#ue4-general

1 messages · Page 1138 of 1

tardy hedge
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majority of my game logic is in widgets, may i have ai also have a ui to implement that logic

narrow igloo
tardy hedge
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the widgets hold indexes to abilities and items, which my ai cannot use

steady spear
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i wonder how devs make enemy ai's that shoot player but how would they manage the shooting thing? Like if it was really ai, woundt it 99% of the time track the players head and shoot at it like aimbot?

bright sigil
steady spear
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wouldnt the ai have free will?

bright sigil
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what do you mean

steady spear
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nvm

oblique coyote
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I wanted to ask if anybody has resources on how to make modular non humanoid characters. For example awitching out arms and such. Any resource helps(mainly looking for model reqirements)

drowsy snow
rigid yacht
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doees anyone pay attention to grass these days

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does using ue4 default grass seem bad

drowsy snow
rigid yacht
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yes

drowsy snow
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Well, nobody use them in serious projects.

rigid yacht
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true haha

plush yew
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Hello! Looking for a 3D generalist and animator with experience with Maya/Blender, ZBrush, Unreal Engine, and Marvelous Designer for a 2 month project. Budget: $50,000+ USD. Send portfolio to: contact@coati.studio

sick patio
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hey @drowsy snow did i ask about this the other day? it didn't save and I forget the fix you all told me.

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something about adding something in the project setting?

drowsy snow
sick patio
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is @oak patio around?

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i figured it out on my own 😦 bought me a seeing eye dog. LOL (blind joke)

timid meteor
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i am going to ask something that a million people asked in this channel xD

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learn me ! 😄

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i am pretty advanced and i want to devlup

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in bps afcours

dull girder
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can i get a list of all dedicated server arguments ??

dull girder
narrow condor
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I'm very new to UE, but I'm trying to use it to model a desk setup with four monitors and the monitor arms(which I haven't bought yet) because I want to have as little complications in the future as possible. Just getting a feel for the scale of everything and how long the arms have to be, general shapes of the arms, etc. Does anyone have any advice on scaling(like getting the measurements mostly accurate from real-life in UE) because I'm really just winging this and hoping the scale is somewhat accurate. I think it is, but still, I have no clue.

Note: Don't mind those colored spheres there, I just put those around to mark what worked and what didn't. That red one there is just a marker to let me know that the height of the vertical monitor and the stand arm didn't match up after all.

dull girder
narrow condor
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Again, I'm very new and all of this is confusing so sorry in advance in the explanation is frustrating.

bright sigil
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scale is a percentage. 1.0 is 100%. Location of 1.0 means 1 cm. Did you model these in another software?

narrow condor
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Here's an example. The box geometry here is x0.03 y0.03 z0.025. I just had to google it, but there's 2.54 centimeters in an inch(and that's the unit I'm using IRL rn. Overall, if I had that box geometry in my hand in real life, then it should be over an inch long(or somewhere around an inch give or take). So, I think that this box is more than 2.54 centimeters in length. But, I'm also horrible at math. So I was thinking that an x value of "0.03" must be longer than 2.54 centimeters(or a bit less, like I said I doubt I scaled this right in the first place).

narrow condor
bright sigil
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it looks like you are using BSP Geometry, and you can adjust the width, height, depth instead of scale - and these values are based on cm

narrow condor
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That does make a lot more sense now that I think about it...now I don't why I thought otherwise since scale is obviously going to be a percentage.

narrow condor
narrow condor
arctic sundial
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I'm sorry to be posting the same Q twice, I've fixed the issue with actor rotation (thank you @ebon geode - im sorry it was such a basic question). But The actor I am trying to pick up is one generated from a blue print. i.e. in the game details tab - you can select the mesh type, colour, material, etc. What happens when I pick it up is: despawn the OG actor and spawn a child that is "held", it reverts back to whatever the default BP model was. IS there a way to rectify this? images of before and after interact and the BP below

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I'm sure this is another basic Q but can't seem to find the right thing on google, maybe just not searching the correct terms

ebon geode
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I don't get why you need to respawn an actor in the first place to replace it with an identical copy ^^

narrow condor
# bright sigil scale is a percentage. 1.0 is 100%. Location of 1.0 means 1 cm. Did you model th...

Sorry, forgot to answer your question. No, I didn't use another software, I just started learning this huge world of graphic design, art, game design, etc. even exits and I decided to just start with unreal engine because I heard I didn't have to learn how to code and it was free. I also just started doing free YouTube tutorials and recently found Udemy(not endorsing or promoting). Using "simple geometry" is all I've learned so far really in terms of building without pre-made assets that the "Instructor" has provided.

arctic sundial
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I think that is roughly what I attempted to do with the class thing. Honestly, I am very little into my basic development - like <1 week so I'm literally following and trying to make sense of tutorials, then reworking it for my own stuff. I wasn't aware that you shouldn't generally use child components etc.

narrow condor
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I should have been more specific, I meant I didn't need to learn C++ or C#(which I think is what Unity uses?) right off that bat and that made it sound more beginner friendly.

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I'll keep that in mind, and maybe start looking into C++ tutorials...

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These ones?

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I'll save them right now

arctic sundial
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this may be another dumb Q then so bare with, but what is the best way to spawn an identical actor and attach it. Like What I am wanting is sort of a basic cooking game style system. There's a bottle of red fluid with a level of 0.5 (0-1).

you pick it up, You rotate it, the fluid level decreases at a certain rate etc. to say 0.2.

you place it back down and it keeps that new fluid level.

How is it I would specify what each actor looks like. Can I make a property matrix type thing manually for each of the different fluids etc, that I want and can call from that - saving each one as a different actor?

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ah sorry, bad explanation - in terms of spawning then, I was thinking longer term to have an inventory type "cupboard" that you could pull the actors from. In the previous example of just picking it up, yes what you suggested would be ideal. I'm just unsure where to start with specifying that actor to pick up.

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Also I really appreciate the labour - I understand I'm rattling off a lot of questions

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Fair enough - idk why the tutorial i followed suggested the way it did then 🙂 I'll give it a try. Thank you for taking the time buddy

ebon geode
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You can make your variables "Expose on Spawn" which means when you Spawn Actor of Class, those variables are exposed and you just spawn whatever mesh and color you need

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It would be great to create an AItem main class that has all the main functions like a pickup system and make all other items inherit from that one.

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I feel the structure is missing. Normally you think more general. What is an item and create a main class with all properties an item has. Then you think about interaction with the item and maybe create one or multiple BP Interfaces just with all the functions like pickup,consume,put in inventory,etc
Then you implement those functions into the item one by one.
It seems like you first start implementing functionality without considering the whole picture which will make the code messy and complicated in the end and you might end up with respawning actors because otherwise your systems breaks for strange reasons and messy code 🙂 but that's okay, because it's stuff that everybody needs to learn :)

shell ibex
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Im a very noob, and i really need some advice... How to go about developing a system for the player to put his files in the game. For example the player must put files in a folder of the game, how the game can read these files

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I would be very grateful for an answer

ebon geode
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I think you would want a C++Plugin for that.

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Yeah but maybe the idea is, that there already is a plugin for file-io in existence 😅

shell ibex
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Does this process have a name?

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The process of reading files that players put

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I have no landmark to direct me...

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ty I needed exactly this kind of keyword

sharp crest
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With Chaos, can you set a destructible to be a custom mesh during runtime (Before spawning it)?
Or you have to generate the pieces for each mesh individually in the editor first?

sharp crest
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variables

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and a button has an 'enabled' var that u can set to not let ppl click

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like?

drowsy snow
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Are you trying to make a cheat code system?

timid meteor
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how can i do this good again ? :p

sharp crest
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anyone knows how to spawn a chaos destructible in real time? lol

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can't find a node for it, and the componet doesnt let u set the geomtry collection

timid meteor
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it the sprint thing

sharp crest
# timid meteor

set it to the vaiable u want... not what it currently is at

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u dont need the get var nodes

timid meteor
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ow okay thanks

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can you show me? haha

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of like that

sharp crest
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no just remove those nodes and u will have the option to set a custom number

timid meteor
sharp crest
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seems good

tame marsh
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Is there a plugin for UDP from Epic? Or are ther only third party ones

sharp crest
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search on the marketplace

tame marsh
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Yeah I've checked, some paid ones, just wondering if there's one from Epic that I've overlooked. Epic's got a plugin for OSC so I'm surprised there's none for UDP

tame marsh
sharp crest
tame marsh
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Thanks for the effort regardless haha

shell ibex
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how to make a playmodel bone static?

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this

drowsy snow
shell ibex
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for imported model like with vrm4u

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im noob idk how to make static

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the hair

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@drowsy snow

teal badger
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Any advice, pointers or guides for automating packaging (I am searching it. Just want to make sure I don't overlook anything or fall into rabbit holes)?

shell ibex
drowsy snow
shell ibex
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because when I play the hair went in all directions

flat trail
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hey, where are the content folders COLOR stored in 4.27?

pine siren
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When I exit "play in editor", can I force the camera to go back to where it was before I started "play in editor"?

flat trail
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Used to be a project settings per user but i cant find it anymore

fallen marten
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Hey guys do any of you have a controllable vehicle in your projects?

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I have a plugin im going to put up for consideration on the ue4 market - but i want at least one person to try it before i do

drowsy snow
shell ibex
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tysm

fallen marten
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Does anyone want to try drag and drop PhysX vehicle skids - available for 1 lucky user

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No-one? Jeesus..

teal badger
drowsy snow
fallen marten
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Its not for physics

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Its a drag and drop skid component

fallen marten
flat trail
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Sorry il refine my question
I dont want to use the file perprojectusereditorsettings cause it interrupts everyones workflow, but i want to have the same colors on the content folder spread across source controll to everyone

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Is there a way i can achieve this

drowsy snow
flat trail
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hmm this is a pity

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Should request a feature for this

ebon geode
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If you want to torture people with your 255;0;255 folder colors :P

drowsy snow
fierce tulip
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@wild kestrel still has a plugin laying around that does folder colors. (on my request) but he never finished it <_< (and stores them)

drowsy snow
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I would consider myself lucky my bug report on the built in water system actually went through

fierce tulip
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cmon shadow, take our money!

fierce tulip
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:p

wild kestrel
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i though i finished it

flat trail
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lol

wild kestrel
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there something wrong with it?

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or you mean unreal update issue? :p

fierce tulip
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no, but people would like to have it for their projects. could be a neat marketplace pack or so :)

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or on github

drowsy snow
wild kestrel
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hmmm i will think about it, currently busy with other stuff

fierce tulip
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sure, take your time :)

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hugs shadowriver

wild kestrel
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hugs

fierce tulip
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i'll remind you in another two years :p

worthy elbow
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Does anyone have any idea whats going on to my character clothing (Static mesh) on multiplayer?
on server's view it works fine but on client's view, the clothes mesh's not following the master pose properly

wild kestrel
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lol

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ue5 version :p

drowsy snow
covert burrow
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Hi, I'm not sure where to post this but I have a gigantic map and I'm struggling to move objects for example the player start across it, I'm aware of the End key to snap the object to the terrain but I need an easier way to move the player start into a desired location.

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@safe shoal Oh and nice set of games! 🙂

drowsy snow
covert burrow
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@drowsy snow It's X and Y I want to move and I'm finding it tedious.

drowsy snow
covert burrow
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I don't know what that means but moving move objects across a huge map really is difficult when I can just travel around it, find a suitable location and grab some coordinate and set my object down there.

drowsy snow
ripe delta
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How would I go about making a player 'slip' when running over a surface I classify as vomit?

ripe delta
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I have characters that vomit decals on the ground. I'm trying to make it so walking over them causes the player to slip/affects their movement in some way.

covert burrow
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@drowsy snow That's not at all hacky, that's perfect thank you! What would've taken me 2 hours has taken me 2 minutes! 😄

drowsy snow
icy plaza
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owh my bad!

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thanks

pine siren
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Any UPROPERTY-grandmasters here?
I have a TArray<USomeObject*> that I'd like to alter in the editor.
I'm using Instanced, EditInstanceOnly, and it works fine, but whenever I click the + icon to add a new instance to the array in the editor, it defaults to None and I get a drop-down where I can choose between None and USomeObject.
Is there a way to make it auto-initialize to USomeObject, or does it have to be null?

sharp crest
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u just mean that u want to the default the new array item to some object instead of null

pine siren
sharp crest
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Idk if that's doable but ye #cpp would prob get u a better answer

pine siren
# drowsy snow <#221799439008923648>

Ok. I actually decided not to post there, because the UPROPERTIES are very much UE-specific and not general C++ stuff. But I guess only cpp-developers would ever need to deal with them, so you're right. I'll head over there:)

drowsy snow
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Well, #cpp is mainly for Unreal C++ stuff.

sharp crest
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bp devs wouldn't even know what a uproperty is

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not atht I know much cpp but. y.e

pliant yoke
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this place is humming along

devout mason
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Why is my Glass Material always blurry when using DOF?

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(already tried "Render after DOF" on & off)

ebon geode
pine siren
ebon geode
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So if there is no USomeObject in the Scene or whatever what reference would you choose? The reference to the USomeObject that is a component of the game mode or a thingy inside the characters damage system....

pine siren
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This is behaving as expected, I just want it to automatically make that instance, instead of being None by default, as that doesn't make any sense in this scenario with one valid class to make an instance of.

tawdry zealot
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I disabled Engine.ini from the Config directory, can players still find a way to edit Engine.ini?

ebon geode
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There might be some other UProbs like NoClear that might mess with this somehow (I'm not a C++ expert so my advice is probably bad 😞)

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"Prevents this Object reference from being set to none from the editor. Hides clear (and browse) button in the editor."

pine siren
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Yeah I already tried it, but it just removes the clear-button 😦 It still sets it to None by default.

ebon geode
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So how do strings, floats and ints handle it? ;)

fallow jackal
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What is a control rig used for? real time gameplay or pre made cutscenes?
Whats the difference between a rigged model and a skeletal mesh?

teal parcel
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if anyone could help with

final moth
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39% initialazing problem, any advice? How to move on?

sharp crest
sharp crest
amber shuttle
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why does timer makes a tick after unpause?

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i want to pause it while level loads, pausing just after tick and unpausing after level loads , makes them load one after another at the speed of light

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clearly says its resumed

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wtf

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im just showing those im not dumb 😄

ebon geode
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There could be many wrong ways something like that could be implemented ^^

amber shuttle
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goes like that

hollow ridge
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Hi there! QQ, is it possible to keyframe/animate the focal length in sequencer? I tried to keyframe it but doesn't do anything in the preview. Thanks!

amber shuttle
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button press event is where it loads the level

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if timer is set for 5 sec, it waits for 5 sec and then starts fricking loading 69mph

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like it ticks when unpaused

amber shuttle
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we tried but it seems focal length is broken or smth

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make sure you're using default focus settings

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theres not much else to it

brittle plume
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Do you know any interesting plugins that allow me to read and write data online?

lapis ore
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If I wanted to have a weapon leave a continuous mark everywhere it hits, what's the best way to do it?

dull heart
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Hey, I need some help with UE 4.27.2. I cannot understand how to run a C++ file I made that just simply writes to the output log. Thank you for any help.

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English is not my first language, so if there's any questions just ask

drowsy snow
pure viper
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Please can someone tell me how i can get these assets that are originally for UE4 into UE5

rose tiger
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why is the water system in 4.26.2 don't work?
i can't see anything

thick herald
# pure viper

same as any asset pack that doesn't support an engine version. In the launcher click Add to project, there is a check box that lets you pick any project [not just supported version] pick your UE5 project. it will ask you to chose the closest compatible version, do that and then magic happens.

thick herald
rose tiger
thick herald
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Loads of water systems in the marketplace, depends on your needs though.

brittle plume
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Hi! Do you know any interesting plugins that allow me to read and write data online?

peak falcon
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do you know what kind of data you're trying to read and write?

covert burrow
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I'm trying to map W,A, S and D keys to something like Add Controller Yaw Input but not sure how to do it, I have my InputAxis components already in place just not sure what to pin them to.

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Currently Mouse X is mapped to Yaw.

pure viper
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thank you

brittle plume
peak falcon
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well.. that's very vague, you might want to try to narrow it down a little

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are you trying to work with an API? or JSON ? some kind of database?

brittle plume
drowsy snow
peak falcon
twilit hill
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theres like 50 free http-post/get/json plugins

brittle plume
twilit hill
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the literal industry standard for this use case, yes, what about it?

brittle plume
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Are... SCARY

livid portal
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is there a way to automatically populate a struct from a datatable? ...maybe stupid question, but it seems like this should be a thing, since datatables are based on structs.

pallid talon
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Question, can I use a PC version of Unreal to Package for iOS and create AR content for an iPhone?

drowsy snow
pallid talon
drowsy snow
covert burrow
drowsy snow
drowsy snow
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You can Add Content/Feature Pack and bring in the Third Person Template right there and then.

pallid talon
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Does anyone know if I need a Mac to create AR for an iPhone or will it work with the PC version of Unreal?

pure dagger
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Hey. I made a group, but now it's grey and i can't select that. Why?

plush yew
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Hello guys, I am new into unreal engine, I watch tutorials everyday, and getting more familiar with the interface and some functions.. etc, I was wondering if anyone would be available or interested to have a 1 on 1 zoom to explain me some stuff I get stuck at ( like adding displacement to the material i get from megascans ) .. etc ( paid ofc ) hit me in dm

covert burrow
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I have a collision sphere around my pawn camera but still seems to go through terrain.

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I would like it to not do that with any object unless I make an exception.

bright sigil
covert burrow
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Sorted, I didn't know it had to be right up its arse. haha lol

lucid egret
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is it normal to go over 70 Celcius when cooking stuff?

amber shuttle
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depends what stuff are you cooking

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you can go higher if you cooking water

wind gale
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Is there a hotkey or something that allows me to activate a transform in editor without having to grab the widget? Like, I need to look at a corner of a static mesh up close in wire frame mode, and then rotate the object to get registration correct. Equivalent of hitting R, G, or S in Blender.

bright sigil
upbeat tendon
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no idea where to ask this question, but i thought i might bite bullet and upgrade to win11, seeing as the main thing i do with my pc is my ue4 hobby project, am i likely to find problems running ue4 on win11?

cedar wave
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What's the gain that you get with Win11?

autumn flame
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Just depression

cedar wave
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Any critical thing you need from an OS that is less than a year old?

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Win10 is still supported until 2025

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There was someone talking about issues with 11 a few days ago if I recall correctly.

fierce tulip
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my take on it is, I rather have my pc as stable as possible, instead of using basically untested software/OS's. having to deal with ue4/max/win10 crashing from time to time is frustration enough.

lucid egret
fossil nexus
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Thats in the material?

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i cant find it

covert burrow
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How do I set an initial material to my landscape so I can see it when sculping?

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I want a checkerboard texture.

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Before clicking create landscape I apply an initial material yet I don't see it in the created landscape.

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It's completely transparent and I see the sky cube.

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@plush yew Under the details pane of the landscape I apply a landscape material and I don't see it. :/

bright sigil
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yeah you can throw on whatever material, but youll need a proper landscape material to blend multiple textures

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make the landscape and confirm it all, then drag and drop the material

covert burrow
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Oh I see it now.

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Weird I tried 6 and all 6 didn't show then a 7th and it did.

fossil nexus
bright sigil
fossil nexus
bright sigil
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did you restart the editor?

bright sigil
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unwrapping is usually done in another software however

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its been awhile since ive had this problem, for the very reason i delete my assets from level before deleting from project folder 🙂 but maybe there is a redirector of the asset hanging around - it's a uasset, but it doesnt always show up where the original asset was, it might be there if you look via file explorer

buoyant graniteBOT
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:triangular_flag_on_post: Sheprekt#1130 received strike 1. As a result, they were muted for 10 minutes.

covert burrow
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Does anyone know why on a blank landscape the light model takes forever to build? There is things I have done, camera stuff, keybindings, and sunset and sunrise along with day and night cycle.

fossil nexus
fossil nexus
covert burrow
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Come on lighting... :/

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Haha here goes! 😄

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Is there normal for it to stay at 0% for a while before it starts showing build progress?

bright sigil
bright sigil
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@fossil nexus there is a ScreenAlignedUV node, the result is a bit different, but it is screen space instead - it would maintain size on whatever object, but again, its a different look

bright sigil
# covert burrow Haha here goes! 😄

im not sure how big your landscape is, but usually for building lighting of large scenes a lightmass importance volume is used to define where the "important" baking areas are

covert burrow
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It was weird, it hung at 0% for 20 minutes then start progressing.

ashen sky
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anyone free?

cedar wave
ashen sky
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wanna help me with my project then

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(unreal project)

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errr... before then let me uninstall and reinstall my amd drivers

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orrrr not...

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seems i may just lock my gpu (by doing something only my out of date gpu can do) so i cant update it

summer turret
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@mystic oar @small burrow it was nice talking, gotta go get ready for the interview 😭

mystic oar
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@summer turret Good luck! 😉

ashen sky
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i still cant find a single person to help... damn it

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yepo. i think i did

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ahhh

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errr... then ill be specific

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can someone help me make a working handle for a model.

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well is it you?

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😄

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no no

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its not that its not working

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its that i dont know how to make one

fervent trout
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I dont know if this is the correct place for asking, but, is it possible to migrate files (models) from 4.27 to 4.26 ?

ashen sky
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most likely would work

fervent trout
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I need to use 4.26 because most of the plugins Im using arent updated, so maybe I did something wrong with the migration

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Thats another easy way, yes

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Well I found out about my #graphics issue, it works fine on 4.27 the model is seamless there

fierce tulip
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anybody know how to use the search syntact "SizeX" and SizeY" in content browser search.
I cant get it to work.
whenever I add stuff like SizeX=4096 or whatever it just ignored it.

covert burrow
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I need to compile Unreal Engine 4.27.2 from source, I was unable to access the repository as it was giving a 404 error but then found out that I need to associate my Epic Games account with Github account. I checked to see if both accounts are linked and they are, I'm also signed into both accounts. How do I get the source code?

fierce tulip
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@bright sigil that works, thanks :)

bright sigil
tawdry python
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I don't get it this time

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I had legit 4GB of ram free

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and NOTHING open

bright sigil
# covert burrow What do you mean?

you make your githhub account, link your account, wait for the email, use the join link, wait for the confirmation email, then you should be good

tawdry python
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why is VRAM usage so high wtf

covert burrow
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I'm sorry to be rude but I'm sure people don't listen to what I'm saying in here. I already said the site gives a 404 error.

tawdry python
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I have no clue I wasn't running the app you sent me

covert burrow
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I'm aware.

bright sigil
covert burrow
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Well I'm glad this was finally made clearer to me. I will use SSH.

bright sigil
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fwiw i didnt do that, i just double checked the steps and made sure i did each one

covert burrow
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Sorry for getting short.

tawdry python
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urgh

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™️

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but how come unreal is the only one to crash

autumn flame
#

Doesn't like you, try taking it to a date first

covert burrow
#

Time to bring up WSL to get the source on this Windows machine LOL

grim ore
#

@covert burrowI know that other people who have had this issue before remove the link to github in their account (disconnect) then reconnected it and it worked

covert burrow
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I'm more comfortable with my GNU/Linux environment for things like this. Thank you though! 🙂

tawdry python
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@plush yew I just triggered the Microsoft ®️ Windows 10™️ Experience

#

It happened right when I enabled the standby cleaner and reopened unreal

fallow hornet
#

is there a way in a static mesh to move elements to the pivot?

grim ore
#

you can using the new modeling tools plugin

autumn flame
fallow hornet
#

@grim ore is that in 4.26.2?

grim ore
#

the tools are yes, I dont know if the pivot part of it is.

bright sigil
#

might be better to handle it in your dcc though in case you reimport

fallow hornet
#

was planning not to re-import

slate vessel
#

There seems to be many commands relating to volumetric fog but I can't seem to narrow down the one I need. I need to correct the noisy slice appearance because as the camera moves it kinda strobes too. I've tried grid pixel but I don't think that's the one. Any suggestions please?

covert ivy
bright sigil
twilit hill
#

man its really a crime that none of the screenshots of the old answers forum work anymore, i need those so often, why in the world where those lost

bright sigil
#

yeah, i get annoyed everytime its that "we moved everything for a better experience" page

twilit hill
#

that is literally the worst thing anyone could have messed up

#

cause thats the only place where problems were handled and solutions were posted

#

including workarounds from developers

#

i dont even visit the forums anymore since the changed it to the mess it now is

covert burrow
twilit hill
#

could be just me, but the readability in the new forums is super garbage

covert burrow
twilit hill
#

man im just glad that you can still make games with ue, they prioritized so many fancy schmancy features which have absolutely nothing to do with games its scary

#

like look at this great new feature which looks awesome at 200% display resolution for a quick screenshot at .5 frames per century

covert burrow
#

@twilit hill I've always struggled with editors of any kind when they're packed out with panes.

twilit hill
#

or nanite, thats scary stuff .. the performance is really really not good if you want to go for big landscapes - and then they cut off tesselation alltogether, super scary stuff

covert burrow
#

It would also make more sense if a graphics design software didn't get a GUI packed out with graphics.

twilit hill
#

also lumen is not usable from what i could test so far, it simply wouldnt run anywhere smooth on the absolute majority of systems - im looking forward how AoC will handle this .. they plan to implement it as default

#

but hey, at least i found the holy landscape grail for good performance - its using NEITHER world composition NOR world partition, just a huge 16x16km chonk of a single landscape with the legacy auto landscape lods

covert burrow
#

I've noticed Unreal Engine can get really slow at building light models very easily.

fierce tulip
#

it'll be back

#

in some form

covert burrow
#

It's not difficult to slug that build process LOL

twilit hill
#

if you think light is slow then try to rebuild grass maps for 256km²

covert burrow
#

I've I've yet to add that in my world and I'm going to, it's planned and I've already read about the nightmare lol

twilit hill
#

it "was" rather fast with only a few grasstypes, but now it takes minutes - and i need to flush it after every build because its bugged

covert burrow
#

People saying "Keep low on the grass" lol

twilit hill
#

nothing like seeing a random 200k tree instances in the sky

covert burrow
#

@twilit hill I've wanted to design a world tree for a long time. lol Like Yggdrassil or Teldrassil

twilit hill
#

yeah that sure would look nice

covert burrow
#

Walk through a portal like the one outside Teldrassil and end up in the land on top 😄

#

That would be a tree that doubles into an island in size. lol

twilit hill
#

getting these vibes from my directional text indicator so i stop getting lost

covert burrow
#

Yeah I can see why that would be heavy.

#

How big is that world? It looks big! 😄

twilit hill
#

256km²

#

actually more

covert burrow
#

Oh nice. 🙂

#

@twilit hill Are you using day and night cycles?

twilit hill
#

ye the performance aint bad with just the landscape and some grasstypes, but i need to start on the water, hate the tiling

#

using UDS for sky and cycles, with custom randomization

covert burrow
#

Yeah the water could do with some improvements but you got to start somewhere, you can't fit a goat through a needle without the needle being big enough. 😄

#

Beautiful world!

twilit hill
#

thats 1440p btw not 1080p

#

so some headroom for heavy stuff

covert burrow
#

I compiled a huge map and ran it in 4K lol

twilit hill
#

nice

covert burrow
#

My system just keeps giving more and it's a VM!

drowsy snow
covert burrow
covert burrow
#

Okay so I tried cloning the UnrealEngine repository via SSH and still says the repository doesn't exist.

plush yew
#

anyone aware of any issues with UE 4.27 and media files? every time i try to preview a Media reference file from the media player in engine it basically crashes, goes unresponsive indefinitely.

covert burrow
#

I NEED the source files!

tawdry python
#

niet

covert ivy
tawdry python
#

SYMBOL_NAME: nt!KeAccumulateTicks+2064ce

MODULE_NAME: nt

IMAGE_NAME: ntkrnlmp.exe

IMAGE_VERSION: 10.0.19041.1466

#

it's the Microsoft®️ Windows™️ NT™️ 10™️ Experience™️

#

unless it just doesn't say which driver it is while it should

covert ivy
#

Actually, I think that all are rather close but... I don't kow... In the last pic (or the first that I posted at 22:44 - it's the same game - ), there is a little thing that makes I like this style a bit more, I don't know what it is exactly... More detailled and clean textures, maybe...

covert burrow
#

Has anyone managed to get the Unreal Engine 4.27.2 source code?

fierce tulip
#

dejavu, didnt we have this discussion last night as well? @covert ivy

cosmic nymph
#

"With Unreal Engine 5 new features, Games will be able to be shit out much faster as if they had the runs, lets hope it smells like roses!!" ~The Black Lamb, 2022

fierce tulip
#

<_<

covert ivy
#

@fierce tulip Maybe you've seen the last pic yesterday because I already posted it. But I don't remember have this discussion with you ^^

plush yew
#

weird, media files play fine on 4.26, something with my project is crashing mediaplayer

covert burrow
#

I read something about getting an invitation to download the source which will expire in 7 days, the Github account was linked to the Epic Games account a long time ago, how do I get that invitation back?

fierce tulip
surreal prism
#

Does someone know how to translate this landscape to real world km2?

plush yew
#

damn, its a particular video file causing the crash

#

i guess it doesnt like the format

covert burrow
#

I re-linked my account, I didn't receive an invitation.

covert ivy
#

@fierce tulip You are not in the matrix, Neo, I assure you that I already posted the last pic 😉

drowsy snow
#

Who knows if it somehow got put into spam junk folder

surreal prism
autumn flame
#

Yeah, unless you scale it up from 1,0

surreal prism
#

cool thanks

drowsy snow
surreal prism
#

gotcha

autumn flame
#

Even if i think Landscape base scale is 100,0

covert burrow
#

Maybe I should ditch Unreal Engine, it's slowing me down.

autumn flame
#

But ya get the point :p

drowsy snow
autumn flame
#

Gotta love that Source Access

drowsy snow
#

I know Unity can be as slow as well if the project has more going on, but I digress.

glossy mica
#

why can i not find help anywhere? all pages in the forums are non accesible or deleted, if there is a question in the forums no one has answered it, when i ask n the discord, nobody answers, all the documentation i need is just for APi stuff and everything is set up in such a complex manner in the engine that your brain melts when trying ti find the simplest of settings.

covert burrow
#

@drowsy snow I should be able to build a f%%king dedicated server...

autumn flame
#

Yes, with Source you can

covert burrow
#

@autumn flame Read what I said above.

drowsy snow
#

Should've figured

autumn flame
#

I totally have access to Source, yes

#

It's pretty Epic ngl

drowsy snow
#

Me too, even maintaining my own fork and put anime shading model in it 😆

covert burrow
autumn flame
#

They sent me one

#

Not sure what you're doing wrong

#

Check your spam?

covert burrow
#

Already have, I even relinked my account.

rose sleet
#

Hey does anyone know how i can get both these textures to look the same?

#

The rest of the room looks the same except that window wall

drowsy snow
autumn flame
#

It's very Gitty

drowsy snow
covert burrow
#

I've done everything.

cedar wave
#

As a professional engine hopper (I've used Unity, Unreal, Godot, GameMaker, Bevy, NeoAxis, O3DE, Unigine, and more) - having an interruption in getting your account linked so you can gain access to the source is frustrating, but solvable. I would rather deal with that headache than dealing with the headaches that the other engines provide.

#

Yeah - getting a dedicated server is much easier in other engines

autumn flame
#

You can still test Dedicated in Engine btw

#

Source is to package one

#

There's even a cool option to not run the windows under one process

covert burrow
#

Just re-linked account again.

#

Still no invite.

#

I might write my own server.

autumn flame
#

Just to make sure

#

I think the easier solution would be creating a new account in that case, lol

cedar wave
#

Do you absolutely need the dedicated server to be set up and deployed right now? Or are you just trying to set it up? If not, I'd just wait until tomorrow or somethin'. Then send a support ticket. Work on other things in the meantime

drowsy snow
#

I want to go off tangent and say LAN Party / Peer too peer is still cool, but I think that's way off tangent

#

Maybe for cheat prevention, but in peer-to-peer MP, that'd be up to the one hosting the game to decide.

covert burrow
#

Got it

#

Finally

#

Never cloned a particular branch via SSH before.

autumn flame
#

Just replicate GTA's netcode

#

So everyone can enter your singleplayer game

plush yew
#

@plush salmon Continuing from the #cpp channel:

Initially I wanted to ask if anyone has managed to compile HTML5 for UE4.27 or any platform setup on 4.27.

#

SInce the community version is not being updated anymore.

fossil nexus
plush yew
#

No, forget pixel streaming right now. I am just trying to bring back the old HTML5 platform option.

drowsy snow
plush yew
#

Well, do you have any better alternatives that do not require using a cloud server?

drowsy snow
# autumn flame

Yeah, found it odd that it's not the created material, but it'd also be better if it got stored as reference

autumn flame
#

Plus everytime key is pressed

#

Scalar Parameter will be bigger

#

Scalar Parameter += 0,3

drowsy snow
#

I've tried it myself even back then, I failed to trick web developer I used to work with using it.

fossil nexus
drowsy snow
autumn flame
#

Show the actual Material

drowsy snow
#

Unless...

autumn flame
#

Or if the Mesh has more than one Mat slot

#

Or if the input is being received...

fossil nexus
#

im setting it on the rectangle static mesh

#

thats a cube

autumn flame
#

A rectangle that's a cube

#

Sure 👍

#

First of all, are you sure it's receiving your Input?

drowsy snow
autumn flame
#

There's so many things that could be wrong, lmao

fossil nexus
#

this is the material im using

autumn flame
#

Yeah no

drowsy snow
#

There's no scalar parameter per specified in BP to begin with

drowsy snow
autumn flame
#

oh wait

drowsy snow
#

You switched around the Append and Multiply

autumn flame
#

There

#

:p

#

Total brainfart

ashen sky
#

i admit unreal engine has some bugs

autumn flame
#

Impossible

ashen sky
autumn flame
#

It runs Fortnite

dense knoll
#

Just wondering... Is there a way to overide the default UE crash handeling, so instead of opening the crash reporter and killing the game, the game instead will just pop up a message and reset

autumn flame
#

It can't have bugs

ashen sky
ashen sky
dense knoll
#

UE4 crashes if you close a widget editor

autumn flame
#

Totally impossible for it to have bugs, trust me, certified bug exterminator

dense knoll
#

in only one of my projects

#

no other project

ashen sky
dense knoll
#

Creating too many blueprints without saving crashes the editor

ashen sky
#

does that say bandicam.

dense knoll
#

leaving the editor running for 4 hours without any activity crashes

autumn flame
#

Parameter names need to be exactly the same both sides

#

replace u and v with stars1 and stars2

drowsy snow
ashen sky
#

are you free!?

drowsy snow
drowsy snow
dense knoll
#

my build of UE is weird

autumn flame
#

I fell asleep with UE open, didn't crash

ashen sky
drowsy snow
#

Goddamnit, missed opportunity to use this lol

dense knoll
drowsy snow
autumn flame
#

Then unweird it

ashen sky
#

that can be interacted with

dense knoll
oak patio
#

What do you mean interacted with

ashen sky
#

tits a model

oak patio
#

Is it vr?

drowsy snow
ashen sky
ashen sky
drowsy snow
ashen sky
drowsy snow
#

T-word tho

ashen sky
#

wait theres a t word?!

dense knoll
#

scr0ll iop

#

*scroll up, dont know why i transcended space time for a second... again

autumn flame
#

This has become mayhem

ashen sky
#

and now with your activity status

dense knoll
ashen sky
#

i will figure out how to add activity statuses to my game for discord

#

lul

dense knoll
#

plugin

ashen sky
ashen sky
autumn flame
#

I use a GitHub plugin for Discord rich presence

dense knoll
#

yea

plush yew
dense knoll
#

i also use another plugin for the editor rich presence

ashen sky
fossil nexus
#

@plush yew im trying that now

drowsy snow
ashen sky
#

well ill go check it out

#

i hope atleast one person can help

#

i dont wanna stop production

drowsy snow
#

It sucks that my body can't take VR without getting nauseated after few minutes

dense knoll
#

ok now back to my question: How would one override the default crash handling so that the game will just do sone memory shenanigan's to regain stability and either continue or reset

drowsy snow
ashen sky
ashen sky
#

id still atleast try seeing the cause

dense knoll
#

The default crash handler always defaults to an exception access violation event when another component fails and causes the crash

ashen sky
#

cause i doubt thats normal

#

though i never used vr in public

#

so yada yada

autumn flame
#

Some people just get motion sickness, that's it

drowsy snow
ashen sky
autumn flame
#

It's a natural thing

#

Can't change the brain

ashen sky
#

its very rare to see that happen to a person from my perspective

late verge
ashen sky
fossil nexus
#

oh wow it worked finally. thank you so much all.

drowsy snow
autumn flame
#

And don't forget to Activate Windows!

late verge
#

it's just so weird cause this wasn't happening yesterday...

drowsy snow
#

One might be larger than it should, causing view frustum culling to trigger early

ashen sky
drowsy snow
#

I do still go for legitimate copy for host system

ashen sky
autumn flame
#

Yes

drowsy snow
ashen sky
autumn flame
#

XXXXX-XXXXX-XXXXX-XXXXX-XXXXX

ashen sky
drowsy snow
lapis ore
#

I'm working on a material. I am trying to use OpacityMask. It works, until I use WorldPositionOffset, then the OpacityMask is ignored. Any ideas?

dense knoll
ashen sky
drowsy snow
drifting mulch
#

anyone know if there's a way to see what static meshes use a certain material instance?

#

the delete assets window isnt taht helpful, it just says there are references but not what they are

drowsy snow
lapis ore
#

Did you ever find a way around the problem?

#

Makoto?

drifting mulch
#

it only displays the textures that are referenced in the instance

#

not meshes in the level

#

I also tried material analyzer but that was useless as far as I could tell

lapis ore
#

Check the options in the Ref Viewer

#

Try turning them all on?

drifting mulch
#

its only showing that theres something in the level, but not what it is

#

anyway sorry to interrupt, ill try the forums

drowsy snow
lapis ore
lime gull
#

Anybody have an idea on why a delay on a packaged game keeps varying the actual delay?

Sometimes its less than what I put, sometimes more

drifting mulch
#

ok, I found it, riight cliking on the material in reference viewerand select show reference tree. shows a list of static meshes. double click on them and it focuses on the assets in the level.

lime gull
drowsy snow
lime gull
#

aah alright
The game runs pretty smoothly, id say at or around 60 fps

#

So maybe its not the delay at all

narrow haven
#

Does anyone know if there's a way to check for this "visibility" state for the world outliner (the eye toggle) through code/blueprints? I have some debug rendering code that I dont want to run if the actor is not visible. I tried the "IsVisible" function but that doesn't work

plain crypt
#

Anyone know where this setting is in ue4? I can't find it in my player controller anywhere

#

Been looking for like 15 mins

steady spear
#

is it possible to run the game in the editor without compiling it first?

steady spear
#

how

drowsy snow
# steady spear

Simply press Play in the editor (hidden in the right arrow thing, since it's 1366x768)

steady spear
#

how do i change the jump height

novel spade
#

If I want to reference a blueprint class in a data table I made what should I set the variable as

oak patio
plain crypt
# plain crypt

It's not under my character controller or under gamemode

oak patio
#

Yes

#

Increasing velocity increases height

steady spear
#

i keep getting the error

#

lighting needs to be rebuilt

oak patio
#

Thats not an error

#

Every time you add or remove something from the scene, without dynamic lighting, you must recalculate the lighting information for the scene

#

I wouldnt do it every time

tribal leaf
#

And then in the dropdown, you can actually select your BP.

oak patio
#

And i wouldnt worry too much until you actually start making levels

steady spear
#

I accdently did something

oak patio
#

Change the mode from brush wireframe to default lit

steady spear
oak patio
#

Now change the view from back to perspective

steady spear
#

it seems i can move my mouse from left to right to look left and right

#

and w and s keys to go up and down

#

but no key or way to look down?

bright sigil
oak patio
#

Indeed that would be best

#

Soubds like you need to get used to the principles of game dev and the layout of ue4

#

Some great resources on youtube

oak patio
#

Well damn thats 1 or two there

#

Reminds me of when i started my course

drowsy snow
#

I'm just copypasting what's on the pinned message 😉

oak patio
#

They gave us a week to complete an online unity beginner course that had a solid 2 weeks if content

#

The kicker? We didnt even do unity

#

In fact we wont ubtil about 4 weeks time

steady spear
#

wait who gave u?

oak patio
#

Wdym

steady spear
#

"they gave us a week"

#

whos they

oak patio
#

Ah my uni

#

Sorry

steady spear
#

ohh nice

novel spade
drowsy snow
novel spade
#

basically im doing an item database

#

is the point

steady spear
#

so i packaged the default thingyy ( the one with 2 chairs ig) and found that I was only getting around 20 fps

novel spade
#

maybe a better way

tribal leaf
novel spade
#

im gonna have Alot of items

#

or atlleast wayyyy more then id want to select

tribal leaf
#

Well...you can export that list to Excel

#

Create a Macro...

#

By the time all that is done, you could have selected them manually and been done... Just sayin'

novel spade
#

Well in the future im gonna have 1000 items easy

steady spear
#

is blender a good software to make cherecter models?

novel spade
#

so that might be an issue

#

is there a better way to create an 'item database'

#

Im also doing this to make a drop table for when I kill an AI

#
  • I hope im making sense
tribal leaf
#

Most people will extract the data table to Excel and enter all the data

#

But I really don't like entering in data for references in Excel

novel spade
#

Im importing the data form excel, im surprised I cant use the name of the blueprint and it auto finds the path

#

YT vid I watched about this it worked like that

tribal leaf
#

It can't?

#

If you select one manually and the export it, you can see how the value is exported. Then you can copy that pattern for when you import.

steady spear
#

whats some good starter software to make cherecter models

tribal leaf
#

I initially had that problem too... I didnt' know what came first, the chicken (excel table) or the egg (Data Table). But once I figured I can just create everything in Unreal, there was no need for me to export/import anymore. I don't and will not have as many items as you, though.

novel spade
#

I have an Idea to reduce the amount

#

but its a far sited thing so it might blow up on me

#

o well only time will tell lol

steady spear
#

for starters?

drowsy snow
steady spear
#

well im asking u

tribal leaf
tribal leaf
steady spear
#

no

tribal leaf
#

Based on your previous questions, you probably need something simple with pre-defined models or something.

steady spear
#

i dont know what the means but yes

drowsy snow
#

And Marketplace has free Paragon characters supplied by Epic for use in UE4.

#

So go nuts with it, prototype your gameplay with it.

steady spear
#

alright lemme try and make something

#

how do i look down

#

i tried everything

tribal leaf
#

?

steady spear
#

I can go up, i can go down

#

I can look to my right

#

I can look to my left

#

but not up or down

oak patio
#

you can hold right click and use WASD and the mouse

pulsar lark
#

Hello guys! first time here

tribal leaf
#

Welcome

oak patio
#

Also off topic question cause idk where to put it, but does anyone have a good guide on how to set up a workflow for quickly making and exporting animations form blender

#

cause idk how the pose system works

steady spear
#

what this

oak patio
#

the camera

#

you should really look at those tutorials

#

the beginner tutorials

steady spear
#

but my camera always follows me so why is it just in one place

oak patio
#

thats the player camera

#

not the editor camera

#

again, look into beginner tutorials that explain the engine

drowsy snow
steady spear
#

yeah ill be back

drowsy snow
#

I linked it above, or in pinned message

sharp crest
#

anyone wants cookies?

oak patio
#

yeah sure

#

slide em over

sharp crest
#

@oak patio bring me some too then

oak patio
#

damn

#

you got me

sharp crest
#

😂

oak patio
#

imma sulk now for a bit

drowsy snow
steady spear
#

my bad

sharp crest
#

I think

#

i'ts okay to ask

#

but don't be suprized if u get ignored

#

watch youtube yes

steady spear
#

yes

sharp crest
#

okay brb going to get cookies

plain crypt
#

Man, i'm really struggling with this one. Do i need to have a character controller to detect clicks? I'm trying to follow a tutorial but i'm very lost

surreal eagle
#

yes you do

#

alr

plain crypt
#

I'm get this event to work

oak patio
#

thats a touch event

#

whihc is for mobile

#

like touchscreens

plain crypt
#

🤦‍♂️

oak patio
#

you might want this, or you could define the click as an input action in the project settings

#

and then use the event for actions

plain crypt
#

I'm trying to detect when the player clicks on an object

oak patio
#

indeed it will

#

use event actoronclicked then

#

that should work

plain crypt
#

It seems to not be triggering

#

Note i don't have a player controller

#

I have a character with a very basic movement blueprint set up

oak patio
#

I don't know why that wouldn't work, havent done much with mouse interaction, sorry I couldn't help more

fringe lodge
#

does anyone know how to set the camera during the animation?

#

I'm doing a first-person game and during the roll I want to attach the camera to my head

burnt ether
#

Hey... Noob question here...
I was trying giving my character a collision sphere and discovered it's not working without it being the root component.
Why's that?

grim violet
steady spear
#

im confused

oak patio
#

come*

ashen sky
#

andddd i may not find help anytime soon..

ashen sky
#

hey you there may i ask a question

#

gonna do it either way

#

do you know how to make one part of a model interactable

#

oof

#

dont know how to do that

#

got it off sketchfab

#

awwww

#

i guess ill stop development there

#

errr... well is there even a way to break a piece of a model and make that another model?

oak patio
#

Yeah open blender

#

Select the faces

#

Separate them

ashen sky
oak patio
#

Unfortunately not as i need to sleep

ashen sky
#

yeahhh ill look them up

#

but they arent live chat support

#

so if i mess something up i may have to come back early

oak patio
#

Yeah hat is just real basic blender knowledge, in sure you will be fine

ashen sky
#

but i have changed so i wont ever do that again

#

What is that?

#

ahh

#

will i find someone that can help...

#

or guides

#

bet. got a link..

ruby wyvern
#

is there a way to re-order the 'details' panel items? I'm following guides for brushes, and the brush properties would be handier being below 'transform', and the guide seems to have it like that, but for me its further down the list

ashen sky
#

i will accept lee dms then

#

also overclocked my gpu and cpu today

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cpu to 4ghz so pog

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awwww

#

i hate (discord) bots that randomly ping me for no reason.

#

thinking about it again.

#

i am still confused on what that will do. i wanna also get the microwave to move and fully open. and also be slapped.. and slapped to be close. well not fully it needs stoppers..

soft fiber
#

I created a second camera because I was having an issue. For some reason the first camera is null in BeginPlay:

#

They are the same? The first camera created is called FollowCamera.

#

The camera has a value in the contructor, but loses its value at the top of BeginPlay?

rare lantern
#

anyone been getting lightmap encoding crashes with 4.27.2 after updating?

dreamy zenith
#

ray cast keep heading to the middle of the map, any help?

copper musk
#

Hey guys! I asked this question a while back and have been investigating a solution ever since, but I'm still plagued by these dang stubborn shadows. Hoping I might find some more help here again 🙏🏼

midnight bolt
#

how do i enable the preview of light area? you know, the cones and such. it just disappeared

storm parcel
#

Quick question, I want to scale a box from both +X -X +Y -Y axes equally (so scale it in all 4 directions), how do I do that?

#

I'm very new to UE4 and I only know how to scale in one direction

grim violet
#

Is there support for Intel Realsense cameras and hand tracking with live link?

#

in UE4

#
Unreal Engine

The Intel RealSense cameras use infrared light to compute depth in addition to normal RGB pictures and video. To assist in the development of applications with this technology, Intel created the RealSense SDK, a library of computer vision algorithms including facial recognition, image segmentation, and 3D scanning.

plush yew
#

what's causing fog flicker in post process? I assume

#

even without post process it still flickers

neon hatch
#

Is it possible to replace every cutscene in my project with other takes in a NG+?

lavish onyx
#

What's the best way to start a project in Unreal 4.27.2 that I want to collab on with a friend?

plush yew
cunning umbra
#

Does anyone know if there's an existing engine feature which allows us to record and play back hardware inputs?

covert burrow
#

I'm pissed off with Windows, nothing new there!

covert burrow
#

It's buggy, it kept me up all night downloading Unreal Engine because the Downloader gets stuck and I've to hit Enter on it once in a while, today I move over to a network location and Windows Explorer crashes on me.... really pissed off...

#

Using my GNU/Linux system to grab it again, can't take anymore chances with Windows. lol

drowsy snow
#

Speaking of gnu

fun fact:
Using GPL source code in your Unreal project is actually a EULA violation, as it specifically prohibits GNU GPL viraling into Unreal Engine's closed source code.

covert burrow
covert burrow
#

I just don't want to use the Windows file manager to copy files, it's dangerous.

drowsy snow
#

Also I hate referring it as GNU/Linux lmao

covert burrow
#

cp and mv never crash on me yet I get crashes from Windows Explorer.

drowsy snow
covert burrow
#

I'll give that a try, I have WSL so maybe I'll just use that instead.

covert burrow
drowsy snow
covert burrow
#

It is funny though, since 2005 Windows Explorer has had many crashes yet cp and mv just keep giving.

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This is my point with the danger bit.

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I never make mistakes typing on the cli.

drowsy snow
#

I can abuse Archie all I want like asian parents and I'm not in demon rights violation

#

Get it?

Archie
Archvile
Arch Linux

covert burrow
#

Something else "git clone" seems to be working faster on GNU/Linux where as on Windows it took me all night, it's only taken me 20 minutes in GNU/Linux.

#

I've noticed performance issues like this for a long time.

#

Oh

drowsy snow
drowsy snow
#

I think shallow clone solve it for me

covert burrow
#

It was on objects and deltas it was slow.

drowsy snow
#

Also call me when cross compiling UE game to Windows from native Linux is a thing

#

I know the other way around actually works.

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Least in Windows, all it take is a cross compiler and flip the switch to Vulkan.
Got my game running on Linux one other day.

shell ibex
#

Does c++ limit the different file types the player should import into the game files?

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file format

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I imagine there would possible for reading basic image formats but what about rarer file format?

bleak bridge
#

Hi everyone, need help!! My scene used to look like this and ive opened it this morn and looks like this! what do i do!

shell ibex
#

check with the console

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im noob but im pretty sure its that

bleak bridge
#

hah what is that? and where do i check it

#

im v new to engine !

shell ibex
#

from what I understand the software automatically lowers the quality of certain textures for various reasons, and you can determine why

#

to display them normally again

#

try the command "Stat Streaming" in the console

bleak bridge
#

did it but it didnt work 😦

tight crystal
#

how do i import textures i vertex painted in blender into ue4?

shell ibex
tight crystal
shell ibex
#

@tight crystal what

tight crystal
#

nvm

shell ibex
#

I was replying to someone else im sorry

tight crystal
#

yeah i dint see it😂

bleak bridge
#

thank you ill look now!

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it said my streaming was 900 something

#

changed it to 3000

#

still nothing

shell ibex
#

maybe try restarting UE4 after that

drowsy snow
shell ibex
drowsy snow
neon hatch
#

Is it possible to hide the blue camera preview meshes?

drowsy snow
neon hatch
#

I mean permanently, and only the cameras.

#

The sprite stuff is fine and not overwhelming.

tight crystal
#

am i able to just vertex paint in ue4?

modest trench
#

don't think the scale affects the actual camera functionality but don't take my word for it

neon hatch
#

I'd prefer to figure out the engine asset method, so it applies to all future imported assets.

#

Or at least that's what I assume would be the case.

modest trench
#

seems to work, changing it changes all cameras

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I just made mine red

solid anchor
#

Hi! I was hoping someone can help me figure out this issue!

I was working earlier and ue4 crashed and said it ran out of video memory so it closed. I just restarted my pc and opened up the project again to find everything super low res! I thought it was my GPU so I swapped it with another one. Still same issue! When I move really close to objects they look normal but far away it looks like really low quality! Its got this really bad motion blur on everything and it looks ugly. Either I just never noticed it or some kinda setting changed.

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I snapped this while rotating the camera very slowly

#

there are no post process volumes in this map either. Its just a basic test map

drowsy snow
solid anchor
#

ah was definitely a setting in my project config file. not sure what i changed but i reverted that to an earlier version and it fixed the issue.

drowsy snow
neon hatch
drowsy snow
#

To be fair it's editor only asset

neon hatch
#

How so? I only changed the texture material of the camera mesh.

#

Oh I see. This is my only project so I don't foresee that being an issue, but I will remember your warning should it prop up later in something else, thank you

covert burrow
#

Setup.bat in the Unreal Engine source files immediately closes when I run as Administrator. How do I keep it open to see what the error is?

#

I also have a network drive which powershell run as Administrator can't seem to see.

drowsy snow
covert burrow
drowsy snow
covert burrow
#

@plush yew Why not? It's where I'm storing the source for future use.

drowsy snow
#

If you want to store it for future use, might as well install another HDD/SSD in your machine

covert burrow
#

I'll copy it out then sigh

drowsy snow
#

Inb4 "this isn't happening on Linux"

covert burrow
#

A copy is staying on the network drive lol

limber badge
#

Hello. Hot i can cut commit for 10 small commits?

drowsy snow
limber badge
drowsy snow
covert burrow
#

@plush yew You say you don't run "sudo make" and I agree with that unless it's to do a system-wide installation of a compiled build but Windows seems to expect everything to be done as Administrator I've noticed.

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So what else am I supposed to know?

drowsy snow
limber badge
#

I try to use space in Githab desktop/

covert burrow
# drowsy snow Nope.

I've tried running software from within my home directory on a Windows system in the past, it wined for Admin credentials.

limber badge
#

And its work

covert burrow
#

*whined

limber badge
#

Dont know that its possibity

drowsy snow
ashen sky
#

Morning unreal crew! (simulated people)