you know what i mean?
what visual studio components do i need
only these 2?
i only want to build my game
@jovial perch looks good. you can always add other packages later
@drowsy snow just upload the exe?
@limber mesa zip first i guess
for itch?
yes
hmm
shoot laser from camera, get location of first collision, make model look at that location @twilit fossil
yeh no reason not to zip a huge file π good luck
@pearl minnow so in the upload box upload the zip
you can see my game here on itch for example, its also zipped https://the-embassy.itch.io/keyball
yes. it can take quite a long time
the "packaged project" is your game, and you wanna zip that to reduce its size a little bit.
upload the zip
Nice plug π
let us know if it doesnt work
just nervous that it wont work
lol its a shitty old demo at this point
wait wait what is he trying to do
if it doesnt work you ask for help and try again
if you have winrar just double click it
i dont
you should be able to see the files inside it
get winrar then
Right click > send to > compressed zip
yea or that
I advocate 7zip
i have both winrar and 7zip for some reason
You probably sought out 7zip while winrar sought you out
so i have a file and it has the windows no editor in it which contains everything
should i zip the file that has the windows no editor in it
or the windows no editor
Im over complicating this my apologies
Not sure for uploading to itch, but you need everyrhing in that build folder
Use is a strong word here
wait i thought everyone uses it
i have both
Nobody buys WinRAR CDs.
Except tech youtubers
its free
Yes but actually no
I'm counting on no because of that fucking nag popup
yeah true but other than that its free
sso i zipped the file but it says 0 bytes
7zip is a godsend in comparison
i think it was the wrong file
yea nvm i need more space
but on the other side, i only use it to zip and unzip
never used it for anything else
(like zip file viewing)
Then may I recommend you 7zip. It's compatible with .rar archives and more that WinRAR doesn't support.
and .7z are usually smaller in compression size than .zip
Also parted 7z archive is a thing
its like the VLC of compression software - its free, opens ~~all ~~most other compression files, makes its own better version, etc
everyone is talking about zipping while im installing all the SDKs for building my gameπ
Coolio.
anyone getting "D3D device lost"
I FIXED IT (Or at least improved it) by reinstalling windows completely. I was also on an unactivated windows so I purchased that as well but I don't think that paying for the full activation did anything.
How to get around the space issue on itch.io? or how to share it privately to someone? attach it within an email?
@lean oracle hope this helps
it does sound that was but it's a firmware/OS issue from what I've found
Believe it or not, you can link to external cloud storage in your itch.io page
I updated all drivers, tried new and old, game drivers and studio drivers, even upgraded to a 3060Ti and still didn't help
@plush yew itch says thay only accept 1GB ask if more space is needed. i believe it is about 10-20 gb
but windows install actually made a big difference, I haven't crashed yet
how so?
OH NO
Last time an AMD user had trouble here, it actually solved by clean installing latest driver.
Dwarf numbers lmao
it just went up to 3000
for my 2GB vram graphics card its too much i promise
I believe it's someone else
Compiling shaders ||has almost nothing to do with GPU||
It's your CPU doing all the hard work of compiling shaders.
Life hack: Go to Task Manager, increase the priority for all ShaderCompileWorker to High, and get yourself hydrated.
it gave me a bluescreen for a second and came back to life like nothing happened-
alr
Don't get too aggresive with the compression, else the extraction time would take way too long.
Well, I get Unreal Editor compressed from around 7 GB down to 1.5 GB
That's with super aggresive 7z compression, because I had to put the stripped build to the release page of my fork
pagefile?
If you're in 4.27, you can take advantage of Oodle.
whats that
sadly im in 4.26
*download more RAM
Then you're stuck with the old compression method.
I don't think Epic Games Tools can hand away Oodle for free for 4.26 users
why is my physics constraint freezing when I hold it still and un freezing when I let it go?
Also it's not as simple as porting the plugin - I tried.
- Close any backround app you don't use right now
yea i had steam, google, epic game s open
ik, i have a laptop
i think tech support
To stop poorshaming, I can confirm that building is possible in 8 GB of RAM
crap
lol
Fuck poorshaming
fuck poopshaming
yes
second, i have a low end rig that has 8gb at 1k rpm that builds just fine
i agree
fuck wafflestomping
sorry, rotations per minute?
Those should be fine, but you should still free up some RAM real estate.
question i have a file that contains the windows no editor file. which one to zip
the WHOLE thing
Anything in WindowsNoEditor
Might consider bundling some redist stuff as well
so if i compress the file that contains everything i should be good
WindowsNoeditor folder should have Engine, FileOpenOrder, YourGameFolder, YourGame.exe, Manifest.txt
key word - folder
Yes, but .pak is already have compression, so you're not gaining much
yes thats what i meant my apologies
So don't go nuts with the zip compression
ok
if i send the file in here could anyone open it up for me
just to make sure I didnt mess it up
Well, you can just unpack it yourself.
so its 2.3 gb now
the number of times ive gotten zip files with zipped files within them....
That's a bomb
Well, not really a bomb, because it's not as ludicrous as 42.zip
i think 25mb is a common email limit - any bigger needs cloud storage + link
then share link
link to?
Google drive
Or any other cloud storage that don't impose premium paywall bullshit or having the download page ridden with ads
Ok
you can generate a share link once you upload
ok
are you sure its from my memory
i always have more that half gb free
and btw this is the bottom of the error
but what's the first error?
well it does say it ran out of memory
is there anything i could do?
Painting or sculping in a hidden layer is not allowed.
Makoto's catch phrase is: Download More Ram
how do i fix this
keyword: catch phrase
how big is the file
i have 512 GB ssd
alr
but if i do that
can i revert it
ah alr
wait
reboot or restart
or is it the same thing
ok
wait
so if i set pagefile to like 30 gb
how many gb ram am i gonna get
nice
oh
tbh i rather send the project to a friend and they could build it for me
or just not build it till i get good pc
Type mismatch in color_5_093D0EBADA954AB5B1F6A2AE44B7F6EF of CustomMaterialPresetStruct - Previous (StructProperty) Current(MapProperty) for package: FMemoryReader
anyone got an idea what it's trying to tell me?
thanks for the emotional support
i don't know where the error happens, thats why i would like to know what i should look for π
i think that's giving you the UUID of that color param
is it possible that it reads a struct from somewhere which has a new structure now?
but i dont really see why it would give that error, i thought it would just build slower, im guessing theres a timeout thats giving that error. cant unreal just build it slower using less ram?
maybe its stupid, idk im tired
e.g. an old save, as i'm loading presets from "savegames"
RAM is "on the fly" memory, its running out of that, it wont use storage memory
igh
you don't need swap/pagefile if you have enough memory
xD
memory is the only thing i own, damn that was deep
i think chrome put java from it's throne
whats the best gpu and cpu, ram for a pc to work good in unreal ( i wanna make a big project)
ok
3090FE, fastest Threadripper, all the RAM you can put in it
Hi, can someone please give me a link to a tutorial or a documentation of sorts about how to set up a crash raporter for a game? I cant seem to find any documentation about this and when I try to search for a video on youtube I only find random fortnite crash fix videos
also affordable for a 17 year old
Is the unreal engine learning website slow as hell for anyone else today?
but ive been saving for some years
Itβs ridiculous how slow it is
it is
Man it feels bad when you try to search for someting, for the last 30 minutes and someone else finds it in <1 minute, I guess I wasnt worthy enough to find it or something...
Hi, is there a section to ask question related to Quixel Megascans?
Hey guys. Does somebody by any chance know what the input section is when running a "stat unit" command on console?
Can't find any documentation on that
It's input latency, you typically adjust it with
https://docs.unrealengine.com/4.27/en-US/SharingAndReleasing/LowLatencyFrameSyncing/
that is, if it's way higher then the other stats
Please don't cross post like that @manic jasper
Jack can you help?
anyone using ue5 for big production projects yet?
for a big project, lots of blueprints, constant packaging?
is it working fine for that? should I move my project to ue5 yet?
Ok I have a list of enemies for my top down shooter:
- A melee guy that rushes and when he's low health he deals less dmg but attacks and runs faster
- A ranged gun unit, when low health they run away further back and start firing slower to balance how they're harder to finish off now
- A rocket launcher unit who fires slowly but deals a ton of dmg, when low health he rushes in to use a very slow but high dmg melee
- small bois who rush really fast and explode on death but have a very small health pool
Ones I haven't finished implementing yet: - A stationary turret with short range but a really high DPS
- A floating unit who gives sheilds and halves that damage of your rocket explosions
- A slow tank with high health, it's main attack is a nerfed version of the stationary turrent and it sometimes shoots rockets shells.
Does that sound like a good enemy roster or can anyone give me some suggestions for more units?
- a enemy who rushes at you and hugs you, which heals you
Perfect
Hey all. I had a question about filtering by selection. Is there a way I can set my drag select in the viewport to only select static meshes?
Hello, anyone familiar with Perforce P4 collaboration software. I had to do a rebuild and I seem to have forgotten some foundational stuff when it comes to permissions
bah, I did look but must over missed it. Thanks!
Which one is more compatible / optimized for Unreal Engine. 3ds Max or Blender?
im more inclined to work with 3dsmax but i see so many people recommending blender
These days I'd say you'd be better off using Blender. Industry wise, I think more studios use Maya though.
Plugin 'UnrealEnginePython' failed to load because module 'PythonConsole' could not be found. Please ensure the plugin is properly installed, otherwise consider disabling the plugin for this project.
I tried everything online
Eh little of both, maybe leaning harder toward max.
Blender surprised me by being capable of exporting splines as alembic grooms whereas max wouldn't.
Anything from Autodesk is probably going to be more "on top" of FBX features (although max, it seems, less so than maya). I was disappointed to find that animated custom properties weren't supported in Blender, despite having a "custom properties" checkbox in their export. Unless something changed since last year, the devs said they didn't intent to implement it.
I don't really like using 3rd party tools when I can avoid them, but blender almost always seems to have add-ons to fix little annoyances
Another plus for blender is the ability to paint PBR materials. If you were working in max, you'd have to use another software for material painting, like substance. Max sort of has a viewport painter, but it's a hundred years old.
That being said they are both completely capable of the typical things you'd want in unreal (modelling, skeletal meshes, morphs, and such)
I added 10 instances to this instancestaticmesh component. How do I do a ForLoop for each of the instances ? is this the correct way ?
I added 10 instances to this instancestaticmesh component. How do I do a ForLoop for each of the instances ? is this the correct way ? I cant get a loop node to attach to the ISMC reference (from picture 2). I haave to "get count" then "loop that". will that work ?
I want to save this data in a savefile.
hmm I think I figured it out. pulling off of the index pin gives access to the transform X_x
anyone know any good resource for creating crowd effects? I want to create something like this:
those are most likely "InstancedStaticMeshComponents"
each unique mesh requires 1 component, then you add "instances" for each mesh to want to appear in game. First you set the mesh, then you add instances.
youtube ue4 ISMC instancedStaticMeshComponents.
instance means copy.
thank you Rob ill look into that! π
Is there a way to have a macro library for both actors and widgets
Do you know if these can have walk, run, attack animations and if they work with physics?
Displaying thousands of characters on-screen in real-time has always been a challenge - until now. Unreal Engine's Niagara visual effects system opens up doors to go far beyond what was previously thought possible and this presentation by Epic's Joseph Azzam showcases how you can utilize the power and versatility of Niagara to create massive cro...
export to FBX from 3DS Max?
You need Max
ok
Thank you so much! I love this! but im stuck at the part where he created a function that does a bunch of different things. I dont know how to create this function:
It's just a Niagara Function
im very new to Unreal π
Hey quick question, I made a door that open and closes and is functional yet when closed I can walk straight through. I have collisions set to Block All any theories as to what may be the problem?
how do i make this so i can use it as a function in the scratch pad?
Right click on Content Browser -> FX -> Niagara Function Script
thank you!
Does it actually have a collision? Check in the Static Mesh Viewer
Double click the Door Static Mesh, it will open a Viewer
I see it in the viewport
Collision -> Simple Collision
It's one of the buttons in the nav bar at the top
Collision, when you click it a Dropdown will show
Check Simple Collision
if no lines show around the door, means you have no collision setup
I have UE5 π
Should still work (i think?)
I just don't know where button would be located
Just UI probs looks different
Send a screen if you're not sure
this is under the static mesh correct
Ye
added
If you see green lines
save and try
Means you have collision
how do you import a Niagara Function into the Scratch pad?
Probs just search the Function name? Didn't do too much with Niagara myself
tried it, didnt work π¦
im not sure how that dude does what he does. its truly magic lol
when I type !stream in the Mannybot, it says I can just go to the voice channel I want and start streaming, but when I go to any of the voice channels, I can't stream or share my screen. How do I fix this?
Are you in a Module?
What's a module? Here's a screenshot:
Go into the Niagara Function Script
Change Library Visibility from Unexposed to Exposed
Should show
you're a god
ty!
now i just need to figure out how he made the animation state, IF and Animation Frame Rate node. Cant find those but ill keep digging. Thanks again!
how could i add asset to a project that doesn't show up
When you make an array of skeletal meshes or any materials for a character creation system, that should be stored in the character blueprint?
it could be stored in the same bp as where they are generated.... is there another place you are thinking?
or how can i add a downloaded project to my projects
opening it first should associate it
otherwise just use a dummy project and copy the asset over, sheesh
it haven't Unfortunately but i will copy the downloaded project content to another project from my empty projects
Not really, but in that case doesn't that mean they are generated in the character bp where the master pose component is and the skeletal meshes are, I hope I am understanding you correctly. Or really doesn't matter? Like I hope this isn't a stupid question I could put that 'logic' in the player controller or a widget for example?
sounds like a preference, so i was asking since it didn't sound like the entire question. Where it's used makes the most sense, but i guess some other factors could determine how else it could be handled - still within the class, but by struct or DT or something
I added 10 instances inside this ISMC IstnancedStaticMeshComponent, how do I target say, the 4th element index, to edit it. transform, location, etc etc, I know how to "get instance count" and i know how to line trace and hit an instance and get the hit index, but i DONT Know how to use the Blueprint editor to target any specific instance and manipulate that. ""How do I target the 5th instance of an ISMC so that I can translate it ? there are no "get a copy
Hey guys, can someone help direct me to where I can find info on how to fix this? I'm a very green beginner but I've made TONS of learning progress keeping up with both the unreal learnings and innovating on those ideas in my own project, and I'd hate for it to go all the way down the drain.
uh, well i mean the engine crashed
that dialogue wont do anything about that
no debug symbols so you won't see wtf is actually happening
ill get that somtimes if i undo too fast
Just not sure what to do. I don't remember doing anything out of the ordinary last time I worked on my project (earlier today). Can't seem to get it open now.
might clear out intermediate/saved/binaries
the settings of the static mesh asset itself
not fluent on UE5 ui, looks like the bp, not the static mesh editor
Anyone here know how to make a IF condition node in the Niagara Function Script?
Ok, I finally got unreal engine running on my desktop and surprisingly it runs like butter. I seriously expected it to be a lot choppier and stuttery considering I have dog-crap internet and a gaming pc.
engine doesnt use internet
What would be the issue with a gaming PC? It's basically the same requirements to play a game as to run a game engine.
I was afraid the engine would require much more ram than I have. Also, the reason I was worried it would use internet connection was due to how much the epic launcher seemed to want to suck my internet down (as soon as I launched the engine it seemed to stop draining my connection).
Lol yeah can't argue with that, launcher feels like malware for sure
if you prefer, you can launch your project from the .uproject file. skip the launcher, go straight for the editor
Thank you. I prefer running most programs (or most non steam programs) from direct files since it usually doesn't screw with my computer nearly as much doing things that way. Again, thank you for the tip for running Unreal without the launcher.
yeah, same here, i do the same trick for steam as epic games to avoid having to open them, its annoying to get straddled by an internet splash screen just to play a game
Steam usually isn't as bad as the epic launcher feels regarding internet drag, but it can definitely drag if my internet is slow enough that day.
4th day trying to instal a plugin into mine ue4 editor
can i finely get some help pls ? π
i ment 3th*
i lost my game that i was going to publish 3 days ago guess i did something wrong i only needed to make the steam sesion happen and i was done
i cant make a game online without that
i cant start without i did that first
please help
Does anyone know how I can get the rotation of a face using a linetrace?
The plugin might not be made for the version ur using
its from the Easy survival rpg template
What unreal engine version are you using
were you installing a plugin before the project stopped working?
Pluings next to the content and config folder
wel first i installed it after my project was done and then the crash happened and i lost my project ( told my wifey wait 15 more minuts and im done and can start building for steam )
then i deleted every Visual studio thingy and reinstalled again guess my game went from 80+gig to les then 10 gig
then i make a c++ project there i can install the plugin,
cost me 3 days to do lots of different things
after the cpp project ( now) i can instal the advanced session plugin and it works,
but i have that other project ESRPG that is made and really expensive for me 320 euro, and i need it to work there but it just doesnt work
before i had all those problems i had more problems weeks past but never ever did it work
omg
it worked !
https://vreue4.com/advanced-sessions-binaries this solved everything !
dont open if you dont trust
it did everything for you the compiling ! :D\
is there any way to save vertex paint to the prefab in unreal? or do i have to do that in my modelling software?
Anybody had that bug in viewport? I have some strange grain.
GUYS GUYS @plush yew @bright sigil
i tries to build it one more time
and this time it worked
and i didnt change anything
How do people usually localize assets?
If i have a data table with each row having texts, audio assets or textures to be localized
make localized data table asset or each specific asset containers or string table?
Hello, how can I get rid of these lines on the border of the plates?
( just deleted all my comments - was trying to fix the wrong widget all along π€― )
if i load a skeletal mesh with 300 animations, all of them will be loaded into memory or just when used?
can i load a skeleton without animations loaded in BP?
@worldly spearIf is gone from modern versions and is replaced by select
hey, does anyone know if blueprint actor adds more computing power than just a static asset? given that it has an empty blueprint graph.
I found out a game called Hatred and decided to watch the ending. These UE4 nodes just makes this funny, since they are on a powerplant TVs. I just find this very funny
You dont use blueprints in your powerplant?
How big should a project usually be?
pretty sure it does, use as much static meshes as you can
maybe our brains are just all blueprints
ok, thanks
is there another easy way to combine objects during development? cause i've got objects where one part needs nanite and another part needs translucency and therefore needs to be multiple objects.
cant find the right chat for this sorry if its wrong but with burshes im trying to select things but half the time i cant actually select them and turn them yellow but keep on using a wierd other select thingey that turns the faces darker? i dont know how to select them normally and dont even know what the wierd darker select does
whats the issue the shadow?
How do i make scrolling text dissapear at a certain point? Like a Boole function in C4D would do, or a mask in after effects, is this possible in ue?
the land is glitching like hell when i put the water ocean into it
like is the texture missing or is that black bit the issue
its not that its only that, the holes and black is dancing around the map
it might be z fighting, 2 faces in the exact same place if you put one of the objects just offset it should stop
or you can cut the ocean to fit the land so none are overlapping
Hi, I'm doing some work with VaRest retrieveng some JSON. As far as I know I can't use VaRest in UMG widget, so I've place a blueprint in the level and I want to retrieve the data once the request is done, athoug I don't know how to do "async" calls from the widget. Any ideas?
Anyone managed to deploy on Android using UE5 ? I probably messed something with some SDK path or something, having a certificate error when arriving at the gradle download to package the APK file. I added a certificate using keytool but still the same error π¦
Yo so, I'm modding a game by replacing uassets, model loads in fine but it is white/has missing textures on it. The texture works fine cuz if I only replace the texture files, it gets used by the original model in the game, what do I do?
Any ideas?
UE4.27 btw
Is 16gb enough ram or is it a dead end for me
Would be much appreciated if someone would help me btw
How are you exporting the model and what are you including in the mod pak
Hello, did you get the answer?
Not a mod Pak, I use blender to export it into a fbx, to then import it into UE4, I set up the materials with nodes, apply and save, then I cook the assets and uses them to replace the others
They aren't in .paks
It's just openly uassets
I don't have to relink mats/textures to the model?
Once I import it into UE4?
The model I am replacing has materials that targets textures, it's just that they are all in a regular folder for the game, they aren't pakked
Which makes this easier
Well if you've exported with fmodel or umodel then refs should already be there
But my model for some reason shoes up as missing textures
Didnt
Oh yeah raw I forget
Yeah
No, only the textures and the static mesh/model
It's odd cuz model loads in fine, it's just that textures doesn't want to apply to that specific model
But it's ok with applying to the original model
I do my edits in blender, export it as a fbx, import the fbx to UE4, cook the file
And then use it to replace
How do you get the uasset data into blender then
It's originally a smd file, a different file format in general
Nothing to do with UE4
That's my point, I'm trying to import and cook a brand new model that has not touched UE4 but that came from blender, to then use it as a uasset
Ah there's your problem then
It seems that my model when turned into a uasset, isn't grabbing textures
But works fine in the preview of UE4
Textures and all
Try exporting the original uasset file to psk with umodel and importing the smd into the scene. Merge with the original model, delete the original model in edit mode and assign the material to the mesh
Then all the references will be correct
I'll try it, thank you
A plan B if that doesn't work?
Also, what do u mean by merge with original model?
There's no skeleton, just a static mesh
I mean ctrl+j to join
Well you can select the original mesh with a and deselect the other one then join so you can delete the selected old mesh
Make sure the new one joins with old one not the other way round so refs are correct
Do you have experience using the tools I mentioned?
yes
K just checking
real quick, when I want to join the meshes in the right order for this situation, I select the new one first, and then the one I want to replace?
Depends if you're using shift or ctrl
shift
I can't remember I just undo if I do the wrong order
alright
when I import the fbx file into UE4, do I Want to edit anything? Use specific settings?
or do I just save them, cook them and use the assets as they are?
Yes you'll need smoothing groups set the face (if you right clicked and shaded smooth)
You'll also need to shrink the model depending on your scene units
yeah thats fine, model will probably load in
but when it comes to textures
and also I didnt do anything with smoothing groups so
set it to face anyway
can't hurt
default is fine
shows up as white, this time though its blank white, before it was white with grey squares
Are the materials in the proper path?
do you mean in the game files? If so, then yes
I replaced the right things
and in the things are all in the same folder
let me check with umodel rq
glasses are the original ones
oh wait
just realized it says null?
left (glasses) is the original model
right (gasmask) is what I am trying to import, note: I havent removed the glasses from the mesh, as I just want to test my way forward till I have a way of importing textures and adding them to models
cant click on it
or was M_SunGlasses_X_Lens the material that was exported
Make the materials materials instances (I'm assuming they are because they have a bunch of underscored)
no right click on the material and make it a material intance
then delete the original and rename the instance to the material's name
done
Perhaps the problem was that then rather than what I told you to do
well what do I do now?
Any way that should be ready to package
No? You're not even supposed to replace the materials
yeah I didnt, only the model
The model just needs references to them
alright, let's give it a try
Yeah you're just dummying it so it doesn't matter it just needs to be a material instance of the same name
Oh BTW do the game files have uexp files
yes
π
F
lol
Idk what else to say
well
Might think of something later
can I do this tho:
import a psk file into blender: export it as FBX: import it into unreal: Save and cook it: use that as a replacer?
a psk file that was made for unreal engine
cuz you said that it needs to have a referance
yeah all good
thanks for the help though
if anyone else has any ideas let me know pls
How do I STOP the character from INSTANTLY teleporting to the floor every time he walks down a step ? it looks rediuclous
How do I STOP the character from INSTANTLY teleporting to the floor every time he walks down a step ? it looks rediuclous
hi all, could i get some quick opinions on this? im trying to set up a grab mechanic where the player can grab a skateable object from a distance, but i need some tips/opinions on how to get it to look more natural/nicer, any help would be greatly appreciated, cheers! https://i.gyazo.com/244cefbeb35288121490ef0ff0f70e1c.mp4
When it comes to saving and loading, do variables that are being saved/loaded have to be Uproperties? Some variables weren't loading properly before I marked them with UPROPERTY, and I just wanted to know if that was actually the issue, or if something else I did fixed it.
:no_entry_sign: wizard#3746 was banned.
I figured out that if I import the original model that I want to replace as a psk file into blender, to then export it as FBX and cook it etc, once I use that as a replacer ingame I get the same problem, model loads, but no texture
so there is something in UE4 that I am not doing correctly before I cook it
How do you set up Select so it has the same condition?
Anyone know how i can add a condition to a select node in the Niagara Function Script?
@worldly spearpoke around with it, it is self explanatory
been trying cant seem to figure it out. Im seeing stars man
I create a select node, but i dont know how to add a condition with a float A and B
does anybody know
if theres a way
to make Air Control not just affect left and right
i need it to affect forward motion as well
Would this help? https://www.youtube.com/watch?v=ASmpekXpk-8&ab_channel=TitanicGames
In this video I show you how to setup flying movement for your characters and/or for any pawn in your game. If you have any questions or would like to know where to go from here please ask. And if you like the videos and want to see more, please consider supporting us on Patreon https://patreon.com/titanicgames for more tutorials and great games...
maybe, ill lyk
unfortunately no
but it may give me some ideas
aww sorry dude! good luck!
its so strange that Air Control only affects lateral motion
thanks
maybe its a directional node that needs to be attached?
If you were going to model a small card, like a playing card, does UE have any tools for that or should I actually go into Blender a make a 2d model of a rectangle for it?
there are modeling tools in 4.26 and later that can do that, or you can use the built in plane mesh and use it
this plane mesh might be exactly what I want
Also how do I get at those 4.26 modeling tools? That's the version I'm on but I haven't seen them.
Any day I don't have to open up Blender is a good day
yup, i got it
anyone ping me if you have the same issue
where can I get rigged character with outfits, like knight armor, sword and stuff?
someone in here got some time for a noob, need to ask a question, please DM me
what is related to?
blueprints, easy lvl π
Quixel
You mean mixer?
yes
this rock started glowing after droping a blood decal on top of it
how do i fix this?
@Hallibell-Frostmane#2983 hey sorry discord is being completely broken right now
Not sure why
@gleaming hornet
Yo
@Hallibell-Frostmane#2983
how can i do my project name longer then 20 character?
Is it possible to use BehaviourTree on simple actors (not pawns and without AIController)? For example use BT to make door that opens only if player have specific item (or something more complex)? It would be easier than writing code/BP for it or some sort of specific system to handle opening doors based on coditions.
that sounds like overcomplicating things
I've seen a working game where BTs are used instead of scripting of any sort and it works well. In same time nobody said that pawn is supposed to move around.
i think you can do that sort of stuff - pretty sure its generic enough to work with as a decision systems (not just telling a pawn to move) but i've never done so. I think this has been asked before in #gameplay-ai that's where most BT questions happen
its a cautionary warning, not a strict rule - though i usually make my project less than 20 π - you can name it however long when you package it
for a door you will end up with more "BP" than a normal BP based solution
I get an error when I change the name of the folder after packaging.
?
should be a place to change the name of your project, not the folder, but the name of the project in project settings
thats not a folder, thats a file in your unpackaged project
if you're changing the name of that uproject, delete your DerivedDataCache, Intermediate, and Saved - that's probably where the error is coming from
Build your lighting.
ahh
makes sense
do i have to rebuild my lighting at the end or can i do it throughout making my game?
both
adding/moving items within the range of a lightsource will invalidate their lightbuild data and they will be rebuild on the next build
so the engine is aware of what needs to be rebuild, and tells you so
Alright, basically every time i move something that will interfere with the lightbuild data i need to rebuild it?
yes
unless it's a dynamic/movable object (as their light/shadow gets calculated on runtime, which is more expensive)
Ah ok, thank you.
how do i add a moon to my day night cycle
How do you save the default blueprint editor layout? Every time I open a blueprint the windows are in the wrong spot and if I rearrange them it just goes back to messed up when I open it again.
Hey guys, does anyone know why when im in editor none of my scene moves (clouds/rain/etc) but then when I move around in editor it starts moving again?
how do i keyframe sunlight position?
try rotating the main direct light
what should i be tracking in sequencer?
The transform of the directional light actor.
just figured it out
im adding the keyframes trough the mobility tab, is that correct?
Depends on how you're going to put the moon.
Mobility tab?
How can i make an object hide antoher object and be invisible?
As in view culling, or what?
yeah i have some objects that need to scroll up and then dissapear inside an invisible cube
a dissolve
Sorry, I still don't get it.
i found something
i had no idea how to call it
What is the Material: Sphere Mask Node in Unreal Engine 4
Source Files: https://github.com/MWadstein/wtf-hdi-files
Wadstein has all the answers
Can you bind that to an object? or is that for renders only
I have an input related question. Does anyone know of a method for grabbing and associating proper controller index? Sometimes when controller gets disconnected and reconnected it must get a new ID or something in Windows that will make Unreal (or a built game) not recognize it as primary gamepad and requires a system reboot. I'd like to set up something thing that listens for a raw button press from all possible gamepads and then maps some controller index at runtime to avoid this. Just a bit ignorant as far as general plan on how to achieve this. I'm using regular input system at the moment but open to upgrading to enhanced input if it will help here. Really all I need is some high level guidance if this is possible and maybe what functions to look into. Thanks!
How do you guys handle revision control in Unreal? Is there a free option that works well?
maybe a button input check
where you try to define what each player index is
based on a call and lsiten logic and than saving that reference to the input that occured when called for
There are a lot of options in #source-control
@drowsy snow thanks bro
hey I've started my journey with unreal few days ago and I've got a problem. I made world in FPS template but now I want to play as a ThirdPerson are there any ways to play ThirdPerson in my world?
Easiest path would be if you click the green Add Content button you should be able to import 3rd person template to your project. Then drop in the 3rd person character blueprint and set to Auto Possess player 0. Remove FPS character blueprint from scene or set it to not auto possess.
Thanks I did some searching and didn't realize you can do runtime remapping even with blueprints and traditional input system. So should be easier than I thought (hopefully!)
i hope so!
I need help! Ue4 editor do not use %100 cpu and gpu and my fps is around 35. How can I make it use cpu and gpu more?
Hey folks, I have a quick problem. I can't figure out how to cancel this for loop. It loops through an array of 3 elements {0,1,2}. It outputs and everything, but it outputs 012012012012 on repeat. I want it to cancel after the first iteration. Is there a way to easily convert BPs to C++ classes? anyways, here's the BP
Sorry forgot to clarify, yes it is a simple text binding I created. I know why it's happening, but I don't know how to break out of the loop once the array length meets the index.
@plush yew
Yeah, but for learning purposes, I ultimately would like it to cancel the loop.
is there a way to convert a function to C++? If it was in code I could have it fixed lol
how do i make an output function that has floats like this?
or do i have to use a float to vector converter?
As I currently have it set up, it loops infinitely. I had it to where it was just printing the last element, but never all of the arrays combined into one string.
Is there anything similar to a blender Color Ramp in the material node editor?
I'm pretty sure UASSET files for models reference a material UASSET, so have you tried making it reference a material in the root of the content and then putting that material in too?
Well, I change the material references to the correct ones from the game itself, even with the original textures etc so that the model I am importing can target the textures, but it just shows up as white
Odd. I'm assuming this game doesn't have any official modding tools?
No
I have done this before, and it worked
just dont know what step I am missing
If there are any online guides look back and double check the steps, I don't mod much so I wouldn't be the best help in this circumstance.
Nah there isn't any
Dang, well I wish you luck
Well, for starters, this server don't support underground modding, so you're pretty much on your own.
^
Quick Question, I'd like to use a dialogue plugin from marketplace, but I'm using 5.0 built from source. It only supports up to 4.27 and I dont see a download for source code. Is it possible to migrate it to my compiled engine?
Yes, you can copy the plugin files into your 5.0, but I heard there's a slight differences in the build process
oh thats awesome news. Ok, I'll download it and give it a try. Thanks π
i'm working at a planet game but i have a problem because the planet is rounded i can't put things on it like that what should i do
Fake it.
And don't expect much when using Unreal Engine 4, as you're bottlenecked to floating point imprecisions.
Even in the Ants To Outer Space presentation, the planet roundness is faked by shaders, and it's only focused on the topmost part.
https://www.youtube.com/watch?v=SeNM9zBPLCA
This hands-on presentation by Epic's Sjoerd De Jong explores the Sky Atmosphere system in Unreal Engine. Starting off with the basics, viewers learn how to render a beautiful and fully dynamic sky within seconds. From there, the session showcases how to create alien, dusty, or wet atmospheres, after which viewers will be taken all the way up int...
Everything outside of the "hero" landscape are fake landscape static mesh curved with shaders.
that means my planet shouldn't be rounded i should make it look rounded by shaders but isn't this more complicated?
For comparison, No Man's Sky and Elite Dangerous used their own in house engine to accomodate the space scale, and Star Citizen had to modify Lumberyard/CryEngine to support large world coordinates
Fake it till you make it, yes.
With Unreal Engine 5, you might have some hope, as it supports large world coordinate, so the limit is larger than that of UE4's
actually i'm using unreal engine 5 that's good news
But I want the player to be allowed to spin the world could i do it with faking it ?
