#ue4-general

1 messages Β· Page 1135 of 1

drowsy snow
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With LWC, there's a possibility for true globe earth, but you'd need a shit ton of data for the entire planet terrain.

winter stream
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I'm not going to put a lot of things on the planet but I will distribute them on the planet

drowsy snow
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For comparison, MS Flight Simulator's globe earth is around 2 petabytes on the cloud server. That's 2,000,000 GB worth of data

drowsy snow
drowsy snow
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And that's just one planet.

One planet.

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Looking at the mesh previewer, I think it's clear the intention is not mini planets, but astronomical planets.

winter stream
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I want to put only 8 cities with jungles and those things split in the world

drowsy snow
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Probably around the size of Venus, which is 460.2 M km in surface (12,104 km in diameter)

Which is within the range of LWC's double floating point precision

drowsy snow
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This isn't a globe earth vs flat earth Discord server, and video game logic stays in a video game, so it's fine to not make things actually planetary.

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I mean, flat earth theories that I've seen were like video game logic taken too far, but I digress.

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Name at least 24 of them.

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(not including reskins/expansions)

winter stream
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put i may add more in the future and i want to make a rocket goes to another planet

modest trench
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his point is that it rarely really gets implemented

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but go hog wild I guess, ue5 has double precision for your gigahuge sphere map

winter stream
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yeah but i think making a custom things is faster and easier than faking the planet

modest trench
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it is almost certainly easier to have a regular flat level with a faked planet background

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heck, the sky atmosphere already does some of the work for you

drowsy snow
modest trench
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oh, kind of more towards iceman with the float/double precision stuff I guess

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worth mentioning I think that Kerbal Space program centers the solar system around the current ship

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so it kind of fakes the scale (which is already smaller than the real solar system)

drowsy snow
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Then I can imply we had different criteria for a "world" in games.

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I don't consider mini/tiny planets to be a different "world".

modest trench
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the astroneer/super mario galaxy vibe is pretty awesome though

drowsy snow
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And yeah, I don't really play Nintendo games, so I don't think about SMG series.
(all about those mature gaming heck yeah)

winter stream
drowsy snow
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Also consider making some randomiser algorithm with seeding system to keep the file sizes low.

winter stream
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ok thanks for the advices H1Heart

dawn gull
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My entire game is on planets and space, I'm going the procedural route though

modest trench
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Space Engine procgen is sick

dense knoll
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Wondering what is causing these frame hogs?

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What would cause the CPU to enter a stall state?

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prob that yea, but what would be the best way to optimize? THe fps dips to 45 at some points

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and the game is locked at 60 as it cant achieve any higher

versed star
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So I have an int variable in my actor that controls enemy spawning that I want to send over to another actor, but I can't figure out how to send the variable from the one actor to another since I can't cast because neither is a child or the player. How would I send the variable from one actor to another?

dense knoll
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seems it only happens when a lot of clouds render

dense knoll
versed star
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Oh nice that worked, thanks.

dense knoll
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trueSKY

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althogh its due to the scale

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setting hte meters per unit value to .1 reduces the size relative to the world

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goes from this at .01

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to this at .1

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FPS improves but the world is WAY to small

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post processing barely hits, ive optimized it well

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disabling TS kicks the FPS to 60 but that means no clouds

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yea

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but idk how to optimize it without making it look bad

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prob

drowsy snow
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The post processing isn't that complex from vanilla settings by the looks of it

dense knoll
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yea

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the only things here are some bloom lens flare DOF Chromatic Aberration

drowsy snow
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Though Ace Combat 7 did use TrueSKY and hit 60 FPS on PS4

dense knoll
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yea

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but PA modified TrueSKY

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so they could have made optimizations

worldly ether
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how can I convert a .max file to a fbx

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I don't have 3d max

drowsy snow
worldly ether
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how large is the 3d max software?

drowsy snow
worldly ether
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ok thanks

polar verge
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I THINK I just found a bug.

sick patio
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I'm enabling light mass, because of a video on baked lighting, what am i doing? it's taking a really long time. normally my stuff, on my new computer, just pops up

polar verge
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Placing a "Quit Game" Node directly after any BeginPlay event immediately crashes the entire editor.

uncut star
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Hey I am new to this site and I am wondering where I can go to find unreal gaming programmers that might be interested in working on an adult oriented metaverse project. We are looking to purchase existing multiplayer game environments and enhance and customize with our own provocative adult oriented characters. We are looking for a few good unreal engine developers, preferably someone that understands blueprint for the game play mechanics.

drowsy snow
drowsy snow
weary basalt
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This is not the channel to ask for members to join your projects.

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Please also be aware of #rules 6

winter stream
sick patio
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@drowsy snow could you explain my question? I just want a little clarification

drowsy snow
sick patio
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ok question: do i need baked lighting, to do the whole dynamic rain, and niagara rain, and puddles, and flipbook splashing?

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should i ask this in graphics?

drowsy snow
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If it's a large open world, chances are you going to have dynamic lighting all over

median wigeon
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^ yeah. It's important to also manage that dynamic lighting so it's not draining your resources. Make sure to leverage distance field shadows, dropping the dynamic shadow casting range, play with fewer shadow cascades, ect. It's a balancing act.

cloud aurora
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recently i have taken a bunch more do it myself approach to coding my game and i have found it way better instead of looking at videos i just wing it and for the most part it has worked

plain crypt
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I'm following this tutorial, and at 5:30 he gets you to disable shadows, although i don't have this option at all. Mind my ignorance as i'm new to the software, i'm just using it to render instead of blender ATM. I'm in version 4.27.2
https://youtu.be/FT-QfuzoQEk?t=330

Another question. Is a cluster of joined meshes more.. or less laggy than a bunch of instances?

In this tutorial, you will learn how to create your own stylized grass.

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Discord: https://discord.gg/ZgaManTRvg

Textures: https://drive.google.com/drive/folders/1TsUkyxht-AyhjIsRBLpSRK-2Vo3xFQbb?usp=sharing

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grave kettle
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So I understand that this isnt completely unreal engine based but I am currently trying to mod a ue4 game with umodel. I have a pak folder and I have the model set up and going. However, if I launch the game, it gives me the error "corrupt data found please verify your installation"

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The developers are encouraging modders

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Im not stealing a model Im replacing it

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They even made a official discord server just for modding

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Well they didnt dunno what to tell you

true ridge
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I have an options menu that uses the gameinstance to save variables. Is there any way to specifically set the default values for those?

snow crown
karmic onyx
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Super niche problem but I'm not able to get my HP Reverb G2 controller inputs working in 4.21.2. Anyone able to help?

rancid lynx
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how many draw called is ok for Vr, vr oc or vr quest 2. anyone ha e any guess? ill try Nd test some stuff after work. any safe numbers?

drowsy snow
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Quixel/Epic Games.

radiant elm
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where can I set Auto Posses Player?

modest trench
radiant elm
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ok i did it and now I cant play as a 3rd person

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i deleted 1st person and now i opened the project and I got this

drowsy snow
winter stream
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could i convert a sphere to a landscape ?

night oar
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Hi Everyone, what I want to know is. Is their an easy way to create a multiplayer fighting system for server based game cause I cant find an easy why for this as the current method that I am using makes the client leave when I attack

jovial perch
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can you tell me the best way

timid meteor
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was designing my river and now im doing this xD

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call it lack of concentration xD

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only question is there a way to use the rotation in the editor ? guess now i want the particels to follow the sphere

jovial perch
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how do you have unreal engine if you dont have a pc

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or a laptop

tawdry zealot
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I do not, i have only a unreal engine topic request

ebon geode
jovial perch
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so you are trying to get a game made in unreal on your phone?

tawdry zealot
jovial perch
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yeah

tawdry zealot
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Lag fixing

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Like r.StaticMeshLODDistanceScale
r.ViewDistanceScale

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I understand, i will delete the message then

ebon geode
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Aren't those user settings basically? There should be a way to change those maybe πŸ€”

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I have no clue where those are stored on mobile, tho πŸ˜…

sweet plume
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does anyone know how to package a project successfully in shared/network storage instead of from local machine?

tawdry zealot
sweet plume
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Thanks for the tips

dusk tartan
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Hello everyone, i'm getting this error on my project

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Does anyone please have a way how to fix it ? once i start my level it crashes instantly

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I've verified my ue 4.26 installation and still getting the same issue

plush yew
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It might be that your project is trying to reference something that has been deleted, or is otherwise an invalid reference.

drowsy snow
dusk tartan
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No

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@plush yew is there a way to stop that ?

drowsy snow
dusk tartan
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@drowsy snow sorry i'm a beginner, where can i find it ?

drowsy snow
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EXCEPTION_ACCESS_VIOLATION often means the engine doesn't know what to blame for the crash

drowsy snow
plush yew
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The crash log would be helpful as well.

dusk tartan
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i re-tried to open the file after installing the debugging symbols and here's a new screenshot

drowsy snow
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Much better.

drowsy snow
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Do you have VT asset by chance?

dusk tartan
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yes

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yesterday night it worked just fine well it's been months working on this project and since day one it has VT in it

drowsy snow
dusk tartan
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is there a way to clean it ?

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i verified my unreal installation and didn't fix it

drowsy snow
dusk tartan
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Thank you so much everyone for the help

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I tried to delete the corrupted files but still persisted

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Yesterday i zipped the project for a friend and here i am today using it to recover my work, thank you again

cyan grove
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Guys question, anim notifiers vs state machine? What's better?

boreal rampart
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I could use a sanity check on what I'm researching before I spend days discovering it wont work. Im trying to get some pixelated/low-res effects, and rather than using the expensive Post Process effects to achieve this to be more performant on mobile/weaker hardware, I was looking at how I can control the rendering via the Screen Percentage, but now I've got very little control, so now I'm researching the rendering engine internals to try and work out what to do about having a "two pass" render to get a low-res and high-res render of each frame that gets composited/merged for final display on the screen... It sounds simple enough in my head... but I've programmed enough things to learn that thinking "it sounds simple enough" is a great way to be wrong and waste your time if you don't know enough to back up why you think it's simple enough. So I figured its worth a sanity check... Does this seem crazy? Is there a better way to do this? Am I setting myself up for complete failure due to incorrect assumptions about engine internals I haven't learned about yet?

ebon geode
plush yew
plush yew
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Anyone know if UE4 has a fallback from DX12 to DX11 in case of PCs that don't support it?

plush yew
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Thanks Lorash. πŸ˜„

drowsy snow
plush yew
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Agreed. πŸ˜„ Will definitively be an option, we are just contemplating which one should be default. Most casual users are unlikely to go in and change I'd imagine.

drowsy snow
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Unless you're really leveraging stuff like realtime raytracing, I think it's best to default to DX11

misty wharf
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Is it possible to read a small bit of info from a save file without loading the entire thing? I want to get the map of a save file so I can display it when the player goes to select a save, but I don't know if I can just get that without calling the load function. Not a huge deal if I have to do that, but I figured I would ask here

drowsy snow
misty wharf
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I considered that actually, good to know I'm on the right path. Thanks.

cyan grove
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https://youtu.be/t8zv6V_bTyw is it possible to do smth like this with terrain editor or it's just assets?

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Simon Barle's Website: http://www.simonbarle.com/
Simon Barle, employee of DICE, made this incredible real-time tech-demo of Huangshan Mountains with Unreal Engine 4 in his spare time. The mountain range is a UNESCO World Heritage Site and located in China. It served as inspiriation...

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fossil nexus
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I have a tesselated Sphere made from Geometry brushes. Im trying to apply a photo material to it. Instead the photo is repeating in each single triangle that composes the sphere. How do i make it whole for all triangles ?

drowsy snow
fossil nexus
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yup that one. the problem is that the static mesh sphere does not allow me to do Subtractive

drowsy snow
drowsy snow
hazy field
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hey can someone help me ?

fiery sluice
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i mean what's the problem πŸ˜…

hazy field
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or isn't it the right place

icy halo
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Question. how can i make my first person arms and gun not cast a shadow on the word but be able to cast shadows on each other

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Example i want the gun to cast a shadow on the characters hands but nothing else

toxic haven
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sometimes viewport bugs out like this.. the preview hdr is gone and there are weird artifacts on the models (if you zoom in you will see the weirdness more clearly)

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anyone know why this might be happening and how i can fix it?

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no, amd

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as far as i can tell, the issue occurs randomly. and once it occurs, it doesn't go away

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unless i start a new project

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i mean, my cpu is intel but i have an amd gpu. i dont know if UE is actually using my amd gpu

drowsy snow
toxic haven
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it always had a HDR by default for me, some city background or something

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by the reflections on the materialless floor , i can tell the hdr is still there but it's blacked out

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but thats not the real problem, the problem is the weird artefacts

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it actually bugs out moving, rotating etc. too

drowsy snow
toxic haven
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πŸ™ it's such a weird bug that it's hard even to describe the problem

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oh well...

main cobalt
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Hi all, has anyone worked with multiple independent but content mirrored displays with unreal?

eg.
Pc1: Accepts input, shows a cube in a scene and some UI
Pc2: Accepts input, shows a cube in a scene but doesn't show UI

Essentially each pc is running the same app, but on Pc2 we have turned off the UI
We could also be running both instances on one machine if multiple machines is mega complex to setup.

I feel like I've read about some kind of built in methods to accomplish this without having to get into manually setting up servers and sending messages between the apps to trigger functions etc.

Can anyone suggest where to look for the solution to this?
I have looked into N-Display but this seems to be more based on having different machines displaying the same content from different angles, correct me if i'm wrong.

Cheers!

drowsy snow
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Never had that issue before, usually windows's TDR thing steps in and "defibrilate" the crashed GPU

shut stump
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Hello, is the Setup.sh installing some dependencies needed for cross-compiling?

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I have just cloned the release branch under linux, I intend to only develop for linux in this case, I would like to avoid installing any crossplatform components and taking unnecessary size and build time

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Not much to oobvious pops out yet.

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Perhaps it's skipping actions for other platforms if it doesn't detect them being the current system

drowsy snow
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But FWIW it's better to develop from Windows, for maximum compatibility. Leveraging DX AND Vulkan because you can.

shut stump
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A youtube video I was roughly following may be outdated from 2019, doesn't use any args on .Setup.sh, but I would want to use them if it means to get what I like

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Oh that's okay, I'm pretty specific (idea is already planned out) with the current project I'm doing, it's not intended for any other platform.

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Can't find any references to xml file in both of these sh files, perhaps SetupMono.sh

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maybe the cat file | grep xml command doesn't work reliably?

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cat Engine/Build/BatchFiles/Linux/GitDependencies.sh | grep -i xml

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I see a ton of stuff I know I'll never need in there, TVOS, Mobile, Win32 ..

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Depending on how this is wired, it may not be possible to achieve "linux only" without significant effort on dev side, but first I'd like to make sure if someone out there tried this and has a solution, might not be that hard.

prisma gust
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has anyone installed windows 11?

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i'm running UE 4.23 and it didn't run when i installed win 11

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even though i have an amd gpu which works fine in w10 in win 11 it crashed trying to load nvtt_64.dll, an nvidia texture compressor

autumn latch
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How do I know how long it will take for items to load when I open level?

shut stump
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I see 4.27 docs say that Cross Compiling in linux isn't even supported, so I guess I'm good, but I'm still wondering if it'll really skip downloading all of that other stuff

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Hmm, why is my text red ? Did someone else do that?

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I see 4.27 docs say that Cross Compiling in linux isn't even supported, so I guess I'm good, but I'm still wondering if it'll really skip downloading all of that other stuff

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Aha, that's the "reload" button for

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You said earlier Setup.sh takes arguments ...

drowsy snow
shut stump
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grep doesn't find anything for "force" so where are the args defined if not inside the .sh ?

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Yes I was saying it's not inside that file

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I greped recursively all .sh files

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no force

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UTF-16 won't matter since no exe will be used on linux, right?

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So you're saying .sh stuff on linux will launch exe or dll programs ... on linux?

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What does .NET have to do with Linux?

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So .exe is being actually ran on linux ?

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Well I guess this complicates things, I guess there's no native linux executable for UE

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Well no it doesn't complicate it actually, it just brings in more options

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So I have to treat .exes as if it were ELF basically, I kinda assumed .exe will be ignored if I'm on linux.

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Allright then thanks, I guess mono is the thing that emulates or what?

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Like Wine or something

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Okay, so they pack native linux code inside .exe along the way

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I get it yeah I've seen the NET 5 multi-platform stuff, just never made an an app with that, but I am programming some C# on linux unrelated to this.

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The point is that it supports the platform and it'll be used here, that's as far deep I need to go right now, thanks a bunch for explaining that.

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Literally there's only one .exe, the GitDependencies.exe heh

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If my find command worked out correctly

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other stuff is .exe.config and Executable.cpp etc

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Well that'll make things easier, I'm kinda unnecessairly overthinking what I might have to deal with in the future right now, but hey no big deal

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I understand yeah, to set things up, no problem

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12 GB download, not a problem really, doesn't it get to over 100 GB in the end after build ?

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Tho, if crossplatform is not supported, I doubt it'll actually use the other platform to even try building with that so I guess I'm going to be fine when I build it, it's not going to build it for Win64 and add the time to that.

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So a bit of these extra files it might DL, is probably insignificant indeed.

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I'm doing this as a test, I'd like to have the whole thing from start to finish repeatable and simple, so that if I redo this on the main maine or another distro I don't have that many steps to deal with, right now I'm on a 250GB SSD so I hope it's enough

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I have Manjaro and OpenSUSE installed with btrfs, and I'm moving archival data to btrfs HDDs, just did the first one a few weeks ago, 6 more to go

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The RAID 5+6 thing is unstable but I heard otherwise it might be, still I have reservations ofcourse.

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I'm not sure tho if you meant btrfs in general or for ... unreal engine sources?

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Currently I'm on a distro that is EXT4 by default, it does support btrfs as I've seen it's installed by default but I kinda just didn't bother in this test case, (actually forgot to consider it when formatting)

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I got a fairly bit different view when I was hanging out in btrfs chats, ofcourse people there are those who are sticking with it, I heard that as well in the news in the past, but I do not have an idea how big of the holdouts still are and how strong their opinion is

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I heard news that more distros are defaulting to btrfs or at least have official options in their installers now, I know Manjaro and OpenSUSE have

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Not sure for Fedora WS, haven't tried Debian or RHEL yet

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Ubuntu probably doesn't, I think. But the last one I installed was 20.04 LTS

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Bigger than 100GB or 250GB, to be sure?

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Oh you said more than 200 there

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jeez, I do have 1TB Nvme and a 500GB Sata still but I wanted to test it out if it'll even work with this distro

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Thought 250 to be enough

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Right, thanks, it already finished deps

midnight root
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Play from here isn't working as it's playing from a specific spot everytime , even tho I have no player start in level. What would cause this, a missed tick ?

left stream
#

OSC People out there! This is my setup for restarting the OSC server when it fails, it used to work for a longlong time in build and also in editor. For some reason it stopped to work in build, only works in editor. Does anyone have any idea? I verified the engine since it worked, runnin on 4.26. It works when i call the event form an action input, just not form the tick.

maiden sundial
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Never had this before, should i be worried ?

drowsy snow
cedar wave
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I know you are doing this on Linux though. But, just a frame of reference.

maiden sundial
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Alright, but what does that even happen ?

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What defines my budget

drowsy snow
cedar wave
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What is that for specifically?

drowsy snow
maiden sundial
#

Think i'm understanding.
Where do i find the default value ?

cedar wave
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Yeah, that's 23.3 GB currently

drowsy snow
maiden sundial
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Alrighty, thanks for the help

hazy field
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where can i find some animation for my fps game ?

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i need hand animations and weapon animations for free

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so does anyone know some free animations ?

hollow cairn
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hello slackers

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how do I do "less than" in blueprints

cedar wave
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Just search for the node with <

hollow cairn
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aight

buoyant graniteBOT
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:triangular_flag_on_post: Shadow.exe#7558 received strike 1. As a result, they were muted for 10 minutes.

fierce tulip
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(thanks)

hollow cairn
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uhm whats the best way to see how fast a character is moving

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The character is wallrunning and I want it to jump off the wall if moving too slow, it jumps off as soon as its on with this blueprint

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oh sorry

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also i am so stupid lol, i made it so it jumps off when moving a certain direction didn't i

graceful oxide
#

@atomic quest - sent you a friend request πŸ™‚

atomic quest
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@graceful oxide accepted βœ…οΈ

soft fiber
#

When I look at my character's bones in Blender. There is a bone or arm-twist and arm-stretch, but UE4 I'm only seeing arm-twist? Kind of confused... Anyone?

midnight root
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Hoping they fix semi borked play from here, in ue5 stable ;0
..and maybe the borked undo system πŸ˜‰
anyway--

twilit hill
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maybe they should fix the whole engine which was scheduled to release in "early 2022"

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so far i found 3 console commands which crash the whole editor

plush yew
grim ore
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run the compiled game with the log, see if you get any errors

next swift
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Is there a way to create a heightmap of a landscape from an existing landscape?

hazy field
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how can i use only the hands of the manequin with only the animations of the hand ?

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like to cut the rest of

regal narwhal
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Hello. Is there a way to import skeletal meshes with quartenion instead of euler transform? Need it for avoiding gimbal lock in Control Rig.

bright sigil
worldly spear
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Anyone know how to stop Mesh render in Niagara from emitting or going into each other? Is there a self collide node that keeps them away from each other?

next swift
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Thanks

ebon walrus
#

uhhh?

next swift
#

Hey another general question as I plan out what I want to make
I saw that having a source build was useful for individual limb damage using tags, is that still the most efficient way?
I only ask because I've seen more recent tutorials for like magic attacks that use "gameplay tags" and I'm not sure if these two tags are the same thing or not

bright sigil
ebon walrus
bright sigil
#

what are you importing?

ebon walrus
bright sigil
bright sigil
# ebon walrus anim

what import settings are you using? also im not a fan of using fancy symbols for asset names (dunno if that could cause other issues) but letter, numbers and underscores are safe to use (that means no spaces if there are any)

ebon walrus
bright sigil
#

well your importing a sk mesh with these settings, not animation

ebon walrus
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but all my anins do that

bright sigil
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uncheck import mesh

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check the very top

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it says Import Skeletal Mesh

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you want it to say Import Animation

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dont forget to set the skeleton asset at some point (teal box)

ebon walrus
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IT FIXED IT

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tysm

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and same problem...

cold phoenix
#

Not sure if this is the channel, but I am having an issue with my widgets. I'm using a widget to search up the names of characters to access info about them. I am embedding this widget in other widgets so I do not need to create them each time. The issue I am having is that when I try and instantiate buttons for that widget according to the character info map, the widget is not recognised as being in the game. Does anyone know how to get around this?

next swift
bright sigil
next swift
#

Hmm, not totally sure, let me find the context I was reading through

next swift
# bright sigil uhh, those are unusually specific - you are trying to detect which body part is....

This was from a quora post asking what the reason/use case for building from source would be, besides working in a team environment

I'll put it this way. Let's say you want to add something to the hit system where you can damage different body parts.
Either you can manually program a data structure per each character that matches the nearest hit bone to one of your abstracted body parts;
orΒ you can adopt a naming convention for your hit bones such that your riggers are handcuffed to rigid consistency for your convenience -- hope to God they don't forget;
orΒ you can go into the engine source, check out the rigidbody constraint system for characters, and add an FName field that lets you specify a "tag," then output that as a "hit tag" along with all the other damage data on contact with a character. Rigidbodies could share tags or output different ones just as easily, vastly simplifying the workflow for everybody involved and giving you maximum flexibility with how you design your damage system.
Betting that the last option looks just a little bit nicer. UE4's changed a bit since I last had to do things like that, so maybe the plugin system could cover add-ons like this nowadays. But to me, this wouldn't be an uncommon use-case for branching the engine.```
bright sigil
# next swift This was from a quora post asking what the reason/use case for building from sou...

considering the example is to use FName and then tags, then hit tag, I would think they are suggesting adding a Name to the Hit Struct that returns the given bone name. I dont do cpp, so maybe its something else. In bp, you can get the hit result from many places and Hit is a struct that contains all kinds of crap, so adding a Name there makes sense to have it accessible throughout places it gets used (the Name is added at such an abstract level that it percolates everywhere else)

#

lets keep the question to one channel and not 3

buoyant graniteBOT
#

:triangular_flag_on_post: abracadavra#5380 received strike 1. As a result, they were muted for 10 minutes.

fierce tulip
#

seriously dude, you have had 4 strikes so far, and its all for multiposting. next time you do so, its the boot. that is an official warning.

shell surge
#

I don't mean to spam, but when person asks a question in different channels, the chance of someone knowing the answer is much bigger

#

I mean, im just asking a question, not spamming all over the place

fierce tulip
#

thats also spam, and against the rules.
You have been warned multiple times about it.

drowsy snow
fierce tulip
#

not to mention potentially wasting people their time if different people answer the same question that has been posted in multiple channels.

shell surge
#

I usually ask again, if nobody knows the answer

#

but ok, sorry

bright sigil
#

i think its fine to ask again, but not 5 minutes later

#

maybe 5 hours later

drowsy snow
#

Also consider experimenting with the issue yourself while waiting.

shell surge
#

that's what I do, I also google it, and if I see no solution then I ask here

minor grove
#

Hi folks, I notice when I parent something to RIGHT in front of the player's camera, and the player's camera moves, the camera clips through it. The position resettles when the camera stops moving. What tick group should I put the item to so that it updates after the player's camera? I did ETickingGroup::TG_PostUpdate but its still clipping through the camera

wheat hare
#

What do you think
is the easiest way
to select a group of objects in the outliner
and replace those objects with a blueprint
that contains them?

candid shard
#

Hi there! Is it possible to change the color of shadows in UE4? Thank you!

marble steeple
#

hey i just started trying ot this stuff and I came from I don't see any help channel or maybe I'm blind should I just ask quetsions in here?

marble steeple
#

lemme rephrase, do u know if it's possible to make it so that if I hold shift then press use WASD it will let me move slowly, like in the viewport I'm using WASD for camera movement

#

and also do u think using WASD for viewport camera movement is a bad idea like will it somehow limit me or do u think it's fine

marble steeple
#

crap

drowsy snow
drowsy snow
marble steeple
#

oh cool thnx

somber stump
#

Hey all kind of an emergency I hope someone knows what this is. I'm just trying to run ue 4.27.2 on a fresh and updated install of windows 11. Anyone else had this? Been trying to fix it for 2 days and have no idea

drowsy snow
somber stump
#

I've done that twice :/

drowsy snow
#

Even full reinstall?

somber stump
#

yea I did the full reinstall earlier today

#

I've just got back from work

#

still the same issue

#

doing another verify now

#

I've looked into it online and nobody else seems to have had this issue

#

I don't know why it can't be loaded either because I can find the file itself in my directories

grim ore
#

its an engine plugin

somber stump
#

yea I know I'm only trying to launch the engine itself

#

not even a project

#

I've tried telling a project launcher to enable this plugin or disable it and it makes no difference

grim ore
#

try going into the .uplugin for it and disabling it (EnabledByDefault) and see if it helps

somber stump
#

I'll try that

#

thank yolu

#

you8

#

It's not working

#

I set both to false and nothing happens

soft fiber
#

Having a tough time getting my model's hands as close together as the Epic model. Does anyone know what I'd have to change to get the hands close together? Both models are in t-pose for retargeting.

drowsy snow
soft fiber
#

I'll have a look. Thanks

worldly spear
#

How can i keep my Mesh Render in Niagara from going into one another? is there a self collider?

iron meadow
#

Hi is 12gb of ram gonna be enough to run unreal engine?

somber stump
#

yes

plush yew
#

God the UE learning portal is ass

#

It’s so slow it’s unusable

drowsy snow
drowsy snow
#

Because it's fine in 8 GB of RAM w/ Firefox.

plush yew
#

It’s the connection that times out…

#

It’s not my pc…

#

It’s a bug, as it works exactly 50% of the times

drowsy snow
#

Then it's also working fine on half 4G mobile connection

worldly spear
iron meadow
# somber stump yes

Like is it enough to create games with decent graphic? Because I used to do unity but unreal seem to be better with 3D games

#

I want to create a level like floors of sao lol based game

drowsy snow
iron meadow
#

Hmm

#

Oof I got i3 and GeForce mx330

plush yew
#

anyone else unable to find this texture? It's assumed that we have it in the docs, is there a replacement?

solemn harness
#

If anyone can help figure out whats going on it would be greatly appreciated... to keep it short i'm trying to use mesh paint with megascan textures... same static mesh plane, same vertices , It works on UE 4.27 but switching to ue 5.0 it does not work at all it doesnt want to paint anything just to show u it works on the old version

drowsy snow
plush yew
drowsy snow
#

Then it might be in Starter Content

errant cedar
#

I've had this problem before but now it's not working, again. When I launch my startermap, i can control my 3rd person character. When I launch the map through my menu, i cant control my character anymore.

#

And yes, in world settings on my Main Menu map, under Game Mode, I have selected thirdperson

young wigeon
#

Hey all,

I am a previs artist and typically my workflow involves creating a master blocking file in maya with many camera in one scene. If you have worked this way you would know that Mayas camera sequencer is...not good.

I want to create a workflow where I animate in Maya but I do all of my camera work in Unreal (the sequencer in Unreal is light years better). As of now you have to hit play in Maya in order to see the animation play in Unreal. With the work flow I am presenting it would require you being able to hit play in Unreal and have that drive the maya scene.

Is this possible?

I know there is a way to record the sequence from Maya. However, if you make any changes you will have to record the sequence once again. Not an ideal work flow.

Would love any tips you can come up with.

versed star
#

For some reason when I get near this ship the bullets are hitting some myserious wall, but there's nothing there and the model doesn't go up this high, there should be nothing but empty space. Any ideas on how to fix this?

#

Actually I'll get a format that isn't mkv lmao

proven aspen
#

When a human player character gets on a mount, like a horse, does the Player Controller typically possess the horse?

I'm guessing that's preferable to PlayerController sticking with the human, and then influencing the horse's actions through the human character.

winged crypt
drowsy wigeon
#

Hello, I want multiple stationary lights light up a scene. But there is limit to 4 stationary lights, which overlaps, because each one is stored separately in channel of lightmap, to be able to separately turn off. However, I don't need them to turn off separately - I just need state all on and all off, but I need more lights. Is there any way, how to group stationary lights to bake into same channel and toggle together? There shouldn't be any technical limitation. Basically I want them to behave like one statinary light, with multiple source points.

drowsy snow
brazen panther
#

Does anyone here know how to make a button that takes a screenshot In a game that's packaged

winged crypt
brazen panther
#

I saw about that but it's only for developer so if I packaged the game for shipping I doubt that would work

drowsy snow
rancid lynx
split jasper
#

Is there any way to like save a LinearColor as an editor asset so you can reference it in a material and in a widget?

dense knoll
#

whats this supposed to mean?

#

i dont have any source code in

#

rn

devout whale
#

Hello, I want to get into c++ programming. do you think i should learn cpp by itself and understand how it works or should i learn cpp with unreal engine? it'll be a huge help if someone can help me out. Thanks

drowsy snow
drowsy snow
dense knoll
#

yea

#

i just reset my engine build via git

devout whale
#

really? i was just looking at some udemy courses and there is a cpp course that explains everything basically. although then i will have to learn the ue4 later then.

drowsy snow
dense knoll
#

but now launching just does this

drowsy snow
devout whale
#

yes well said, thank you for the help. πŸ™‚

ruby quarry
#

Okay, how do I clear out the damn message log? Specifically the Map Check section.

dense knoll
#

even when clearing intermediate and bins

drowsy snow
dense knoll
#

theres only a build file

#

PHSQ.Build.cs

#

in the source file

drowsy snow
#

No cpp file with the game module name?

dense knoll
#

nope

drowsy snow
#

Then I think that's the problem, the module can't be initialised without it.

dense knoll
#

kk

#

how can i re-create the file?

drowsy snow
#

Looking at my own project, it's not too much, for comparison, just a simole macro of IMPLEMENT_PRIMARY_GAME_MODULE()

dense knoll
#

i have another project that doesent have a module file

#

no PROJECT.cpp file

#

and it boots

drowsy snow
#

My project's for comparison

// Isekai.cpp
#include "Isekai.h"
#include "Modules/ModuleManager.h"

IMPLEMENT_PRIMARY_GAME_MODULE( FDefaultGameModuleImpl, Isekai, "Isekai" );
// Isekai.h
#pragma once

#include "CoreMinimal.h"
dense knoll
#

got it

#

that fixed it!

drowsy snow
#

Nice! πŸ₯³

south crater
#

Excuse me guys. Im Paul. Is there any place / person here I could ask for help with unreal?

south crater
#

Could I talk to somebody in a voice channel maybe? πŸ™‚

dense knoll
#

ok then

drowsy snow
# dense knoll ok then

Okay, that's an entirely different issue πŸ€”
Maybe 16K megatexture RVT got misinterpreted?

dense knoll
#

i dont have any textures larger than 8k

drowsy snow
#

What about RVTs?

dense knoll
#

nope

#

UE4 just seems to hate thi specific project

#

all these wird issues only happen to this project

oak patio
#

ngl best part about the game im working on is that it means i get to come up with fake movie posters and fake games

#

its fun

#

highly recommend coming up with fake movies if you're bored, it really passes time

plush yew
#

hey, how would i make a tardis bigger on the inside effect?

#

it needs to be vr compatible and seamless

#

something like a portal to a different level

lime musk
#

Hey, Im trying to assign a skeleton that im using for my player to another mesh (i want to change meshes mid game) and it keeps saying i have to save the skeleton mesh even though i have saved it, closed and reopened and saved all. Can i have some help please?

brazen panther
#

Ok

neon bough
#

@prime willow you found a way to get morphs with bones working?

raw hare
#

Does UE installation path matter?
Me and my friend working together in the same project where he created a UE project and sent me.
However I cant open the project with some error about finding UE path.
My friend installed UE in C drive while I installed in D drive.

olive steeple
#

Where do I post about paid jobs I have available? I got a big project in the works. It is VR/AR/XR related. If you reply please @ me

olive steeple
tender pecan
fierce merlin
#

not sure where to ask this so i guess just in the generic channel:
Trying to get the Unreal Tournament repo from epic's github working on my computer but I can't get GenerateProjectFiles.bat to work, it keeps telling me I need Visual Studio 2015 installed. I use Rider as my IDE but I do have Visual Studio 2019 installed as well, but I don't know how to tell the project to use VS2019. I tried messing with the BuildConfiguration.xml file as some people suggested on answerhub but it just gave me more errors.

regal mulch
#

@fierce merlin if it tells you to use 2015, then you should try that

#

After all UT is untouched for quite a while yet and still runs on an older UE version

fierce merlin
#

was trying to avoid having to reinstall a version of VS i wont ever use 😦

fierce merlin
regal mulch
#

Idk if someone updated it recently but UT is discontinued

#

For at least a few years now

#

Think since Paragon and/or Fortnite came out

fierce merlin
#

ah i guess i just assumed it was like shooter game, they kept it updated as a learning project

regal mulch
#

No not at all

fierce merlin
#

unlucky

regal mulch
#

It has code to check out but the project is pretty much dead

fierce merlin
#

yeah i was just wanting to explore the projectile prediction stuff they have, but its painful without being able to f12 into stuff since i cant build the project lol

regal mulch
#

Iirc one single epic games employee works a little bit on it every now and then but even that was some time ago

#

Yeah understandable

olive steeple
tender pecan
rain badger
#

Hey, I'm working with an array (actors with tag in this case). I need a random item from said array which is then stored as a variable. But I also need the index of that item. Does someone know how to get it? I tried just using it, as is, from the node. But as I expected, the values are different.

#

So to clarify a bit. I get a random item (i'll say Item: A) and then the index for that is 35. And then when I run through it again, I'll get to Item: A and the index will be 62

bright sigil
rain badger
# bright sigil you use Random. But it sounds like you have it setup to call the *same* random e...

Sort of. I have it so that; when a button is pressed, I get a random item from an array and then use that items location to spawn another actor, and then delete the original actor.
So that works consistently. So every time say, 'Item A' is randomly selected, another actor is spawned at that location, and then 'Item A' is destroyed. (without making it a variable, it would say, spawn an actor at 'Item A' and then destroy like, 'Item E'. For example)
But now in addition to the item staying the same, I also need the Index as well.

bright sigil
#

what you said before and this now still doesn't help me understand. All i see is that you need to get a random array item. Random will return the element and give you it's index. Maybe you should store it as a var.... or post the bp

neon magnet
#

Hey guys, anyone know how to stop the firewall pop up for packaged games? Problem is that it comes right in the beginning during the intro film, which ruins the experience

#

I've disabled a few networking related plugins but I'm not sure that's all there is to it based on other replies online

#

also, do the 'execute console command' nodes work if in shipping configuration?

#

okay I've at least verified that console commands still work when in shipped config

#

and I didn't get the warning when launching the packaged game, however, I did get the warning DURING packaging, so I don't know if that is the reason why I didn't get the warning on launching after packaging

rain badger
# bright sigil what you said before and this now still doesn't help me understand. All i see is...

I'll show you where I started (I tried a number of things afterword but couldn't get it to work consistently).
Also to try to explain further as well - Yes, I need a random array item. The random node does have the item and index outputs, but they are independent. So when I make one a variable the other is random separately. Even if I make both variables, they are both random independent of one another. I need the specific item and it's index in the array to be what it is (Item 1 as Index 0, Item 2 as Index 1, etc...)

young fern
#

hey guys, i have a problem, so i import an animation to blendspace and it doesnt work,

bright sigil
#

you could use the index return of the random and set that, then use find to get the element at that index

rain badger
#

The closest I had gotten is along these lines: The problem with this is that some are accurate, but most are not and it's inconsistent with when it is or not. But there often are several that are correct in a row. So I don't get it lol.

#

lol Yeah, that looks to be about where I am at

bright sigil
#

the sequence of logic is something like this right now

#

get actors with tag > store array as var > random > set index > get from array var

bright sigil
rain badger
bright sigil
#

had the wrong mockup before, here is the order you want

rain badger
#

I'm close I think I figured out part of the problem. The Index value is getting thrown off and seemed randomly messed up because after the object is called, it is then destroyed (at the end). So the index value is reduced by one on the next click and so on and so on.

#

So the more times it it's clicked the more off it will be (essentially)

bright sigil
#

i think it's more of an issue of calling the get all actors each iteration

#

if you have a stored array, you can manage it all from there which is predictable

#

you can remove as you need, shuffle, iterate through loop, etc

dense tartan
#

Hi. How can i make this subway move ? When i select everything and group them, i can't seem to move the group...

gusty dove
#

Hey guys can i use assets meant for a previous version of the engine. in 4.27? or is there a way to prep them for use in the later versions?

young fern
#

hi guys, im missing quixel bridge in ue5

cobalt trench
gusty dove
#

Awesome thank you !

cobalt trench
#

When attempting to destroy a component equipped to one of my characters I've so far been unable to. I've tried both destroying it before detatching and after. Any ideas on what I could do?

cobalt sonnet
young fern
#

wait, oh i fixed it

#

it was crashing because i had set other version of unreal as default

plush yew
#

hey, how would i make a tardis bigger on the inside effect?
it needs to be vr compatible and seamless
something like a portal to a different level

sacred anchor
#

ecludian worlds

#

2 levels in the same level should work

plush yew
regal mulch
#

Cheers. Couldn't remember :D

cobalt sonnet
#

i was reloadin my waepons πŸ˜„

drowsy snow
plush yew
#

How do you animate the visibility of an actor in the sequencer?

drowsy snow
#

Could've been simplified with anim notifies, but who am I to say that

drowsy snow
plush yew
#

@drowsy snow nice. is it possible to fade it?

drowsy snow
plush yew
#

which would be setting up a different level?

#

@drowsy snow or is there an easier way for unreal beginners? πŸ˜›

drowsy snow
#

If it's for a game, then you can get away with Dither Temporal AA to have TAA smear out the dithered masked opacity (which can be either visible or invisible, retaining PBR properties)

cobalt sonnet
autumn latch
#

why this is not working

#

i used apply settings

#

and i get every time

plush yew
#

@drowsy snow ok then ill just leave it. Btw do you know how to make a directional light be visible? LIke the SunSky but without the ground and everything

#

just want a "sun"

#

which doesnt affect the scene though

stoic halo
#

sorry if this is the wrong place but i really need help does anyone know how i can fix my lighting? for a few days now the lighting went from dark (which is how i want it) to having weirdly illuminated walls. ive tried copying everything to new levels and deleting all lighting in the level and i cant fix it and dont understand why this is happening. all i did that β€œcaused” the change was add in an object, which i since deleted but the lighting is still messed up .-. i really need a solution quick because my project is due soon and im a noob and stumped

cobalt sonnet
#

build

#

or make it low

regal narwhal
#

Importing a skeletal mesh in UE4 from blender: is there any method to bones have transfoirm in quartenion in control rig?

late stag
#

Hey guys, what do you think about this character. Very simple background: Her parents die by an ambush in their village and sets out for revenge and to find the person behind the ambush.

drowsy snow
#

This is mainly Q&A channel

late stag
#

Sorry

somber stump
#

I would say cool design, her face is too emotionless but I suppose that's a consequence of this kind of pose anyway

#

but otherwise cool

#

So I'm still having this issue guys, any other suggestions? Are there any UE official staff I can contact?

#

I've done everything I can

frosty dune
#

Hello @grim ore 4 days ago i massage my problem and i am try ing this but the problem is the drop down menu has only one option called "unreal engine 4.27.2" and when I click it it launches the ur4

πŸ˜…take your time to remember me I am pretty late

somber stump
#

I fixed it

#

maybe not actually

#

right

#

I think this is a windows 11 thing

#

I edited OnlineSubsystemUtils.uplugin to match the OnlineSubsystem.uplugin since the utils one called upon the latter. Then it complained about OnlineSubsystemNull.uplugin so I changed anything in it from true to false and it loaded, right about when it seemed it was going to boot into the engine it threw up another error complaining about not being able to load AudioCaptureEditor

#

look at this crap :/

late stag
#

Yup was gonna use it for inspo to make my own

#

That's why I didn't want to put it into progress cause it's not mines

drowsy snow
somber stump
#

^

late stag
#

Ok thx

somber stump
#

Is anyone else running UE4 on windows 11?

plush yew
#

still no update for ue5?

winter stream
#

dose any one knows why are those here ?

somber stump
#

Are you building an android game?

#
urban dirge
#

Does anyone have any idea how to show one texture for one eye and another for the other eye for the oculus quest? Or maybe there are better solutions? I would like to create a vr panorama from photos for Oculus Quest 2.

winter stream
#

thank you H1Heart

grand cradle
#

I've been searching for a way to add joystick controls to my game (not gamepad controllers but an actual joystick). Does this require a plugin or are there native options?

drowsy snow
grand cradle
#

OK, I'll give RawInput a try. Thanks!

plush yew
somber stump
#

ok guys I fixed the issue. Pretty annoying but here's the solution:

#
#

just check the bottom post

lapis ore
#

Is there a way to show 3 columns in the World Outliner?

#

I want to see Type and Level at the same time

sterile lichen
#

<@&213101288538374145>

lapis ore
#

Thanks, in that case I'll stop trying. πŸ™‚

smoky timber
#

Hey there peeps!
I'm thinking of maybe trying to use flipbook as a looping animation of a wormhole (think star wars' hyperspace) across the entire screen on a widget instead of going with a video. The reason being it's more performant and smaller in size. What do you think, is it doable with flipbook?

torpid shadow
#

I wanted to test a server setup I have been working on so I used my desktop to run the server and then had my laptop hooked up to a hotspot so I could connect to the server over the internet. I have seen some others do this but when I connect, using the Open 127.0.0.1 command, nothing actually happens. I think this has something to do with the ports but I am not really sure, anyone got any ideas here?

dapper frigate
#

everytime i start UE4 my BP drived from C++ class break (lose parent) and saying "Blueprint could not be loaded because it derives from an invalid class." anyone have clue how to fix it? when i try to reparent it file > reparent it dont show that c++ class but it show other of my c++ classes.

safe meadow
#

Hi, I need some help. I'm an API developer and I'm experimenting with JSON data with unreal. I'm using varest to make the request but I want to move the data to umg widgets. Trouble I got is that the request works fine in blueprint because can make a callback when is done, but I don't know how to do that with a widget, How do I wait for the data to be downloaded to then show it in the widget?

safe meadow
dapper frigate
#

i cannot do that, do you think cause of that it wont be possible for me to have it as parent?

dapper frigate
flint stone
#

would higher sub sampling out of MRQ fix foliage popping in and out?

sly fiber
#

Im just starting to learn now.. Any Idea as to how long until I design the next call of duty on my own? lol

weary willow
#

can someone explain to me the difference in control rig between making a control vs a bone (temp bone)... Stack o bot uses controls to setup foot IK but UE4 tuts uses a mixture and I can't seem to find a good explanation

timid meteor
#

is there a way to make mine water ocean bigger so i dont have thgat weird landscape thingy?

#

this is al same landscape

#

how can i fix this

#

?

brisk bridge
#

Hi there. I've made Build of my game. In Engine Viewport my AI are running as expected, however in build they run in diferent locations as they should. Im using Behavior tree.
Targets for AI are target point actors on the level and positions of other actors.
What may cause it?

tawdry python
#

this is making me want to commit sudoku

next swift
#

Hey I was looking at using DAZ models for my characters, but I also want to support modding for any game I make. Would this conflict with the DAZ eula?

waxen heart
#

If i were to make a Demo version of a game , would a bool "Demo" be hackable or would I need to remove files for non-demo content before packaging the Demo Build?

shell surge
#

is 1.5 hours enough to ask another question ? lol

sleek dawn
#

Hi, devs! Does someone know how can I enable the Root Motion Window? I can't find it on my Asset Details section

brisk bridge
# sleek dawn

I think you can make it only in animation, but not in blendspace

sleek dawn
#

Yep, you're right

#

thank u

rain pebble
#

random question, does anyone have a wrist mounted grapple hook model, i know its very specific

willow raven
#

Kinda general question, anyone knows how can I change the mouse cursor hitbox?

autumn latch
#

i trying to enable and after apply settings

#

but my fps still not locking 30

#

it is normal?

young fern
#

can i somehow make it so unreal uses more ram? i have 16gb of ram but ue barely uses it

#

also, whats this?

flint stone
#

Similar question to @young fern - I've been rendering the same sequence over and over all day, using the same settings, and the renders have gotten drastically slower over time, with relatively little changes to the scene over all. is there some sort of cache that I can empty or reset that will bring the renders back to where they were this morning in terms of speed?

plush yew
#

Alright so, complete noob and I'm probably doing everything wrong, but I'm having troubles importing assets (meshes) I download from the internet

I go in content>import and I select my .fbx file and I make sure all the materials .png are in the same folder of the .fbx, the I press on import and under material I set the search location to "Local" and the material import mode to "Create new materials"

This imports the mesh, but it's completely blank. It also creates 4 new materials, which are blank as well

#

What am I doing wrong?

#

Am I supposed to go over each blank material individually and set up the textures there?

#

I think that's what I will do, but I wondered if there was a quicker way

plush yew
#

ty

spare hornet
#

hi everyone i have a question basicly i'm doing a blueprint to gΓ©nerate ivy proceduraly and i'm wonderind how can i get the up vector when the spline hit an object ?, i know thers is a node get "actor up vector" but it doesnt work is the object is rotated

plush yew
#

Ah yes I think I do

#

the color looks "duller" with sRGB on though

#

Ah no, the compression settings are still on Default πŸ€”

#

side question: are curvature textures the same as detail textures?

#

Ah, I think it sort of is πŸ™‚

#

Or at least, you apply it similarly

#

with a blend overlay node and the base color + the curvature texture as inputs

tacit onyx
#

Anyone in here familiar with Prefabricator? Having a problem where new instances of prefabs have Block on every single channel even when they are set to use a profile that ignores all channels. Changing that instance's collision profile away and back solves this issue but it makes spawning prefabs from code incredibly annoying.

tidal jewel
#

I've got a stupid general question. When I import a mesh into unreal, and it creates a .uasset version of that mesh. I could technically delete the source mesh without that affecting the project in any way (unless I wanted to reimport the deleted mesh or something) right?

plush yew
#

aight, I think I mesed stuff up, my final actor looks nothin like its online preview lol

#

VS

#

lul

#

It's weird, I've added the metallic texture but the tube over there doesn't look very metallic

dusty bison
#

Hey i have a problem

#

when i try to import my model

#

my bump texture will not appear

#

for the model

#

i want these moss

#

on him

#

but when import it

plush yew
dusty bison
#

it disapear

#

lol

#

making my horror game

#

doing my best

#

im still kinda new on blender

#

but does anybody know how to get the bump texture included?

#

look

plush yew
#

Ahh no way I did it it looks nice now πŸ™‚ I needed to change the blend mode and the shading model

dusty bison
#

ok

#

dankeschΓΈn

#

Habibi❀️

plush yew
young fern
#

guys, for some reason everything gets bright in the dark even tho auto exposure is turned off

plush yew
#

yep, was just about to do that πŸ˜›

grand cradle
drowsy snow
#

You can't. Custom depth/stencil doesn't have its own base colour pass.

If you want to have it render in front of other things, either use scene capture + render target, which is slow because of different set of render passes, and Canvas hogging the frame time, but it's on top of everything.

Or use Camera Offset function on World Position Offset to push the vertices towards the camera, it's way faster as it's not using different set of render passes, but it's not absolutely on top of everything and subject to view frustum culling.

#

Well, you have some choices here.

  1. Use the blessed Camera Offset trick I mentioned above (along with Panini Projection for "independent" FOV)
  2. Actually make the player capsule collision larger - it's not like super thin character collision is important on FPSes.
  3. Use a shadow casting, but invisible, skeletal mesh for the body (can reuse third person view), and make the FP skeletal mesh not casting shadows.
dense knoll
#

whenever i try to launch my project the thing crashes with this error, switching to DX12 just softlocked me from accessing the project at all

low sequoia
#

Hello. I love need for speed I've been playing since like undercover πŸ˜† . But I do have a couple of questions I've been programming for a minute and I was hoping to create my "dream game/my life project". I've been researching game engines for a couple of months and I am stuck so wanted a professional opinion. As I am hoping this game will be pretty advanced I was thinking about making my own specialized game engine(yes I know it's a lot of work and I am willing to hire people to help me), or use Unreal Engine. I know unreal engine is a great well-rounded engine but I'm not too sure if it has everything that fits my needs, my main concern is physics I've heard the people at Epic Games are working on a physics solver called chaos sounds great. Yet, I don't know a lot about choas.

young fern
#

hey guys, how can i make it so when i press a button on a widget the animation and skeletal mesh of my player changes?

bright sigil
young fern
bright sigil
#

Well if you know how to call animations by input events then you just need to get the reference to that pawn or whatever for the widget

rancid lynx
rancid lynx
# low sequoia Hello. I love need for speed I've been playing since like undercover πŸ˜† . But I ...

I've been tinkering with game dev shit for 10 years. I've been watching THIS GUY make his OWN ENGINE for NINE YEARS. he is the most professional, motivated, hard working "Game engine" dev that I've ever seen in all my time on youtube. after literally 10 years, his engine looks boring as hell and his game looks even worse. Programming is great fun. You can do it if you have some years and are serious. but dont bother if you arnt rediculously serious. You will not make your own engine and dream game faster this guy, unless you are more dedicated than he. Feel free to verify his youtube history. its 10 years old. blogs every week.

edgy anchor
plush yew
charred stratus
#

Hello everyone i need help! UE4 and UE5 booth causing bluescreens and restarting the pc. In UE4 it doesnt even load an empty project it always results in a bluescreen.

edgy anchor
#

update you gpu driver

#

it's software or hardware, if you already update your gpu driver then... try switching your gpu card to another computer and test it if it does the same thing

#

if it does the same thing it's probaly a faulty gpu.

#

if not... then it's maybe a driver of your component or the powersupply that is at the end of it's life

bronze oyster
#

Can you help me with anything?

edgy anchor
#

just ask...

bronze oyster
#

how can I flip the textures? or the normal map?

edgy anchor
#

This can be easily fixed with one click of a tick box in the normal map settings. Go to the normal texture and then in its settings tick the box that says 'Flip Green Channel' (shown in image). This will invert the normal and hopefully, should fix any issues regarding inverted normals appearing in the wrong direction

bronze oyster
#

image?

edgy anchor
#

image setting

plush yew
#

OBJ files for meshes are allowed in UE, right?

bright sigil
#

Yeh

drowsy snow
drowsy snow
drowsy snow
bronze oyster
#

send a video please

acoustic breach
#

As a beginner do you guys think unreal engine 4 is better to start with or ue5?

brisk bridge
drowsy snow
acoustic breach
drowsy snow
drowsy snow
bright sigil
acoustic breach
#

@drowsy snow no not really interested in the film aspect of it more so looking to create 3rd person and overhead perspective games with detailed environments and some custom character mechanics

rich stream
drowsy snow
bright sigil
bronze oyster
rich stream
sick patio
#

is it bad I am considering fiverr to teach me how to do something? when you guys are here? Or am i just being dramatic with myself

bright sigil
#

give it a shot, its only five bucks

burnt tinsel
#

anyone know how to fix my shadows?

#

I'm on epic shadow quality settings

#

and editing CSM settings doesnt help

#

When i go closer to the shadow, the pixelation gets slightly better

sick patio
#

no foolies

#

well the guy got back to me, and asked, uh ... what do you want me to teach you.

#

if i knew that, I probably wouldn't need a tutor

#

right?

#

@bright sigil can i message you what I asked them? por favor senor

bright sigil
#

yeah go ahead @sick patio

jolly jungle
#

is there any easy way to create a livesplit integration into an unreal game?

wheat orbit
#

Anyone know how can i speed up compiling shaders

fierce agate
#

Hello, does this server has a help channel?

neon hatch
#

Anyone know a good free AI texture upscale software? Currently I'm using VanceAI which is great but it has a monthly sub fee.

zealous sparrow
#

hey where do i ask for help for unreal unlocker?

hidden pendant
#

Anyone want to team up on a game ? I'm a 3d artist but need a little guidance with blueprints. The game is basically an open world bannerlord game in the art style of valhiem.

drowsy snow
lapis axle
#

Hello everyonewave

drowsy snow
drowsy snow
drowsy snow
drowsy snow
lapis axle
#

Is there a channel to post for help on a project?

#

Like recruiting people

drowsy snow
lapis axle
#

Ok

amber shuttle
#

I have a problem with long game startup, this is happening because one blueprint that initially loads has references of almost everything in the game ( actually its the other way around, almost everything in game uses a function from initially loaded BP (game instance))

#

anyone familiar with this?

karmic radish
#

Does anyone is using mac and did a test of the engine performance on the same device with MacOS and windows?

pure void
#

Gotta get rid of the references or change them into soft references

rich stream
#

I heard a tip somewhere that can be summed up as "play around with building levels long before you try to mess with the blueprints. It will help you get used to the engine."

Is this advice one you recommend following or no?

amber shuttle
#

will it just skip async load asset node if it was loaded previously?

#

because there no is loaded node

#

for soft ref

frozen shuttle
#

Hey everyone, how can i import generated T3D file into project? As we can see under File menu if you target on import into level we have t3d format, but it still not available as format.

whole hazel
#

can someone tell me how to resize an object in UE5 but only downwards, when I use the select and scale object tool and drag the Y axis, it goes both upwards and downwards, is it possible to scale it only downwards?

neon bough
#

gotta uncheck the lock for scale in the transform settings on detail panel what conrad said

bright sigil
whole hazel
bright sigil
#

whats wrong?

whole hazel
#

oh nvm

bright sigil
#

the scale, move, rotate tools are usually at the center of objects

whole hazel
#

I got it wrong at first

whole hazel
neon bough
#

rightclick on the bottom, in the context menu theres an option to set a new pivot point

wheat orbit
#

anyway to make shader compiling use my gpu

#

instead of my cpu

#

since my gpu is really good but cpu quite bad

drowsy snow
wheat orbit
#

:(

drowsy snow
#

That's why in development getting good CPU is as important as getting good GPU and spacious RAM

wheat orbit
#

cpu is the only weak thing in my build

drowsy snow
whole hazel
drowsy snow
#

AMD Ryzen CPUs excels at multi-core performance, even with the cheapest ones, and it's just what compile processes needs.
Intel CPUs excels more at single-core performance, which could be fine for non-dev consumer needs.

whole hazel
#

I just tried placing waterbodyocean in my project to test out different water systems using the water plugin but upon drag and drop, I see this icon, what's the reason?

low geyser
whole hazel
pure void
#

Hey guys, Ive been experiencing some crashes. Every time I open up an UMG widget this pops up, and then when I switch between BP and Designer tab it sometimes crashes

#

Anyone know what could cause that to pop up?

#

[2022.01.29-13.15.36:682][195]LogSlate: The tab "SequencerGraphEditor" attempted to spawn in layout 'WidgetBlueprintEditor_Designer_Layout_v4_1' but failed for some reason. An "unrecognized tab" will be returned instead.

autumn latch
#

i have a question about DLSS

#

i set up change dlss mode system with my unsupported gpu

#

After receiving the package, I tried it with a pc that supports dlss, I got the answer not supported.

#

the driver is up to date

#

what is wrong?

neon hatch
#

How can I remove reflection from a texture? All I'm finding online is stuff about macro variation

#

I remember seeing something about setting up a blank, black color and then hooking it into specular, but don't remember the keyboard shortcut for that in bps

gilded lichen
#

Hello, I've started creating a game for an assignment in 4.26. This 4.26 project would crash when I would try and open it. However, I've updated my unreal to 4.27 and tried to open the same project again and it works. I've tried to migrate the 4.27 to a new 4.26 project but when I try and open a bp in the new 4.26, it crashes. Any idea why this is?

plush yew
#

collisions and physics come to mind

#

and skinning (things like joint morphs and flexs)

#

even the metahumans have to resort to normal maps to try and make face expressions look natural

#

not that theyre bad they did a good job just

#

normal maps

#

really

ornate leaf
# gilded lichen Hello, I've started creating a game for an assignment in 4.26. This 4.26 project...

You won't be able to migrate directly backwards. Guessing you need to submit in 4.26? Did you keep backup of 4.26 version?

Were you using any plugins before the crashing started? You could disable the plugins that load when the editor loads via an ini file if that's what was causing the initial crash in 4.26

copying and and pasting chunks of blueprint graphs between versions sometimes works if you're in complete salvage mode

gilded lichen
#

Yea, its fine he said so I'll just work in 4.27

#

Thank you for the reply πŸ™‚

jolly jungle
plush yew
#

Why am i in this server
I cant even run ue4

runic fern
#

is there ability to make map creator that cook and add the map as mod ?

short obsidian
#

i have a question about that tutorial https://www.youtube.com/watch?v=GbhKmFIQtvU

I used it to learn the basics of how to make the fps controller and i do 1:1 what he's doing on his video but im like still in spectator mode. I fly and no matter what i change it doesn't do anything . I turned off starter content on the beginning but nothing changed

Hey everyone! In this let's create video, we'll create the foundation for all future Let's Create episodes. I hope you enjoy this video and I hope you're excited for the future of this series, let's learn Unreal Engine 4!

Support me on Patreon: https://www.patreon.com/matthewpalaje

Social media:
My Blog: https://www.matthewpalaje.com/developm...

β–Ά Play video
brittle plume
#

Hi! I have a problem with Unreal Engine;
When I open my project the "Maps and Modes" are reset and when I open it in standalone it doesn't have the instance, even if I reset everything on Maps and Modes...

leaden hawk
#

any "bounty" style Unreal Engine pages? I have specific things I want help with but no1 knows how to do it

#

i need to find and expert and pay them for instruction on specific thing

fierce tulip
#

I wish, been suggesting such a thing for a few years now, but no resources to set one up myself XD

mint umbra
#

Is it possible to add a Socket to a Static Mesh generated during runtime (similar to how you Add Socket inside the static mesh window)?

stray smelt
#

I can't find this material. I have installed the water plugin. Is there some hidden folder or some other reason why it's not showing in my content browser?

mint umbra
#

Hmm, would think it would've been possible in Construction script somewhat, but yeah not finding any documentation on that

surreal cloak
#

Do you guys find the UE4 documentation helpful? (particularly the material info?)
Looking for honest thoughts about it.

fierce tulip
#

the material documentation is actually very well written

#

it doesnt show how to make advanced stuff, but explains almost all nodes in detail

thick herald
fierce tulip
#

it was my bible for the first few UDK years, and occasionally still use it for very specific nodes.

maiden sundial
#

Is it just me or is it weird that you can directly create a C++ class from the widget editor like here, but not on other blueprints, like a normal Actor Blueprint

neon hatch
#

How can I fix clipping like this?

maiden sundial
#

That's the problem.
When you do that on the widget you'll just create a clean class unlike ^

_>

fierce forge
maiden sundial
#

Feels more useful than the other πŸ˜…

low sequoia
real patrol
#

how expensive are characters vs actors

#

like is it a 1:10 ratio or something like that?

pure void
#

Ctrl f

signal crystal
#

x) you should definitely just use a different name to prevent messing with an existing resource, unless you know for sure that you made it and you don't need it.
y) you might try opening up a blueprint and loading that function, then click the magnifying glass to go to the definition

#

be careful, I suppose Β―_(ツ)_/Β―

#

I've actually got my own question that I'm hoping is silly...

I'm trying to load audio assets for the first time (previous dev handled this before now). My problem is that when I import an audio file it loads as a different type of file than what all the docs/tuts tell me to expect.

left=expected; right=actual

#

I'm loading them in with .mp4... there's a chance the others were .wav, though I'm not sure. I'd have to compress this to get it to load as .wav---- think that's the issue?

fossil nexus
#

Hi. Why is my Overlap Event not working?

#

@hard yoke. Ok here it goes: 1

runic fern
#

Can i use chunk downloader to runtime download and remove levels and actors ??

fossil nexus
#

@hard yoke What do you mean? Its the native function?

#

yes i made collision, but its inside the cube?

#

Does it need to be a box collision in the blueprint?

#

so i must remove the collision?

robust tree
#

Hi UE4 Devs!
In this UE4 beginner tutorial I show how to color objects on the scene by shooting at them. If you are new to UnrealEngine this is the best exercise to start with. https://youtu.be/tA_LC7kHRXo

fossil nexus
#

Oh i see. So i must create a box collision for it specifically inside the blueprint. So the Overlap Event never works for static meshes. Its strange that it has the option.

#

I mean it wont work without a separate Box Collision with event. I was trying to add Overlap Event directly on the Static Mesh, not the Box Collision.

soft fiber
#

I'll often see bones for weapons on the Marketplace characters.

  1. Why do they use bones (why not just sockets)?
  2. Why do the bones always appear so far away from the parented bone?
#

Couldn't you do that with a separate mesh (with bones) for the weapon

#

Its always strikes my as weird that the gun is included as part of the characters mesh,

mental zenith
#

I have been able to open UE5 editor in seconds for the last week working on my project. Last night I updated 4.27 to .2 and since then both 4.27 and 5 takes about 4 minutes to launch, even with no project selected. It first hangs at 0% initializing for about 2 minutes, then again at 75% for 1-2 minutes if it is opening a project. This is even for a blank brand new project.

plush yew
#

Man why is making 3D assets so hard

#

I thought β€œI’ll make voxels, they look easy enough” but nope

charred stratus
#

hello can anyone please help me with my unreal engine... it crashes so often and causes bluescreen of death dont get what im doing wrong. i reinstalled graphics drivers, used different engine versions. i get alot steam vr errors as well and it mostly happens when i import megascans

rough knoll
#

so i'm trying to prevent grabbed objects from being able to be clipping through the floor or walls. i have it able to detect when it's colliding, but it's not able to move any further because of the system i'm using.

the screenshot shows the code, which simply disallows movement if it's colliding. I understand why it's not working, but i don't know how to make it do the desired behavior. any ideas?

umbral pier
#

Hey awesome community :D anyone can suggest any good automation testing tutorials in c++ or any extensive gauntlet tutorials?

tardy hedge
#

why did besthda choose Ue3 for the Dishonored series?

fierce tulip
#

Arkane studios did, and they kinda kept it because by now its heavily modified. (and moved on to void engine iirc)

oak patio
plush yew
oak patio
#

Blender Guru has a few good beginner tutorials, but they apply more to high poly render assets than game assets

plush yew
shell juniper
oak patio
#

yeah I definitely wouldnt tackle weapons as a first project, as they are complex shapes, again just start simple and build up your knowledge

plush yew
oak patio
#

again, your first steps in modelling shouldnt be something you can take in and give functionality, if that is what you want to learn

#

you should start basic, learn the do's and don'ts then maybe take something you can play with

#

it also depends what type of thing you want to model, if you have quite a basic low poly feel, then that character is gonna be a lot easier to make than say a high poly one

plush yew
oak patio
#

The first thing i ever modelled was a target, whihc i gave functionality by making a shooting range with the first person template

oak patio
#

one of the hardest things to make with those things is the actual idea of what to model, they arent that hard to model at all, but i still wouldnt reccomend it as your first

plush yew
oak patio
#

ironically thats all in the texture

#

you just need a cylinder for that

plush yew
#

Oh

#

I was wondering how he made a perfect circle lol

#

It must have millions of voxels

oak patio
#

yeah its just a cylinder, what you need to do (if you want to learn the route of modelling) is learn the basics of blender, make some simple stuff, learn the more advanced dos and donts, then maybe try to incorporate stuff into your game

#

those arent voxels

#

those are models

plush yew
oak patio
#

that will look something like that in blender

#

those models would be near impossible with that accuracy in voxels

oak patio
#

but also depends on the aesthetic you go for

#

lots of things to consider with graphics

night socket
#

hello everyone πŸ‘‹ I have a question about the relationship between Controllers and Pawns, please let me know if I should direct it to another channel :]
Will you always needa Pawn? Or are there cases where you could just have a Controller with no Pawn? I'm working on a strategy game where the interactions involve some clicking around to select and place Actors in the game world, but you're never really "moving around", firing a weapon, etc. In those cases, would it be appropriate (and/or possible) to simply create a Controller that doesn't possess a Pawn, but sets an existing camera to the viewport instead, and have all interactions route directly from the Controller to the rest of the Actors in the game?

I'm looking at the official Match3 example and I don't think I see a Pawn anywhere 🀷

rough knoll
#

what exactly did you do

drowsy snow
rough knoll
drowsy snow
rough knoll
#

just overall i'm gonna re-ask my question to make it simpler (might be still hard to understand, sorry):
how do i disallow an object from moving if it is colliding with an actor, but still let it move in the other directions around it (barring the direction that the actor it's colliding with is in, so it won't clip into the wall)?

rough knoll
#

and something that may help... how do you get the direction a vector is pointing, if possible?

placid folio
#

When I'm using UE4 after a while I have the right click menu and drop down menus stop working, they show up then are gone in a instant. Anyone else have this? I have to restart UE4 to fix it.

fierce tulip
#

thats driver related.

#

@plush yew will tell whats up XD

#

or not :p

rough knoll
#

wdym? normalize them and then subtract?

#

or just subtract both of them and then normalize that

placid folio
drowsy snow
wind hearth
#

Is this "MDF" representation of an actor only refering to static objects? --I guess follow up question, if this is the case can I use the particle system to generate a movable distance field that can interact with the scene distance field and other particle distance fields?

rough knoll
#

well... i did it

#

somehow

#

i had to get the direction of the collision point and the direction of the would-be movement, and if they were equal, don't move, and if not, allow movement

#

with an error of 1

young fern
#

is it possible to play an animation montage on button press in widget?

plush yew
#

I can't seem to access enhanced input via the widget blueprint, is there a way I can do it the same as below?

plush yew
oak patio
#

voxels are a pain in the arse and that looks pretty cool

plush yew
#

now I just need to figure out how to import in UE nicely lol

storm venture
#

Such a random question, does anyone know how to import an english dictionary into ue4?

#

My best guess it a massive csv of english words and then just import it as a DataTable, but, gross.

tropic coyote
#

I'm a total begnner with no programming skills. is it possible for me to download data that would recreate an Earth map projections such as Gall Peters projection or an azimuthal equidistant projections into the system ? (using Unreal engine 5 on PC)

tropic coyote
#

I've just discovered a georeferancing plugin for unreal engine. The docs show the projection i want but no clue how to ger real world data for this projection into the system?

stoic ridge
#

LogWindows: Failed to load 'aqProf.dll' (GetLastError=126)
LogWindows: File 'aqProf.dll' does not exist
LogWindows: Failed to load 'VtuneApi.dll' (GetLastError=126)
LogWindows: File 'VtuneApi.dll' does not exist
LogWindows: Failed to load 'VtuneApi32e.dll' (GetLastError=126)
LogWindows: File 'VtuneApi32e.dll' does not exist can someone help me?
unreal crashes when I open a map

hidden bloom
#

Hey guys I set my project for virtual textures and it wouldnt let me put my megascans textures into the material. so I went into project and turned off the virtual textures and restarted and retried and they still not accepting my textures. anyone got a fix?

autumn flame
#

I have no problems with Megascans Textures and RVTs, so must specifically something you did somewhere

#

I was only getting my entire Landscape black when the RVT Bounds Volume was set but didn't set the RVT in the Landscape Details

hidden bloom
#

I just created this project enabled virtual textures and all my mega textures had a vt in their box

autumn flame
#

Perhaps look at the documentation?

hidden bloom
#

then since mega comes in with a placeholder texture when I tried to change it i5t still didnt work

#

I had it once before and someone said turn on virtual textures and know it fixed it but this time it isnt

autumn flame
#

Are you using any pack in particular for the Material?

#

Of the Landscape

#

This covers most of what's needed to know

#

Followed that my first time setting them up and it all worked out

hidden bloom
#

I havent added material to anything yet

#

im just trying to get my textures into my materials

autumn flame
#

Oke, and what's the problem, like why can't you put texture into a material?

#

Show a screenshot or such

hidden bloom
#

ok

#

I turned off VT but my textures still show a vt in them and once i double click the vt goes away but still cant put in material I get a red box around the texture in the material

autumn flame
#

Check if VT Streaming is enabled in them

#

Virtual Texture Streaming

hidden bloom
#

nope i turned it off

autumn flame
#

this one?

hidden bloom
autumn flame
#

Not there

#

In the Texture itself

hidden bloom
#

ok let me look

autumn flame
#

I personally don't have that enabled even if using VTs

hidden bloom
#

I dont even see that in my texture let me check the material

#

nope neither even have it

autumn flame
#

Should be there, not sure if unchecking Enable virtual texture support removes the option and you bugged it that way

#

Try re-enabling VT and checking inside the Texture after that

hidden bloom
#

it prob removed when I took it out

autumn flame
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Yeah

hidden bloom
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k

autumn flame
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Which would be an oversight but oh well

hidden bloom
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yea it bugged it out as it hid the option but left it checked

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so now I got to go through every texture and uncheck lol thats almost 150 textures

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thanks

autumn flame
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You can bulk edit

hidden bloom
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not sure how to do that

autumn flame
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Select all textures then that

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To see all textures in a folder just add a Texture filter

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Then check Texture

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Then you have the option to edit them all at once

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You can use CTRL+A to select all

hidden bloom
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ok ill try that thanks

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ok it wants to load all 280 first

autumn flame
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Yup

hidden bloom
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lol going slow half done they all 4k textures hehe

autumn flame
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Chonky textures

hidden bloom
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well it for a cinematic and gonna be close to camera I just hate that megascans always seem to show streatch marks in their textures