#ue4-general

1 messages Β· Page 1134 of 1

jovial perch
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hope it works, with the half GB gpu i only get like 20 fpsπŸ˜„

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oh and if it matters, im changing the gpu unreal uses with windows graphics settings

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ok it finished reinstalling

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tyyyy

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it worked :)

drowsy snow
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Nice πŸ‘Œ

jovial perch
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im getting it from windows update

fallow pulsar
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how do I go about modding UE 4 games, do I just load the pkg files in the editor?

oblique whale
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Yo guys, when i try and package my game it says not enough disk space available and stuff... even tho i have 1tb available

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ive been trynna fix this for almost a week now

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its so dumb

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i cant package my game. so it would be really awesome if someone took the time to help me :D

drowsy snow
oblique whale
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the drive where my project is has around 500 gb of free space, the drive im exporting to has 1000gb

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its so weird

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this is what it says exactly

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F

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the letter is F

drowsy snow
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insert completely unoriginal pay respect joke here

oblique whale
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yup

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ye lmao

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been trynna fix this for like a week now

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i just wanna export my game so badly

drowsy snow
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Is this a procedural mesh?

golden niche
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I am having issues with unreal, my windows keep turning black after a while, a restart fixes this issue

fossil nexus
oblique whale
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ye it has 200 lol

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gb

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...

golden niche
oblique whale
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brtuh34eufb

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im so desperate aaa

oblique whale
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i do

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already checked that

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lmao bro i dont evne know

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even*

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its just so stupid

golden niche
drowsy snow
golden niche
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smh....

drowsy snow
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For comparison, AMD doesn't exhibit that kind of issue with UE4, even with latest drivers.

oblique whale
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NO?

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oops caps

golden niche
oblique whale
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im using 4.27.2

turbid wigeon
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Is Windows 11 ready for primetime for unreal engine ?
Just had the notification update

drowsy snow
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Aside from SM6 DX12 Ultimate, which is only a thing in Windows 11 and seem to be supported by UE5

oblique whale
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Yo lorash, could you maybe try and help me with something?

turbid wigeon
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thanks guys

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guess i'll give it a shot

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hope i won't spend my day handling broken dependencies

pearl minnow
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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

drowsy snow
pearl minnow
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why would the browser making http requests be a security issue ( over a request made from a blueprint for example )

drowsy snow
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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.

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That security concern alone makes me really against game UI made in embedded browser.

pearl minnow
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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

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can people practically access the dev tools / browser location / URL bar in the embedded browser?

drowsy snow
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Not to mention CEF included in UE is outdated by large margin compared to upstream CEF.

pearl minnow
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Thanks @drowsy snow

drowsy snow
next badger
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Is there a way to pause/cancel shaders compilation? This is so frustrating.

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I need to migrate some assets and ue4 basically stuck. I don't need the shaders to be compiled.

plush yew
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Anybody have a good tutorial on How to activate a blueprint trough sequencer?

brittle plume
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Hi, i have a problem with an Android App... When I open it, he show this.

plush yew
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Is there a way to set Proxy Server for Requests in the Config?

pearl minnow
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@plush yew for me its a funny perspective because the browser for me is the default environment πŸ˜„

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"you opened the devtools, changed the url.. so what" πŸ˜„

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if you turn on your computer.. you might get hacked! πŸ˜…

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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?

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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

drowsy snow
oblique whale
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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?

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i pretty much cant package my gamer

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game*

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been trynna fix this for almost a week now, with no succes...

pearl minnow
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ah "event dispatcher" for the sub widget i found it πŸ˜„

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you on the right drive?

oblique whale
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yes im exporting to the drive with 1tb

pearl minnow
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does your pc have more than 1 drive? is unreal running on the same drive?

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im not implying it needs to be just asking questions πŸ˜„

oblique whale
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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

pearl minnow
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ok interesting! did you recently add a plugin with 2 tb of megascans or something? πŸ˜„

oblique whale
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no i didnt lmao

shell surge
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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

bright sigil
shell surge
bright sigil
pearl minnow
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@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?

oblique whale
pearl minnow
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whatever you're trying to package yeh

oblique whale
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so my project file, or the .exe?

pearl minnow
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what are you trying to build? πŸ˜„

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a game engine or a game or an sln thing

oblique whale
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my project?

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dude im so sorry im actually so confused

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lemme

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explain again

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so

pearl minnow
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you click file -> package project -> windows or something right?

oblique whale
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yes

pearl minnow
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ok so how big should the resulting artifact of that operation be? have you ever packaged the game before? how big was it before?

oblique whale
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i dont quite remember

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but maybe like

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not more than 20gb thats for sure

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it was prob like 8

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idk

pearl minnow
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did a lot change between then and now?

oblique whale
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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

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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

pearl minnow
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for somebody to help you fix it you'd need to fill in all the details

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what did you change, how exactly did you fix it etc.

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im not an unreal guy really so i can't do much more

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in order to fix it the first time you must have had more information

oblique whale
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i was getting the same erros as i get now

pearl minnow
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and you say you fixed it, how?

oblique whale
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hangon

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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.

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i think thats what i changed

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and then it worked

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then i worked on my game for a bit and tried exporting it again

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and then it failed again

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@pearl minnow

oblique whale
pearl minnow
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interesting

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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

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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

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try to work out if it really is using that much drive space or there's something else going wrong, like write permissions.

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i often can't write files if those folders are open in a different program

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ask your question again in a while also, and maybe somebody who knows what they're talking about will answer next time πŸ˜„

oblique whale
pearl minnow
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run the packaging process again and look at the generated files when it fails ( if they're not automatically deleted )

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if there's some enormous file you can google it

jovial perch
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why do i have these shadows on my terrain?

oblique whale
jovial perch
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imma try

pearl minnow
jovial perch
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those square things

oblique whale
pearl minnow
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that's the nature of the terrain i think

jovial perch
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they only show up when the sun is in that position

pearl minnow
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you can maybe google "soften terrain unreal"

jovial perch
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ok

pearl minnow
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you would see the same thing in real life if the world was made of squares and the sun at that angle

proven aspen
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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

oblique whale
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you can try to use the landscape tool and go to sculpt then go to "smooth"

pearl minnow
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its why games are usually full of props and crap to distract you from the fact you're looking at triangles

jovial perch
jovial perch
pearl minnow
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also consider increasing the resolution of the terrain

jovial perch
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how?

oblique whale
pearl minnow
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the more geometrically complex the surface the less clunky the shadows will be

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oh i get your point @oblique whale but i dunno i think the sand is tiling ok

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i think its geometric simplicity combined with metallic material and shallow light is the issue

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could be wrong though, no idea πŸ˜„

bright sigil
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might want to check wireframe view

lyric lintel
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Hi, anyone knows where to download the ANSEL plugin for UE5?
Thanks

jovial perch
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alr so i deleted that terrain (it was a test terrain) and made one with the resolution to max, im getting these now

oblique whale
jovial perch
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this is with all the lights off

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, its a new, fresh terrain

oblique whale
jovial perch
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i did use the same material and layer info tho

oblique whale
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Yo @pearl minnow

oblique whale
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i figured something out

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something

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very weir

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weird*

pearl minnow
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build -> lighting only @jovial perch

jovial perch
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ok

pearl minnow
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@oblique whale preemptive 🀯

oblique whale
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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

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something is making it stop there

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thats odd

errant cedar
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Does anyone know a good way to add a save game object to an array/vector?

pearl minnow
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oh nice

errant cedar
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I essentially would like a list of saved game objects in an array.

pearl minnow
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array of type save game -> add (save game)

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is it more complex than that?

pearl minnow
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i'd maybe also google something like "unreal max build size / too big" stuff like that

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@errant cedar

pearl minnow
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maybe also your drive is corrupted πŸ’€

oblique whale
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ive tried all my 3 diffrent drvies

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  • it used to work
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so dw its not

errant cedar
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@pearl minnow I had no idea that was a thing

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I'll continue to look into it

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Thank you!

pearl minnow
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yw πŸ˜„

oblique whale
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these are the exact errors i get

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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.)

pearl minnow
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ill be back later dude

oblique whale
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okay

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have fun!

plush yew
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Is there people there with access to UDN or even Epic Staff ? I wanted to know if it’s absolutely needed to work on a big game (so with a team) or for a company to have access to it ?

drowsy wigeon
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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?

jovial perch
lyric lintel
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ANSEL plugin for UE5 source anyone knows the download location? Thanks

winter rain
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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?

twilit hill
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oh hell yeah, "ListStreamingTextures" crashes ue5 no matter what 🀣

bright sigil
winter rain
daring cedar
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how can I make web browser widget only plays when a mesh collides with a collision box?

jovial perch
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thx @oblique whale , @pearl minnow , it worked :)

daring cedar
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I'm trying this but it's not working (on the mesh with the collision box)

pearl minnow
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your logic is wrong @daring cedar

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its almost what you want i think

pearl minnow
daring cedar
pearl minnow
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delete the flip flop

bright sigil
pearl minnow
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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

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@oblique whale any progress ? πŸ˜„

fluid lance
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is there any advantage to having the engine's DDC on a SSD?

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My SSD is getting kinda filled with DDC

bright sigil
fluid lance
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@bright sigilthat I can relate to πŸ™‚ UE projects too. However - is that so for the DDC? πŸ˜„

bright sigil
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DDC stands for? do you mean DCC?

fluid lance
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DerrivedDataCache πŸ™‚

bright sigil
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ohhh

fierce matrix
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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?

bright sigil
fierce matrix
bright sigil
fluid lance
fluid lance
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But I would just move the damned thing over to the HDD

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and wait ONCE for everything to compile again

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its almost 100 gb 😐

bright sigil
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id think its better to keep it on ssd since it has to read (write as well i think)?

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i guess you can try and see though :/

fluid lance
fluid lance
fierce matrix
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Thanks for the info, sorry on phone hard to see things at times

limber mesa
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What's a good way to share a game, Dropbox, drive or ?

limber mesa
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Does it have to be a zip file

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@drowsy snow no publishing fee?

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Like steam

drowsy snow
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No.

limber mesa
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Ok

fierce matrix
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I tried messeging Manny $job but don't accept messege?

drowsy snow
limber mesa
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@drowsy snow is there a way to give out free keys for the game?

loud ember
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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

fluid lance
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@loud emberOfc there is

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@loud ember [OnBtnPress] get projectile -> set transform (scale,rotation) πŸ€·β€β™‚οΈ

loud ember
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oh thx but i figured it out

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this is what i came up with

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i plan on only having one of this specific projectile on the screen at any given time so it works well enough

bright sigil
loud ember
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o

bright sigil
loud ember
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i fixed it πŸ™‚

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thx

pearl minnow
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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

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do you know what i mean?

jovial perch
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what visual studio components do i need

pearl minnow
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oh.. then... it works already i think πŸ˜„

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try to think of it like a triangle

jovial perch
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i only want to build my game

pearl minnow
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@jovial perch looks good. you can always add other packages later

jovial perch
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i dont want to code in c++

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alr

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dang it takes more space than the whole engine

limber mesa
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@drowsy snow just upload the exe?

pearl minnow
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@limber mesa zip first i guess

limber mesa
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for itch?

pearl minnow
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yes

limber mesa
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hmm

pearl minnow
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shoot laser from camera, get location of first collision, make model look at that location @twilit fossil

limber mesa
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rlly

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first time doing it

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thankyou

pearl minnow
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yeh no reason not to zip a huge file πŸ˜„ good luck

limber mesa
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@pearl minnow so in the upload box upload the zip

pearl minnow
pearl minnow
limber mesa
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file->package project->zipupproject

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correct?

pearl minnow
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the "packaged project" is your game, and you wanna zip that to reduce its size a little bit.

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upload the zip

limber mesa
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wdym? Im asking if thats how you do it in ue4

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would that be how to do it?

pearl minnow
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stop over thinking it

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answer is yes πŸ˜„ just try it

limber mesa
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i am because i have never done this before

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pardon me

pearl minnow
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go go go

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πŸ˜„

pearl minnow
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let us know if it doesnt work

limber mesa
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just nervous that it wont work

pearl minnow
jovial perch
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wait wait what is he trying to do

pearl minnow
limber mesa
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@pearl minnow your game looks cool

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btw how to view zipfolders

pearl minnow
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😑 google

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right click πŸ˜„

jovial perch
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if you have winrar just double click it

limber mesa
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i dont

jovial perch
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you should be able to see the files inside it

jovial perch
bright sigil
jovial perch
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yea or that

bright sigil
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I advocate 7zip

jovial perch
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i have both winrar and 7zip for some reason

bright sigil
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You probably sought out 7zip while winrar sought you out

limber mesa
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so i have a file and it has the windows no editor in it which contains everything

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should i zip the file that has the windows no editor in it

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or the windows no editor

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Im over complicating this my apologies

bright sigil
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Not sure for uploading to itch, but you need everyrhing in that build folder

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Use is a strong word here

jovial perch
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wait i thought everyone uses it

limber mesa
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@plush yew bcdboot? hmm

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interesting

jovial perch
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i have both

drowsy snow
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Except tech youtubers

jovial perch
drowsy snow
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I'm counting on no because of that fucking nag popup

jovial perch
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yeah true but other than that its free

limber mesa
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sso i zipped the file but it says 0 bytes

drowsy snow
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7zip is a godsend in comparison

limber mesa
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i think it was the wrong file

jovial perch
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infinite trial :)

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yeah you got a point

limber mesa
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yea nvm i need more space

jovial perch
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but on the other side, i only use it to zip and unzip

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never used it for anything else

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(like zip file viewing)

drowsy snow
bright sigil
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and .7z are usually smaller in compression size than .zip

drowsy snow
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Also parted 7z archive is a thing

bright sigil
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its like the VLC of compression software - its free, opens ~~all ~~most other compression files, makes its own better version, etc

jovial perch
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everyone is talking about zipping while im installing all the SDKs for building my gameπŸ˜ƒ

drowsy snow
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Coolio.

unique wraith
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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.

limber mesa
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How to get around the space issue on itch.io? or how to share it privately to someone? attach it within an email?

unique wraith
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it does sound that was but it's a firmware/OS issue from what I've found

drowsy snow
unique wraith
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I updated all drivers, tried new and old, game drivers and studio drivers, even upgraded to a 3060Ti and still didn't help

limber mesa
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@plush yew itch says thay only accept 1GB ask if more space is needed. i believe it is about 10-20 gb

unique wraith
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but windows install actually made a big difference, I haven't crashed yet

jovial perch
drowsy snow
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Last time an AMD user had trouble here, it actually solved by clean installing latest driver.

drowsy snow
jovial perch
#

it just went up to 3000

jovial perch
drowsy snow
#

I believe it's someone else

drowsy snow
jovial perch
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oh

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ram?

drowsy snow
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It's your CPU doing all the hard work of compiling shaders.

jovial perch
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i also have a bad cpu

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lol

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i use a laptop

drowsy snow
#

Life hack: Go to Task Manager, increase the priority for all ShaderCompileWorker to High, and get yourself hydrated.

jovial perch
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it gave me a bluescreen for a second and came back to life like nothing happened-

limber mesa
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@plush yew nvm its 4GB

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im going to try to reduce it

drowsy snow
limber mesa
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ok

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well im sure if i reduce it from 4 to 1 it souldnt be that slow

drowsy snow
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Well, I get Unreal Editor compressed from around 7 GB down to 1.5 GB

jovial perch
#

what

drowsy snow
#

That's with super aggresive 7z compression, because I had to put the stripped build to the release page of my fork

jovial perch
#

pagefile?

drowsy snow
jovial perch
limber mesa
#

sadly im in 4.26

drowsy snow
#

*download more RAM

drowsy snow
# limber mesa sadly im in 4.26

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

molten prairie
drowsy snow
#

Also it's not as simple as porting the plugin - I tried.

jovial perch
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so 1. it is on

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  1. i have 8 gb ram
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  1. its not hte first time im building it
drowsy snow
#
  1. Close any backround app you don't use right now
jovial perch
jovial perch
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ik, i have a laptop

bright sigil
#

i think tech support

drowsy snow
#

To stop poorshaming, I can confirm that building is possible in 8 GB of RAM

limber mesa
#

crap

jovial perch
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lol

drowsy snow
#

Fuck poorshaming

neon bough
#

fuck poopshaming

jovial perch
bright sigil
jovial perch
bright sigil
jovial perch
bright sigil
#

1k speed lol

drowsy snow
limber mesa
#

question i have a file that contains the windows no editor file. which one to zip

drowsy snow
#

Might consider bundling some redist stuff as well

limber mesa
#

so if i compress the file that contains everything i should be good

bright sigil
#

WindowsNoeditor folder should have Engine, FileOpenOrder, YourGameFolder, YourGame.exe, Manifest.txt

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key word - folder

drowsy snow
limber mesa
#

yes thats what i meant my apologies

drowsy snow
#

So don't go nuts with the zip compression

limber mesa
#

ok

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if i send the file in here could anyone open it up for me

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just to make sure I didnt mess it up

drowsy snow
limber mesa
#

so its 2.3 gb now

bright sigil
drowsy snow
#

Well, not really a bomb, because it's not as ludicrous as 42.zip

limber mesa
#

so 2.3gb is that ok to attach to an email?

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😦

bright sigil
#

i think 25mb is a common email limit - any bigger needs cloud storage + link

limber mesa
#

So how would i be able to share it with someone?

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google drive

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?

bright sigil
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then share link

limber mesa
#

link to?

drowsy snow
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Google drive

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Or any other cloud storage that don't impose premium paywall bullshit or having the download page ridden with ads

limber mesa
#

Ok

bright sigil
#

you can generate a share link once you upload

limber mesa
#

ok

jovial perch
#

are you sure its from my memory

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i always have more that half gb free

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and btw this is the bottom of the error

bright sigil
#

but what's the first error?

jovial perch
bright sigil
#

well it does say it ran out of memory

jovial perch
#

is there anything i could do?

raw harbor
#

Painting or sculping in a hidden layer is not allowed.

bright sigil
#

Makoto's catch phrase is: Download More Ram

raw harbor
#

how do i fix this

bright sigil
#

keyword: catch phrase

jovial perch
#

i would, but again i have a laptop

#

and i cant get more ram

raw harbor
#

how big is the file

jovial perch
#

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

neon bough
#

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 πŸ˜„

bright sigil
#

i think that's giving you the UUID of that color param

neon bough
#

is it possible that it reads a struct from somewhere which has a new structure now?

jovial perch
#

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

neon bough
#

e.g. an old save, as i'm loading presets from "savegames"

bright sigil
jovial perch
#

igh

neon bough
#

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

jovial perch
#

whats the best gpu and cpu, ram for a pc to work good in unreal ( i wanna make a big project)

#

ok

neon bough
#

3090FE, fastest Threadripper, all the RAM you can put in it

cosmic gull
#

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

jovial perch
neon bough
#

depends on the 17yo

#

do you work or rely on pocket money?

plush yew
#

Is the unreal engine learning website slow as hell for anyone else today?

jovial perch
#
  1. i asked there, 2. in between
jovial perch
plush yew
#

It’s ridiculous how slow it is

cosmic gull
#

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...

molten delta
#

Hi, is there a section to ask question related to Quixel Megascans?

odd wyvern
#

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

modern root
#

that is, if it's way higher then the other stats

modern root
#

Please don't cross post like that @manic jasper

manic jasper
#

Jack can you help?

sharp crest
#

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?

versed star
#

Ok I have a list of enemies for my top down shooter:

  1. A melee guy that rushes and when he's low health he deals less dmg but attacks and runs faster
  2. 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
  3. 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
  4. small bois who rush really fast and explode on death but have a very small health pool
    Ones I haven't finished implementing yet:
  5. A stationary turret with short range but a really high DPS
  6. A floating unit who gives sheilds and halves that damage of your rocket explosions
  7. 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?

neon bough
#
  1. a enemy who rushes at you and hugs you, which heals you
versed star
#

Perfect

hollow epoch
#

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?

fervent stag
#

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!

fossil nexus
#

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

hollow epoch
#

These days I'd say you'd be better off using Blender. Industry wise, I think more studios use Maya though.

wet flax
#

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

proven aspen
# fossil nexus Which one is more compatible / optimized for Unreal Engine. 3ds Max or Blender?

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.

proven aspen
#

That being said they are both completely capable of the typical things you'd want in unreal (modelling, skeletal meshes, morphs, and such)

rancid lynx
#

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

worldly spear
#

anyone know any good resource for creating crowd effects? I want to create something like this:

rancid lynx
#

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.

worldly spear
#

thank you Rob ill look into that! πŸ‘

tardy hedge
#

Is there a way to have a macro library for both actors and widgets

worldly spear
worldly ether
#

hi

#

does anyone know how to convert .max files to fbx? my file is 1,3gb

autumn flame
# worldly spear anyone know any good resource for creating crowd effects? I want to create somet...

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...

β–Ά Play video
neon bough
#

export to FBX from 3DS Max?

worldly ether
worldly spear
autumn flame
#

It's just a Niagara Function

worldly spear
#

im very new to Unreal πŸ˜…

manic jasper
#

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?

worldly spear
#

how do i make this so i can use it as a function in the scratch pad?

autumn flame
worldly spear
#

thank you!

autumn flame
manic jasper
#

What am I looking for exactly πŸ˜… I'm pretty new

#

Under collision and what

#

part

autumn flame
#

Double click the Door Static Mesh, it will open a Viewer

manic jasper
#

I see it in the viewport

autumn flame
#

Collision -> Simple Collision

manic jasper
#

and have searched up collisions

#

under deatals

autumn flame
#

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

manic jasper
#

I have UE5 πŸ˜…

autumn flame
#

Should still work (i think?)

manic jasper
#

I just don't know where button would be located

autumn flame
#

Just UI probs looks different

manic jasper
#

exactly

#

Yeah

autumn flame
#

Send a screen if you're not sure

manic jasper
autumn flame
#

Open the actual Mesh

#

Not the BP

manic jasper
#

ah ok

#

it says none

#

for simple collision

autumn flame
#

Try this

#

Click Collision at the top left on the bar

#

Add Box Simplified Collision

manic jasper
#

this is under the static mesh correct

autumn flame
#

Ye

manic jasper
#

added

autumn flame
#

If you see green lines

manic jasper
#

save and try

autumn flame
#

Means you have collision

manic jasper
#

yep

#

i do

#

Perect

#

works now thanks

worldly spear
#

how do you import a Niagara Function into the Scratch pad?

autumn flame
#

Probs just search the Function name? Didn't do too much with Niagara myself

worldly spear
#

tried it, didnt work 😦

#

im not sure how that dude does what he does. its truly magic lol

trail wedge
#

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?

autumn flame
worldly spear
autumn flame
#

Change Library Visibility from Unexposed to Exposed

#

Should show

worldly spear
#

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!

winter stream
#

how could i add asset to a project that doesn't show up

drifting rain
#

When you make an array of skeletal meshes or any materials for a character creation system, that should be stored in the character blueprint?

bright sigil
winter stream
modest trench
#

opening it first should associate it

#

otherwise just use a dummy project and copy the asset over, sheesh

winter stream
drifting rain
bright sigil
rancid lynx
#

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

true goblet
#

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.

bright sigil
#

that dialogue wont do anything about that

modest trench
#

no debug symbols so you won't see wtf is actually happening

bright sigil
#

ill get that somtimes if i undo too fast

true goblet
#

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.

modest trench
#

might clear out intermediate/saved/binaries

finite wren
#

Where do I find the "User Complex Collision as Simple"

modest trench
#

the settings of the static mesh asset itself

finite wren
#

@modest trench it's not there either

bright sigil
# finite wren

not fluent on UE5 ui, looks like the bp, not the static mesh editor

finite wren
#

Oh I get it

#

yeah thanks

#

It's like, I found it before, I just forgot

worldly spear
#

Anyone here know how to make a IF condition node in the Niagara Function Script?

rich stream
#

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.

finite wren
#

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.

rich stream
#

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).

finite wren
#

Lol yeah can't argue with that, launcher feels like malware for sure

bright sigil
rich stream
#

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.

bright sigil
rich stream
#

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.

timid meteor
#

4th day trying to instal a plugin into mine ue4 editor

#

can i finely get some help pls ? πŸ™‚

#

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

nimble warren
#

Does anyone know how I can get the rotation of a face using a linetrace?

timid meteor
#

what do i do ?

#

its not a cpp thingy

nimble warren
#

The plugin might not be made for the version ur using

timid meteor
#

its from the Easy survival rpg template

nimble warren
#

What unreal engine version are you using

timid meteor
#

2.27

#

4.27*

nimble warren
#

were you installing a plugin before the project stopped working?

timid meteor
# nimble warren 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 !

random summit
#

is there any way to save vertex paint to the prefab in unreal? or do i have to do that in my modelling software?

shadow violet
#

Anybody had that bug in viewport? I have some strange grain.

jovial perch
#

GUYS GUYS @plush yew @bright sigil

#

i tries to build it one more time

#

and this time it worked

#

and i didnt change anything

sterile lichen
#

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?

silver badger
#

Hello, how can I get rid of these lines on the border of the plates?

jovial perch
#

it took 1h

#

but hey

#

it works

pearl minnow
#

( just deleted all my comments - was trying to fix the wrong widget all along 🀯 )

plush yew
#

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?

grave nebula
#

@worldly spearIf is gone from modern versions and is replaced by select

clever flare
#

hey, does anyone know if blueprint actor adds more computing power than just a static asset? given that it has an empty blueprint graph.

jovial perch
#

yea probably

#

not sure

drowsy turtle
#

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

pure void
#

You dont use blueprints in your powerplant?

oblique whale
#

How big should a project usually be?

stiff bane
stiff bane
clever flare
#

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.

rare steppe
#

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

timid meteor
#

hi

#

how to solve this ? :p

rare steppe
plush yew
#

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?

timid meteor
rare steppe
#

like is the texture missing or is that black bit the issue

timid meteor
#

its not that its only that, the holes and black is dancing around the map

rare steppe
#

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

safe meadow
#

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?

wraith osprey
#

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 😦

midnight glade
#

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

raw harbor
#

Is 16gb enough ram or is it a dead end for me

midnight glade
#

Would be much appreciated if someone would help me btw

cedar bane
edgy rover
#

Hello, did you get the answer?

midnight glade
#

They aren't in .paks

#

It's just openly uassets

cedar bane
#

Oh so use pak file is off

#

Why are you setting up materials then?

midnight glade
#

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

cedar bane
#

Well if you've exported with fmodel or umodel then refs should already be there

midnight glade
#

But my model for some reason shoes up as missing textures

cedar bane
#

Oh yeah raw I forget

midnight glade
#

Yeah

cedar bane
#

Are you replacing the material

#

If you are you shouldn't

midnight glade
#

No, only the textures and the static mesh/model

midnight glade
#

But it's ok with applying to the original model

cedar bane
#

Ok how are you editing the model

#

Blender doesn't automatically support uassets

midnight glade
#

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

cedar bane
#

How do you get the uasset data into blender then

midnight glade
#

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

cedar bane
#

Ah there's your problem then

midnight glade
#

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

cedar bane
#

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

midnight glade
#

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

cedar bane
#

I mean ctrl+j to join

midnight glade
#

And then by hand remove the original mesh?

#

I see

cedar bane
#

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

midnight glade
#

Yh

#

Man if this works

#

I am running outside naked

cedar bane
#

Do you have experience using the tools I mentioned?

midnight glade
#

yes

cedar bane
#

K just checking

midnight glade
# cedar bane 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?

cedar bane
#

Depends if you're using shift or ctrl

midnight glade
#

shift

cedar bane
#

I can't remember I just undo if I do the wrong order

midnight glade
#

alright

midnight glade
#

or do I just save them, cook them and use the assets as they are?

cedar bane
#

You'll also need to shrink the model depending on your scene units

midnight glade
#

yeah thats fine, model will probably load in

#

but when it comes to textures

#

and also I didnt do anything with smoothing groups so

cedar bane
#

can't hurt

midnight glade
#

in the settings?

#

or once I have imported it

cedar bane
#

default is fine

midnight glade
#

shows up as white, this time though its blank white, before it was white with grey squares

cedar bane
#

that's fine

#

show the model in the editor

midnight glade
#

ingame

cedar bane
#

Are the materials in the proper path?

midnight glade
#

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

cedar bane
#

ok are the materials supposed to be

#

instanced

midnight glade
#

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

cedar bane
#

that's odd

#

click on null to see if it leads anywher

midnight glade
#

cant click on it

cedar bane
#

Make the materials materials instances (I'm assuming they are because they have a bunch of underscored)

midnight glade
#

alright, how do I do that?

#

do I have to make a new material instance in UE4?

cedar bane
#

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

midnight glade
#

done

cedar bane
#

Perhaps the problem was that then rather than what I told you to do

midnight glade
#

well what do I do now?

cedar bane
#

Any way that should be ready to package

midnight glade
#

so, I dont attach any texture to the materials? Just let it be white?

cedar bane
#

No? You're not even supposed to replace the materials

midnight glade
#

yeah I didnt, only the model

cedar bane
#

The model just needs references to them

midnight glade
#

alright, let's give it a try

cedar bane
midnight glade
#

I see

#

Lets see if it works

cedar bane
#

Oh BTW do the game files have uexp files

midnight glade
#

yes

cedar bane
#

πŸ‘

midnight glade
#

cooking it rn, bout to replace

#

lets see

#

nope

midnight glade
#

still white

cedar bane
#

F

midnight glade
#

lol

cedar bane
#

Idk what else to say

midnight glade
#

well

cedar bane
#

Might think of something later

midnight glade
#

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

cedar bane
#

🀷

#

I'll have to leave soon sorry

midnight glade
#

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

rancid lynx
#

How do I STOP the character from INSTANTLY teleporting to the floor every time he walks down a step ? it looks rediuclous

oblique tangle
misty wharf
#

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.

buoyant graniteBOT
#

:no_entry_sign: wizard#3746 was banned.

midnight glade
# cedar bane 🀷

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

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so there is something in UE4 that I am not doing correctly before I cook it

worldly spear
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Anyone know how i can add a condition to a select node in the Niagara Function Script?

grave nebula
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@worldly spearpoke around with it, it is self explanatory

worldly spear
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been trying cant seem to figure it out. Im seeing stars man

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I create a select node, but i dont know how to add a condition with a float A and B

tardy basin
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does anybody know

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if theres a way

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to make Air Control not just affect left and right

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i need it to affect forward motion as well

worldly spear
# tardy basin to make Air Control not just affect left and right

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...

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tardy basin
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maybe, ill lyk

tardy basin
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but it may give me some ideas

worldly spear
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aww sorry dude! good luck!

tardy basin
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its so strange that Air Control only affects lateral motion

tardy basin
worldly spear
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maybe its a directional node that needs to be attached?

split jasper
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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?

grim ore
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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

split jasper
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this plane mesh might be exactly what I want

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Also how do I get at those 4.26 modeling tools? That's the version I'm on but I haven't seen them.

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Any day I don't have to open up Blender is a good day

tardy basin
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anyone ping me if you have the same issue

primal tendon
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where can I get rigged character with outfits, like knight armor, sword and stuff?

open seal
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someone in here got some time for a noob, need to ask a question, please DM me

open seal
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blueprints, easy lvl πŸ˜›

cedar wave
primal tendon
tardy basin
undone charm
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this rock started glowing after droping a blood decal on top of it
how do i fix this?

tardy basin
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@Hallibell-Frostmane#2983 hey sorry discord is being completely broken right now

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Not sure why

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@gleaming hornet

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Yo

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@Hallibell-Frostmane#2983

autumn latch
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how can i do my project name longer then 20 character?

hushed cloud
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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.

neon bough
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that sounds like overcomplicating things

hushed cloud
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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.

bright sigil
bright sigil
neon bough
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for a door you will end up with more "BP" than a normal BP based solution

autumn latch
gleaming hornet
bright sigil
autumn latch
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yes i know about it but i am not talking about it.

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i am tolking about this

grim ore
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thats not a folder, thats a file in your unpackaged project

bright sigil
rose sleet
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Why does my floor say Preview?

cedar wave
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Build your lighting.

rose sleet
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ahh

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makes sense

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do i have to rebuild my lighting at the end or can i do it throughout making my game?

neon bough
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both

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adding/moving items within the range of a lightsource will invalidate their lightbuild data and they will be rebuild on the next build

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so the engine is aware of what needs to be rebuild, and tells you so

rose sleet
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Alright, basically every time i move something that will interfere with the lightbuild data i need to rebuild it?

neon bough
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yes

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unless it's a dynamic/movable object (as their light/shadow gets calculated on runtime, which is more expensive)

rose sleet
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Ah ok, thank you.

jovial perch
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how do i add a moon to my day night cycle

fervent kernel
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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.

vocal sorrel
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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?

undone charm
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how do i keyframe sunlight position?

modest trench
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try rotating the main direct light

undone charm
drowsy snow
undone charm
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just figured it out

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im adding the keyframes trough the mobility tab, is that correct?

drowsy snow
plush yew
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How can i make an object hide antoher object and be invisible?

drowsy snow
plush yew
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yeah i have some objects that need to scroll up and then dissapear inside an invisible cube

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a dissolve

drowsy snow
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Sorry, I still don't get it.

plush yew
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i found something

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i had no idea how to call it

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Wadstein has all the answers

plush yew
autumn latch
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how can i detach alt+f4?

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and what is different Quit and Baackground?

ornate leaf
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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!

shadow surge
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How do you guys handle revision control in Unreal? Is there a free option that works well?

prime willow
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where you try to define what each player index is

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based on a call and lsiten logic and than saving that reference to the input that occured when called for

shadow surge
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@drowsy snow thanks bro

radiant elm
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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?

ornate leaf
ornate leaf
prime willow
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i hope so!

buoyant rain
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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?

errant cedar
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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

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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.

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@plush yew

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Yeah, but for learning purposes, I ultimately would like it to cancel the loop.

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is there a way to convert a function to C++? If it was in code I could have it fixed lol

worldly spear
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how do i make an output function that has floats like this?

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or do i have to use a float to vector converter?

errant cedar
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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.

dawn gull
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Is there anything similar to a blender Color Ramp in the material node editor?

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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?

midnight glade
dawn gull
midnight glade
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No

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I have done this before, and it worked

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just dont know what step I am missing

dawn gull
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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.

midnight glade
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Nah there isn't any

dawn gull
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Dang, well I wish you luck

midnight glade
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alright, thank you

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Anyone else have any ideas?

drowsy snow
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Well, for starters, this server don't support underground modding, so you're pretty much on your own.

fierce tulip
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^

opal ocean
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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?

drowsy snow
opal ocean
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oh thats awesome news. Ok, I'll download it and give it a try. Thanks πŸ™‚

winter stream
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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

drowsy snow
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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...

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Everything outside of the "hero" landscape are fake landscape static mesh curved with shaders.

winter stream
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that means my planet shouldn't be rounded i should make it look rounded by shaders but isn't this more complicated?

drowsy snow
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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

drowsy snow
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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

winter stream
winter stream