#ue4-general
1 messages ยท Page 1139 of 1
Nope, it will run from the home directory fine without having to do system-wide installation of software.
I wish epic games launcher was officially ported to Linux.
It is? It's future proofing the software
It is.
Cause windows could be said. As slowly dying
And I agree with @ashen sky
๐ก
I wager that the "software in the past" in question doesn't even related to Unreal Engine source code.
And is it just me, or is it sounded like it's a hypocritical thing, because Linux and Mac whining for admin credentials as well?
@ashen sky Windows is buggy, right? ๐
At some points.. like the bug that makes it so I can't turn it off inside the os
Linus Torvalds senpai, notice me >///<
Windows Explorer has crashed for me corrupting files while cp and mv don't. lol ๐
Oof. I'll usually reinstall after that. I did reinstall windows 10 3 times
Oh dear
Yeahhh... One was my fault
Fuck off with this whole circle jerking off.
Nobody wins until one of you T-posing here.
I got into a rage when people tell me to "Reinstall Windows"
Assert your goddamn dominance
unpacks tposeFame.fbx
@drowsy snow behave please
Nothing frustrates me more than some Linux circlejerk conversation
@ashen sky Someone told me to reinstall a GNU/Linux system after it was in a total mess. Guess what? 3 day later I got the system working again! ๐
Well Linux can rebuild itself.. so I'd suspect that
Agreed ๐
I muted that channel so go nuts on there.
All these praises, and I see neither of you in #linux since 10 hours ago.
Errr.. I should also I should research how to export my game for Android and Linux..
I've wanted to export to GNU/Linux ๐
Then find a video. It'll be harder for me to get steamvr Linux supported
From the comfort of Windows, exporting to Linux is as easy as installing clang cross compiler tools, and Android needs Android Studio stuff, which is also available on Windows.
That possibly won't work
I'll need to install the apk onto my quest first and try it out
I don't think fake hardware can work
I swear, if the circle jerk continues, I'm calling for the magic button.
I don't know about Quest, but #virtual-reality might know something about it.
The system file should only be locked to the quests hardware
Alright
Seems fast
I'm not going to argue about the Document folder this time.
Ideally you want it to be in D:\ drive (or any other local partitions), but that's still a local location, albeit way less ideal one.
So go ahead with it.
Pfft this is getting silly now...
I put unreal straight on my d drive and projects on the mimic folder of documents on d drive
I've only copied it to the Documents folder, I didn't move it.
Errr
I always put it on D: partition, because that's 75% of my storage went. I don't spare much for C:
I wonder if the overclocks to my system will give me 60 fps in cyberpunk
I put my stuff in d drive cause my ssd is 16 gb free
Also using D:\ for anything but a primary optical disk drive is stupid.
(and yes, that is in fact WSL in the listing - me and Linux went from way back then, more than a decade ago, but I mainly use Linux just for fun and installation sensations)
I should of bought a Ryzen 5
I only used Linux twice
Once on Chrome os
Teaching me sudo and stuff
And again on Ubuntu mate
I know someone who installs Arch Linux just to create custom installers for it. ๐
I had installed so many Linux distros over 15 years, going as far back as the likes of Mandriva, Xandros, and OpenSUSE
But I digress, it's way off tangent for this channel.
Meh. Something like this channel should be allowed to talk about it
Then STOP bringing it up then Mak, I'd stopped and you started and then you tell people off...
Except this is general channel specific for Unreal Engine
I can talk more about it on #lounge
Wahhhhhhhh
Going off tangent for small amount of posts is fine.
Mak is.
closes the Discord window
My turn for asking.
โ Is it possible to add keyframe to sequencer with Blutility/Python Editor scripting? I can't seem to find any docs about procedurally putting keyframes in Sequencer without playing back animation or running the BP in real-time.
There is Take Recorder, but I found it rather dodgy if it's working or not when it comes to procedurally keyframing transforms as it could skip some frames at times.
I fixed it- if anyne wants to know how i did r.Raytracing.Geometry.InstancedStaticMeshes.Culling 0 in the command
So it was all raytracing issue related...
Maybe someday I should get myself RTX rig to familiarise myself with DXR specific issues.
I need your help..... I try to watch and read c++ tutorials and use visual studio but I can't manage to do the right manipulation to know if the language allows to open the file format that I want.....
What file format do you want to load in runtime?
its called .apkg
.apkg....
Packed UE4 asset?
Definitely not UE3, which was commonly .upk
apkg is
a file for memory deck card
on few softwares
I don't have computer knowledge... if it's impossible to make a game able to process this file format, it means that my game can't exist using ue
I never seen any emulator use that extension
But theoretically what you want to do is to look up for the specifications for that file format and implement the interpreter in Unreal C++, or use third party library to serve as the interpreter in runtime (make sure it's not under GPL tho) and have Unreal communicate with it.
If there's no specifications on the file format, and you can't reverse engineer it to find out what to expect from a file in that format, then you're pretty much SOL with it.
Boredom
It's fixable with basic C++ understanding indeed.
If you able to read the file in plain C++ console program, you have chances to bring that over to Unreal C++.
I wonder if it would be best to stick the source files into an archive so copying it from the network drive to the local disk is faster next time?
Thanks for your advice, Im taking notes
If you want, you can set up your own local Git server containing the engine source.
And because you seem to be on Linux, I'm sure it's going to be way easier to set up Git remote and have it running
Why do you guys have to make things soo complicated? What's wrong with just 7zipping the downloaded source files?
7zipping is actually more complicated for the source stuff
Who knows if you're going to make modification to the engine.
The only exception where 7zip is the way to go is for packing installed builds of custom fork of the engine for the homies
Can you even make a vulkin supported game in unreal engine..
Vulkin. The rendering api
Vulkan
And yes, it's supported, even in Windows.
Oh.
Know that
What?! That didn't answer my question...
I use both DX11 and Vulkan (the latter of which mainly for cross compiling to Linux)
Which is actually a thing
https://docs.unrealengine.com/4.27/en-US/SharingAndReleasing/Linux/GettingStarted
Ahh so it is possible
Good. Can't use it anyways yet..
Maximum compatibility, can it get any better than that
Well, except Mac and iOS, but that's a different beast.
Is there a "list" of skills/features/parts of Unreal to master?
I ask because it seems like almost all beginner content is really good- for beginners- but after the first 2 4-hour videos it becomes repetitive. I've seen 1 intermediate course but its focused on multiplayer. Anything else I've seen is too high of a level to a point it doesnt make sense.
Kind of looking for a way to asses how much of the engine I am familiar with so I can focus my learning
Blueprint
That's all
Are you taking Udemy course?
I have yet to see Unreal Online Learning course has videos spanning as long as 4 hours.
Well not the udemy ones- which I've ALSO been doing- but one on youtube. Udemy doesn't have much in intermediate for unreal. Or at least not labelled as such
Best to take Unreal Online Learning courses instead.
https://www.unrealengine.com/en-US/onlinelearning-courses
Your First Hour in Unreal Engine 4 https://learn.unrealengine.com/course/3756115
Animation Kickstart https://learn.unrealengine.com/course/3537714
Blueprint Kickstart https://learn.unrealengine.com/course/3537777
Character Kickstart https://learn.unrealengine.com/course/3537798
Engine Structure Kickstart https://learn.unrealengine.com/course/3537730
Materials Kickstart https://learn.unrealengine.com/course/3537805
Programming Kickstart https://learn.unrealengine.com/course/3537752
Rendering Kickstart https://learn.unrealengine.com/course/3537481
World Building Kickstart https://learn.unrealengine.com/course/3537476
God damn it..
Thoughhhh I can skip like 2 of those
Or 3
I'm still learning something new from the courses, even after 4 years of using the engine
Ahh
Unreal engine 4 is still by far the best time for unreal
Probably 2
Since postal
And it was the new source engine
If I have no interest in learning C++ other than for my game idea, do you think I would waste a lot of time learning the minimum knowledge to try and make a small C++ program to make sure I can process the desired file format?
Of course not. General C++ can go many ways, not limited to Unreal C++ or gamedev.
It's just that UE4 sets its own macros and conventions in many parts when it comes to doing things in C++
Postal 2 I mean
Haven't touched 4
I'll do so when I'm ready to wait a bit of time to download the pirated copy
No need to say it out loud.
#rules no. 5
With your knowledge of C++ if you try to do what I want, how long would it take you to figure out if it's possible?
Maybe I should just pay a freelancer, to determine to what extent what I want to do is possible, before embarking on the personal investment of learning a computer language
and sorry to bother you with my stories...
Hi Guys where I can ask some questions about UE5? im beginner ๐
Great, Ive created virtual studio etc, then I want to put into it some footage on green screen, but it seems overexposured ๐ฆ
Try making the background transparent with an app then putting it in unreal
Does anyone know how to get Bink overlay (UE4 bypass) working? It crashes for me on 4.27 with D3D12.
Is there an open source project that uses the format you're talking about?
yes
is it a problem if the software is not in c++?
Just redo it in blueprints
D3D12 ERROR: ID3D12Device::CreateRenderTargetView: The Format (0x18, R10G10B10A2_UNORM) is invalid when creating a View; it is not a fully qualified format within the same family as the Format of the Resource (0xa, R16G16B16A16_FLOAT). [ STATE_CREATION ERROR #38: CREATERENDERTARGETVIEW_INVALIDFORMAT]
D3D12: **BREAK** enabled for the previous message, which was: [ ERROR STATE_CREATION #38: CREATERENDERTARGETVIEW_INVALIDFORMAT ]
You don't have to know how to code in C++ to read the code and make a blueprint off it
D3D12: Removing Device.
D3D12 ERROR: ID3D12Device::RemoveDevice: Device removal has been triggered for the following reason (DXGI_ERROR_INVALID_CALL: There is strong evidence that the application has performed an illegal or undefined operation, and such a condition could not be returned to the application cleanly through a return code). [ EXECUTION ERROR #232: DEVICE_REMOVAL_PROCESS_AT_FAULT]
D3D12: **BREAK** enabled for the previous message, which was: [ ERROR EXECUTION #232: DEVICE_REMOVAL_PROCESS_AT_FAULT ]
Yeah that's why you rip off libraries ||and cite them!! Cause open source!||
And like...try to jam them in...somewhere.
Lmao never done it
Probably a week of googling for existing libs, and learning through its C++ docs, and maybe another week to implement it to Unreal C++
Worst case scenario would be reverse engineering it.
The part that takes the longest is going back over the files you've got to figure out a format with no documentation
And this isn't the 80s anymore, you can't fire up a hex editor and hit PgDn
But you can use a tool made by NSA nowadays
Yes. Ghidra is actually made by NSA and is now open source.
Well let me get my repetitive motion brace on and start hacking
Yeah people like...compile stuff now
Into binaries
And then they do things like obfuscate passwords!!
Doesn't mean HxD is irrelevant.
Even if my goal was for the player to put a .PNG into a file for it to display in a ue widget I wouldn't know where to start..... XD
I didn't say it's irrelevant, I said it's not like the 80s where nobody has any clothes on and you can just go look at whatever you want
Even back in the 90s when programs were compiled, people still use hex editors to make preliminary Doom mods.
I was there bud
I made doom mods with a hex editor
I released saved game generators
Sure
And really, it's not the same.
It's just that programs getting so big and computers getting more powerful nowadays, people can just reverse engineer stuff into a messy C code.
Hi all, I have a UE5 project that I got from a colleague - I have set up a sequence, using a CineCameraActor, on runtime, a CameraActor gets added at 0,0,0 and it is used instead of my sequence to render. How do I prevent this from happening? Please and thank you.
And manually reading through the hex is way slower
You could sorta do that in the 90s too but the result wasn't useful to anyone who didn't already know the target language
Check your Camera Cuts track, make sure it uses your cameras.
My sequencer didn't have one, just added a Camera Cut track and selected the camera - holding thumbs !
i have my backbuffer set to the same format as this but it still crashes
Thank you for your assistance, I've been stuck on this for over an hour, your solution worked and I am now finally able to output my work ๐
:triangular_flag_on_post: Deformiter#3017 received strike 1. As a result, they were muted for 10 minutes.
?
Hey what do you all think of the horror game im currently making. Any advise will be very helpful!
https://www.youtube.com/watch?v=86_Iu0DEj-Q
Here is a little preview for a horror game i am currently making.
#Horror #HorrorGame
Nice environment
Careful with flickering lights
It can be distracting
I'm confused if I should use #virtual-reality or the blender discord as of now
Depends on what platform is on ur screen atm tbh fam
confused Fame noises
Hey!
Got a component i want a string name from, but its cleared in the blueprint by default.
When selecting the reference in the public variable of the component, im doing a get name on a construction script
Don't yell. There's people sleeping..
but it doesnt seem like it gets the name unless the component has a default value
lol
This works if its default set
in the bp
but on a public variable it doesnt
Hi! Does anyone know why the Load game from slot function doesnt work from a widget?
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
Can someone explain to me what r.DistanceCullingFactor does? If i want to maximise performance this needs to be low?
Ahh
Can't wait to be all these people in the future
Trying to figure out how to work the engine
Ok, finally fixed Bink crashing in editor! bHDREditor needs to be false!
How can I fill the DerivedDataCache into its project folder?
I want to keep everything in ProjectDir/DerivedDataCache folder (which is always empty for me).
I don't want to create a DDC Pak.
UE4Editor Project.uproject -run=DerivedDataCache -fill command caches everything into the system-wide "Local DDC" folder configured in the Editor Preferences, which is not what I want.
Edit: Figured the solution, posting it there:
To enable a custom per-project DDC, add to your ProjectDir/Config/DefaultEngine.ini:
[InstalledDerivedDataBackendGraph]
Local=(Type=FileSystem, ReadOnly=false, Clean=false, Flush=false, PurgeTransient=true, DeleteUnused=true, UnusedFileAge=34, FoldersToClean=-1, Path="%GAMEDIR%DerivedDataCache", EditorOverrideSetting="")
Path="%GAMEDIR%DerivedDataCache" will set the DDC to the local DerivedDataCache folder. Could be any value. e.g: "%GAMEDIR%FooBarBaz"
EditorOverrideSetting="" turns off the LocalDerivedDataCache override defined in EngineDir/Config/BaseEngine.ini preventing you from caching into "%GAMEDIR%DerivedDataCache" if you have configured the system-wide Local DDC folder to some custom path in the Editor Preferences.
Bonus:
UE4Editor Project.uproject -run=DerivedDataCache -fill command will now cache to the Project's DDC path so you can fill the caches before you open the project.
How can I interact with touch on a particular object? like destroying that object in unreal engine? I am using blueprints
The hand bone is connected to the wrist bone
The hand enters the collider
The resulting collision can be used to generate events?
Do u mean with motion controllers?
Where should I ask questions about RTXGI? :S
compressed glTF import is not currently supported, right?
i don't think i could get gltf to work at all
@peak falconi managed to load only an uncompressed model
but that was double the size of fbx
so i definitely need compression
How do i assign a different texture to each side of my cube?
thank you. will go for the Brush
Hey Guys anyone here with C4D Experience, is there any way to Export from C4D, Perfectly so i can use Sockets, Correctly?,
i tried Export with Z Axis on C4D; but looks like Ue4, still gets Y UP
Lol isn't that kinda fanboish?
Right now RTXGI is the better option in terms of visual fidelity if you're going for CGI - Lumen is great as it's easy to use and quick in implementation, but in some areas it looks worse
Well in that case, that is true ๐
Yeah, I was thinking about asking in #graphics
are the blueprint and programming kickstarters still relevant for newcomers?
wdym?
the kickstarter courses found on the learning hub
if it's for ue4 then yes it's good,
but I'd check on starting tutorials on youtube, might be better content there
starting tutorials on yt are better than official courses curated by people such as sjoerd de jong and mario palmero?
from a programming perspective, did anything significant happen that would invalidate previous programming tutorials?
both
i see
what other good courses would you guys recommend to people who wanted to learn more about visual scripting/programming, besides learnunrealengine.com of course
where do i find content examples?
there are a lot of great video tutorials, they are good because they will keep you on track too ๐
i'd just start typing things you want to do into the youtube search
The learn tab. Scroll down.
hi recently i messed with SetupAndroid.bat can anyone send me the orginal file please?!
Hi everyone. Sorry for extremely silly question but... I created an empty project from "First Person Shooter" template in Unreal Engine 4.27.2. The project had a FirstPersonCharacter already on the map, and when I pressed "Play" I was playing inside this character. And I deleted it... And now I want it back, so I put a new one, set Auto Receive Input to "Player 0", but it doesnt work anymore. Instead engine creates another FirstPersonCharacter when I hit "Play". How to make It play though the character I have placed?
hi, does anyone know why am i getting these black artifacts when i have ray tracing translucency enabled in post process volume? https://gyazo.com/c682f88ee49a8a0997e39e5adc9e0ded
i never liked this setup for the templates, but i guess its friendlier. PlayerStart is the proper way to go so don't put the actual character bp in the scene. PlayerStart spawns the player you've set in the game mode settings (kinda the whole point of all those classes)
Yeah, I know, I just want to find out, how it was done in that template.
is there any way to make one character controlled by two players?
like one would control camera and the other one movement?
like in the project settings?
basicly I have a split screen two player game atm, and I wanna do a thing where if they go close and interact, it swaps to a shared screen and they both posses the same character
If you select a pawn/character in a level (in the World Outliner specifically), you can search its details and find "Auto Possess Player"
You can have it possess players 0-7. Set it to auto possess player 0 and that'll get you the behavior you want.
anyone know how to kill particles on collide in Niagara?
Hey guys I have a problem I'm trying to make a knew project and I want to add the c++ but it does not let me add it in UE5 or UE4 and I don't really know why it doesn't let me
Does anybody here have a clue about UE4 + DOF + Glass? That seems to be a huge problem lol
anyone knows how we can change the common classes ? already saw some people do it but no idea on how to do it ๐ค
So if im making a vr game what's the easiest way to see if an user did a specific motion
Anyone knows if there is an official statement on the epic logo usage? https://www.unrealengine.com/en-US/branding doesn't specifies if we are required to put the logo or if we need additional permission for it
Is it possible to make a decalActor follow a character? I wanted this glowing (I mean kinda glowing rn idk how to make it glow more lol) logo in the middle of the forehead and stay there when I use Live Link on the model. Is this possible?
how should I fix this? My guns will stop sticking to the player or appearing after a while
it says what it says - whatever you want to use physics cant because the collision settings are not right
Is there a setting in the decal I need to enable or in the Blueprint of the character to make the decal stay in the forehead?
anyone?
i dont work much with decals, maybe you can attach it to a bone
i know not this vr
With the metahuman I can just attach to the head bone then right
maybe, ive not worked with decals ๐
thx for the help it might lead me to the right direction ๐
i would wonder why you dont project the texture another way, but hey we'll see if that works
i mean do you recommend an easier solution?
i just wanted to make the logo glow on his forehead
i can think of one for this specific reason, but i would guess you would like this same effect for other models as well
anyone know how to make ai attack eachother
well if the decal doesnt work, i would just add your texture into the texture of your human - probably need to update the material to support emissive if it doesnt
you mean in general?
ye
the main issue is that they don't recongnize eachother as pawns
oh wait
if thats to hard (i dont think it is) then try decal, or you could duplicate the geometry where it should place and use a dedicated material (much like the ue manniquin model's chest logo)
they're charachters
separate your hits, attacking behaviors, and defensive behaviros properly, and then it doesn't matter what the target is,
or who is attacking
how do i see charachters as ai
so they can be pitted against each other
ai are charachters in my bp
uhh this is in an example project but I forget which
I do not rememebr and I get confused thinking about unity :/
so how should I fix it?
How can i set particle (fire) to stay in position to top?
pin the rotation to world up?
Where is that option?
How can I make it where an animation happen in a cycle?(like every couple minutes a door closes or opens)
so
i just need these guys to be able to see actors in a general sense
return an array of actors that it sees
ping me if you know how
anything you want man
so long as it works
is there any tutorials/videos/docs on how to make a character control with the source engine/half life style movement in unreal
i have that right now
dm me
like u have a project? or link
bought?
are you making a movement shooter?
kinda i have my own right now i just wanna tweak it to feel more like the source engine
i making a mix of the source engine movement and titan fall movement
oh you'll like my project then
dm
i have all the titanfall movement with a little modification
Thank you so much. I used "Auto Receive Input" instead of "Auto Possess Player". I did how you said, and it worked. Thank you!
i also have some of my code tied to a plugin for multiplayer
the plugin just lest u do more stiff with movment that works with UEs client prediction
that way custom movments can be better synced
yeah dm me
rn lol
How do I add a texture into a texture? Also how do I update the material to support emissive?
Even if I manually set the max draw distance they do not cull ever
and their "current max draw distance" value reflects that of the cull volume
but the exact same object from the recent version does not do this
same object, one copy pasted from the old version of the map
notice the current max draw distance value
The right fence also distance culls correctly, while the left fence does not
When setting their max draw distance manually (both to 100 as an example) the one that does not distance cull also just doesnt cull at all manually
Sounds like you dont know how to make textures. You use something like photoshop. As for emissive, look into texture maps for unreal as well as emissive in materials.
ik how to make textures I was asking in case UE had a texture layering node or something
In your Material Graph, use "Texture Sample" to apply a specific image file to your mesh.
it sorta can, but you would need to adjust the the position and scale of your decal texture to match the right place for it, would be simpler to just do it manually
so how do I make friends in here?
Depends on how you want it to be "layered", because it can be as simple as lerping between two texture with the second texture's alpha as the alpha channel.
He was the one who attempted to put "pornographic metaverse" vacancy here awhile ago.
yes.... the name rings a bell
HA
i hate using umg itzy any alternative or a way using actors
There is, which is what UMG is based on.
Slate
I noticed some of the bullets (line-trace projectiles) going through the legs of another character. Is this a common thing, for some reason, or likely some kind of coding issue on my side?
Has to be the latter
Show your code.
// Trace outward from crosshairs world location...
GetWorld()->LineTraceSingleByChannel(
ScreenTraceHit,
Start,
End,
ECollisionChannel::ECC_Visibility);
// Was there a trace hit...
if (ScreenTraceHit.bBlockingHit)
{
// Beem end point is trace hit location...
//BeamEndPoint = ScreenTraceHit.Location;
OutBeamLocation = ScreenTraceHit.Location;
if (ImpactParticles)
{
UGameplayStatics::SpawnEmitterAtLocation(
GetWorld(),
ImpactParticles,
ScreenTraceHit.Location);
}
// Parform second trace - this time from gun barrel...
FHitResult WeaponTraceHit;
const FVector WeaponTraceStart{ MuzzelSocketLocation };
const FVector WeaponTraceEnd{ OutBeamLocation };
GetWorld()->LineTraceSingleByChannel(
WeaponTraceHit,
WeaponTraceStart,
WeaponTraceEnd,
ECollisionChannel::ECC_Visibility);
if (WeaponTraceHit.bBlockingHit) // object between barrel and beam end point?
{
OutBeamLocation = WeaponTraceHit.Location;
return true;
}
wth am i supposed to put object as
im casting to my hud from character bp
ive tried many nodes and all said they dont inherit
so im just lost
ive tried setting a variable with an object reference to the hud but it always returns none when i try to use it
Hey y'all, I have an alembic importing problem in #animation. If anyone knows how to help I'd be ecstatic.
nvm got it
I'm not using 3ds Max, so no idea.
Is there any way to "temporarily" modify the actors' properties in-editor as during PIE or using Sequencer? ie temporarily modifying/previewing a Light's Intensity without actually propagating/saving these changes at the instance Level.
Sounds like you want to eject from the controller
Wait, the Subverse game? 
Or something new?
Probably just an unremarkable project run by a weirdo.
Makes sense
That sounded just like waifu tokens on OpenSea 
Can the ThirdPersonOverview file safely be deleted? I've seen stuff online about the engine throwing errors for people when they deleted it, but I also want to remove unused files from the project folder
(Also sorry if this is the wrong channel to be asking in)
When I target the leg, it returns static mesh which is the floor. When I target above the leg it returns skeleton?
LogTemp: Warning: -------------
LogTemp: Warning: Fire Weapon...
LogTemp: Warning: Muzzle flash spawned...
LogTemp: Warning: HIT SkeletalMeshActor...
LogTemp: Warning: HIT HIT HIT...
LogTemp: Warning: -------------
LogTemp: Warning: Fire Weapon...
LogTemp: Warning: Muzzle flash spawned...
LogTemp: Warning: HIT StaticMeshActor...
LogTemp: Warning: HIT HIT HIT...
LogTemp: Warning: -------------
Cut down code:
FHitResult ScreenTraceHit;
const FVector Start{ CrosshairWorldPosition };
const FVector End{ CrosshairWorldPosition + CrosshairWorldDirection * 50'000.f };
// Set beam end point to line trace end point...
//FVector BeamEndPoint{ End };
OutBeamLocation = End;
// Trace outward from crosshairs world location...
bool bHit = GetWorld()->LineTraceSingleByChannel(
ScreenTraceHit,
Start,
End,
ECollisionChannel::ECC_Visibility);
//if (ScreenTraceHit.bBlockingHit)
if (bHit)
{
AActor* HitActor = ScreenTraceHit.GetActor();
if (HitActor != nullptr)
{
FName HitActorName = HitActor->GetClass()->GetFName();
UE_LOG(LogTemp, Warning, TEXT("HIT %s..."), *HitActorName.ToString());
UE_LOG(LogTemp, Warning, TEXT("HIT HIT HIT..."));
}
}
ah
Ya, that's what I'm thinking. But I have no idea how to set that up if I wanted to so its going to be hard to fix... lol
Also wrap your code with triple ` sign when posting it to Discord next time, even add cpp at the start.
int main()
{
// Something like this
return 0;
}
Ya, only parts of the body have collision...gg
Hey all, question for you. If I have a collection of assets within a level that I want to copy in to an existing blueprint, is there an easy way to do that? Standard copy/paste doesn't work well from the level in to a blueprint.
i thought was some way to convert a selection to a bp but maybe im thinking of Unity
yeah, you can convert a selection of assets in to a BP, but I want to copy in to an existing BP.
oooo
sounds like an editor script, maybe someone made one out there hidden away in some github page
Unfortunately it's not feasible through right click menu out of the box, because of BP itself is kind of a code.
thinking on it, meshes in the world are StaticMesh class which derive from actor but meshes in a bp are StaticMeshComponent and i dont recall which base class they are
Currently in my 3rd year studying games design.
Reading a module guide.
Don't know if this is poorly written or im just dumb?
LO1-
- Appraise and evaluate through comparative work the values of the types of theories and
methodologies used in the socio-cultural analysis of digital and non-digital games.
I don't understand what it means lmao
that sounds like a complex way to compare board games to video games...
Is it me or is it ridiculously poorly written?
I'm betting on the latter
it sounds like someone wanted to sound extremely 'smart'.
It's just sounded like jargon overload
alright thought i was losing the plot
its the only Learning objective i havent met
deadlines tomorrow
jesus fuck
i responded to this in the other channel you posted this in
Collate, organise and interpret data gained through researching theories, methodologies and
approaches to the socio-cultural implications of games and the issues of gender and identity
in relation to digital games.
This ones understandable
Oh, cross post ๐คฆโโ๏ธ
it says: check out games that have social/cultural themes both video games and board games (card games too and such) and compare them to one another (synthesize) their purpose/conflicts/commonalities/etc in a critical way
Please don't crosspost without someone redirecting, it can confuse people who frequent on multiple channels
please remove the other msg in the other channel too
Any one know a fix for the high poly megascan assets that wonโt save?.. I get a msg when I export into UE, says theyโre high poly & might cause issues.. Then I spend hours placing them & they wonโt save so I lose all of that work..
so you're get a warning that says it might cause issues and now you are experiencing issues? ๐
Lol.. I know.. but I had to test it to see what the issues were gonna be.. it might not have been hours of work lost, I just said that for effect.. still thereโs got to be a reason some work fine & others have these issues..
probably comes down to the key word "might"
They seem to be the objects, rocks, trees, etc.. the materials & things work
โฆ..
So, @bright sigil , did U have some information on the matter, or U just poking holes in the concerns of ppl tryin to get some help?..
im trying to spawn an actor from gamestate through a global function which call the server event from an controller. How can I get the return value back to the global function
i have been having this bug with the engine, where after i had been using it for a while, no drop downs would show. for instance, when i right clicked in a event graph (blueprint) no box would come up but everything was there, just invisible. The only way i could fix it was by restarting the engine. If you know how i could stop this please let me know
Do you have an nVidia GPU
yes
Some users have reported this issue and found mild to moderate success with the studio / creative drivers
Your gaming performance will suffer
ah, ok thanks
I had the same issue
I believe I downloaded the Nov 2020 driver and that fixed the issue.
testing on ue5 so i can tinker with world partition. ok so im trying to move over to the art side of things and get a graph on what can be done where for performance. my goal is a fairly large map that consists of mostly forest (think the game The Forest for density). im using the tree pack from the marketplace thats from quixel for their new trees. im using the foliage tool. i set each tree that i am using to have the min LOD of 5 so the more expensive trees top out at around 12k tris. i set the max lightmap resolution to be 32x32 to try and bake the lighting however this did not seem to work as it stayed stuck at 0 for several minutes with only 750 trees. i switched over out of curiosity to use lumen (noticed only a 1 1/2ms frametime increase going to lumen).
what are some things i can do to optimize my scene beyond what i have already done. i only have 750 trees, however i noticed for some reason their all set as once instance (when i select the tree is selects every single tree)? this is all before grass and such is involved which im sure would drop it down even further. any suggestions on things i should look into? this is all just a learning experience to optimize the art stuff
Hi @bright sigil Not sure what you mean. I'm trying to simulate the behaviour of Sequencer, where the user can change the binded actor properties in-editor (not PIE) without affecting the actual actor properties.
nevermind found a workaround
i dont really follow ๐ havent used sequencer. What im reading is that you want to mess around with stuff in your game while you are playing it.
does this work in packaged too?
cuz in the description it says it's for the edtor, lol
Why is my screenshot looking so much worst than the game?....
Can someone popularize me briefly with normal words what is the use of fstring in ue
in cpp?
yes
anyone know how to fix twitching eyebrows when using metahumans in live link?
yes but u noob i readed like 6 explications
should I include UE installer in visual studio if I already have UE installed?
@storm parcel this is irerealvvant, just select Windows C++ and Game Development on the left.
Thank you
How do I update Unreal Engine 4.26 to 4.27 - do I have to download 4.27 separately and then delete 4.26 or can I update the existing 4.26 into 4.27?
download 4.27 and then open your project with it and it will convert
you can delete 4.26
Thanks
Q: Why did the console peasant cross the road?
A: to render the buildings on the other side
LMAO
https://gyazo.com/da6ccd3ff82d04f95bd8e1a196bad238 not sure how to fix this
is it a groom setting
using live link to animate the face
lol
something that would be more funny but only to the small perc that understand:
Q: Why did the console peasant cross the road?
A: To fix the blurriness cuz apparently the only way to do it is with a console setting r.tonemapper.sharpen
same tbh
this literally looks like me tho
I rly need to sleep
same bro
How come I can't edit my paint layers?
press paint
Is the latest UE4 build broken for this feature
lol
I have,
Ay, I've selected everything, been following tuorials too
is it just something that happens with metahumans?
and live link
I just meant same as in I'm not sure how to fix it
but I never used metahumansl ol
and now provide a readable screenshot
Never had this problem before, I'm genuinely confused
did this material previously work before for layers?
most probable issue is ur material
oh also you can try to reload your level (file -> recent levels -> ur level name) and see if it appears.
I can't even get the option to select a material to use to paint
also restart the editor ๐คทโโ๏ธ
Haven't tried that yet, I hope that resolves this lmaoo
that most likely means ur material layers r not setup correctly
did u restart
Yessir
why does it all say layer none
Because I didn't rename it this time, I did it once, made it all fancy and it didn't work,
is re-naming those outputs crucial?
honestly no clue how it works but that looks wrong
fix it and if it doesnt work still press the node and screenshot me the details of it
Omf
bruh I renamed them and they worked >.>
I did absolutely nothing different making this blueprint other than not naming those outputs and then renaming them...
welp, thanks for the help! xD
Try naming them, i always do
I now recall that default name none wont show, heard it somewhere
Yo movement shooter devs hmu and I'll help you out
Will trade some of my code for yours on stuff
what does this plugin do...is this Nvidia blast plugin..? I cant find any documentation about it and even if I turned it on I see no difference and no additional option anywhere either
hmlol
Dms only
I may be overlooking something, and hopefully this makes sense. Attached is a screen grab of what I want to move to a different project. That's the customizing I did to the top down template to change the distance, speeds, and character scale. How do i move that over to a new/different project and us that as defualt? Let me know if you need more info on tf i'm talking about lol
select all assets you want to move to other project and hit right click-->asset action-->Migrate( make sure you migrate to the content folder of the other project only otherwise dependencies will break)...once migrated you can use these new assets there by replacing appropriate equivalent of each old asset
is there any good videos on all types of bones/vbs bones and what they do?
Anyone else use google oauth with unrealengine.com? I'm unable to sign in right now. "Access to property denied" Authenticating on epicgames.com works.
is there a way to capture the amount of light hitting a material and mask it ?
like Shader to rgb in blender
in gta5 phone, when the player opens the phone they can do all sorts of things, is it technically possible to go that far using unreal if there is the required knowledge?
ah sorry
you are thinking of 3
but yeah I don't see why not. It's really just a fancy UI window
the real limitations are going to be... literally everything else about grand theft auto
I mean GTA3! I'm being teased!!
yeah "source available" means you can slap on any wacky feature or library you can get your hands on
yes
I heard he made a great journey to the mountaintop monastery to learn from the old C masters
Wasn't heard from for 4 years
When he came back down, he just sat down at his desk and googled it
:no_entry_sign: LeoZuluaga#8560 was banned.
Looking for a couple people that wanna help with an open world passion project. So far me and 1 other guy toying around here and there getting systems down. Let me know if you wanna help in some way. Not super active on the server so make sure to DM. Have a Great Day/Night!๐ฅณ
Anyone here who could help with DOF & Glass? ๐ฆ
anyone has trouble searching unreal documentation at https://docs.unrealengine.com/ ? When I press enter after typing something in the search field I get a page that just constantly refreshes
this is a 2 sided subsurface shader with fresnel + temporalAA fake opacity on edges. And it seems to cast shadow on it's inner side on the upper part of the cloud. How can i remove this effect without removing shadows?
When I use Spawn Ai from class it spawns quite a few enemies. How do I get it to spawn only one enemy Thx
Why is my glass always blurred when using DOF
Guys, I'd like to ask something about jump mechanics. Not sure where should I post about since I doesn't matter for me if I should use #blueprint or #cpp.
Wait, not. This is more related to #legacy-physics. Nevermind.
@acoustic flame depends how you want to make the jump if you like blue print then use that or you feeling more comfortable with CPP you decide
How do I make collision based buoyancy for UE Water?
@calm geyser for a character the character movement component have a behavior for swim, or you referring to an actor?
Sorry I meant to refer to an actor like a boat or any other static mesh
You want make floating realistic or trick floating?
So i'm having a abit of a hard time wrapping my head around how to implement something... I have a game where the client mostly is a rendering view (mmo-style game, all game logic handled on server - which is written outside of unreal) ... The whole character/pawn/actor system makes very little sense since client is basically a view into a world it can send networked commands to.
If you want collision with water affect the actor you can try triggered a function that modified the physics
But I need to control the camera locally on the client, implement a custom Orbit camera, etc.
So should I just make an extremely dumb Pawn which ... is the camera.. sort of? i suppose this is the same issue that non-fps games also have to solve, like an RTS
Yup making it more realistic, making it with pontoons feels very fake & non realistic
@calm geyser https://www.gamedeveloper.com/programming/water-interaction-model-for-boats-in-video-games-part-2
I compiled unreal engine but when I run unreal engine it now takes FOREVER to build shaders, I've waited 2 hours, it took 2 days to compile the engine source code. When I just had a pre-built binary it compiled shaders quickly but this now is ridiculous.
@bright sigil I'm working on a cinematic, so I need to mess around with these actor properties in-editor mode, not in player mode.
2 days to compile the source suggests a problem with your hardware
Yet a second seat is running on the exact same hardware and doesn't have these performance issues and I've checked the health of things and everything seems fine. This is Windows 11 btw and Microsoft admitted to performance bugs in Windows 11.
Win 11 ๐ฌ
It sux, the difference between the two seats is the slow one runs Windows 11 and the fast one Windows 10 and that's simply it!
This is a hypervisor so shared hardware between the two, they got their own GPU card but same make and model, their own drive same make and model, they got their own everything same make and model but share CPU and RAM. lol
I really am contemplating downgrading the seat to Windows 10 because this is ridiculous, I just wanted to make sure it wasn't something to do with self-compiled Unreal Engine because Unreal Engine was fast on the Windows 11 seat back when I just installed pre-built binaries. lol
Downgrade for sure if it's giving you problems
I would not go win 11 in the first place rn
Still pretty unstable territory
Mostly worried for the updates
Win 10 memories
Mh, wonder how it would act with the AMD profiles
There was a fix for that yeah
Hm, I'm applying a Quixel texture to some asset, but it only shows the checkerboard and doesn't load the texture
It doesn't show Shaders compiling anywere :/
And when I apply that material to another model in the level, it shows immediately
UE4 4.27
The weirdest thing is, it worked yesterday
Haha
Pfft
@plush yew So if you're saying that the performance between Windows 10 and Windows 11 is equal then what's my problem and why did Microsoft admit to performance bugs in Windows 11 if the performance is equal?
This is the problem I'm having, Unreal Engine was performant one time and then 2 days later isn't and nobody and nothing will explain why or where to look for such a performance issue!
how does unreal marketplace know which engine client to add items purchased to? I need this system to link my website to my game
ahh i see
if my user creates an account on website , they need to be able to use those same credentials on my game to log in , you know what i mean
so like if an account is created on website it is also made simultaenously on engine with the same info
because in all this time, only one person requested it.
ill check it out thanks
really
i believe you but its funny its not requested often, every game company I have worked at uses USD in their pipeline
@plush yewUSD is pixars universal scene descriptor
You export something in usd and it will appear exactly the same in your game engine and other apps, its commonly used for livelinking applications and is used in the majority of triple a video game and movie production because moving thousands of assets and having to rebuild materials is a no no lmao
Use a database server like MySQL if you want to incorporate a system that puts data on the web.
It makes no sense to link your website to the game some other way.
i remember back in 2008 when people were thinking USD would replace fbx as the standard but here we are in 2022 without major support from it cause of indie devs and the big studios who have to use it for their projects build first party tools for it and never release them
Except for Ubisoft, they released a very good plugin for Blender as much as people like to hate on Ubisoft im glad someone brought this to a open source app
Like most websites that handle data use a database server for good reasons.
the format is neither good or bad, it just is the whole point is it is a standard format compatible with all apps that use it
Unreal got support for it very early on and the only people who made use of it were triple a game studios
These days very few game companies will import anything via fbx
Also you said "also made simultaneously on engine", surely that's data duplication or data where it shouldn't be.
just indie devs
What happens if your game server crashes?
@plush yew Agreed!
and worth paying for a second internet connection
Like you just need VPSes for a web server and a MySQL server and a game server, keep the MySQL server so it's not internet facing and link both game and web server to it.
i wouldnt agree with that method but you have the right idea
@plush yew Why not?
There are easier options but they arent cheap
Ah
its all dependant on use case
for my case its not me paying for the servers i just care that it works
Yeah, it's the right idea.
but if i were to diy say for a game im making myself with no team then yeah doing all that myself is worth the effort
hmm
@plush yew Personally I'm big on GNU/Linux systems administration and even security on those systems and really enjoy it so I would do all this myself but I suppose you have a point for individuals/teams who don't want to do it all themselves or don't have the experience to. Seriously though "data" should be separate from everything else and everything else should only ask for or send to data as and when needed.
Also these database servers already have databases sorted out in regards to security and performance where as a game server doesn't and it's risky to store production data especially peoples personal details on such server and such server has to be internet facing and internet facing databases are a terrible idea. lol
like my user creates an account on my website, we sent this info to mysql , and then we link mysql to unreal engine and he logs in our game and the game calls mysql to match it up as well?
This is fascinating to me, because I literally have not seen or heard of a single games company doing this in production
Look up on how to implement a MySQL client into a C++ project then look up how to make such implementation work on an Unreal Engine project.
In your testing environment you can just run a MySQL server locally.
Also there are other things you'll want to ask yourself that goes beyond focusing on web based account creation, do you intend on having the client allow account creation? Because if you do then you'll want the game to have INSERT access to a users tables else you'll want to make sure the client can't INSERT into such table. All this can be researched. Feel free to DM me. ๐
very nice info. Thanks maybe i will dm ya
why can't I find anything?
is there a console command when playing in editor to see which functions are causing frame drops? I think I saw it before
@prisma phoenix I was wondering if the engine architecture diagrams were released from the UE kickstart for developers course?
https://www.unrealengine.com/en-US/onlinelearning-courses/unreal-engine-kickstart-for-developers
Hello everyone
I got a real issue with UE4.27, I re-install my windows 10... all my software run without any error. I open UE and open one of my UE project and it crash always on compiling shaders, no matter project I open it crash. goes on the Epic Luncher and reinstall one project I bought... same thing it crash on shaders compilation.
Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Engine/Private/ShaderCompiler/ShaderCompiler.cpp] [Line: 924] ShaderCompileWorker crashed! Fatal error!
I delete the UE4 version and did a fresh install... same thing
the only change I made on my pc, I bought two drive 13k rpm in raid 1...
Why if i set an actor hidden in game it still generates overlapp events????
Hidden just means that it isn't rendered. Everything else non-rendering related still happens.
what is this default camera actor that gets spawned?
i have replaced the game mode and the default pawn
and how can i mek it hidden and not interactable
How do I create a displacement map from a normal map and a stencil?
Hello everyone! I'm fairly new here and I'm stuck! Is there a way to separate each one of the feathers from this Master material instances? I want to make them individual/single feathers so I can bring some type of animation if possible.
looking for a modeler to collab with dm me
try #instructions and #volunteer-projects
thanks
what is the correct way to save a selection for further modifications later on? Like i select some lights or walls and is there like a way to save this selection without grouping the actors? Like you can do with camera by control+number
Could use folders maybe? Or a naming convention?
nooo thats.. not fast. i just look at the scene, control click on actors i want to choose and now - save this selection. No such option really?
I haven't seen the option.
Does anyone have a good c++ free course
i think you'd have to work with groups or folders, they aren't that bad ๐
Hi guys, quick question. So when I was working with Unity. I was working on a given project from two different locations using Plastic SCM. This gave me the ability to work at home and then come into my office and continue and vice versa.
Does Unreal also support Plastic SCM or is there some kind of cloud collaboration software?
Unreal used to support plastic SCM a few months back then, before the unity collab started
then idk
I haven't used it in a long time
If it isnt supported anymore you can always use github to store you project
i read about using github, im super lost with github, I think i will probably learn to use that for version control first before i get started in unreal
If i have a game that had a uproject file in it and i have a older version of the game, but also i put the uproject in it from the latest version, what happens?
Well did u watch some things on yt abt it ?
not yet, I am transitioning to Unreal from Unity, so I have been reading articles only.
When I used Unity I was immediately recommended to Plastic SCM.
but that's the next natural step to take before i start up an unreal guide
Yea
its possible to make 2.5D games in Unreal right?
I disabled most of the Windows services and unreal engine now starts in 2 minutes instead of 2 hours.
yes, it is
everything is possible if you find a way for it )
one of the most successful switch games (2.5) was done on it
lol touche
mine starts in less then 1 min, try to change the potatoes in your PC )
@spark lion I'd rather make Windows not use a ridiculous amount of resources for things I won't use.
i even run PS, Ae and Ue at once with 16GB ram
No need to change my hardware, it can handle unreal engine just fine.
What shocked me is when I saw a DHCP client that I don't even use cause static IP addresses running and then I had to bruteforce it to stop and disable because it was saying "Access is denied". :/
i love it when windows asks me to go call admin, while i'm the only user of that shit )
LOL
I disabled all the troubleshooting crap btw.
Apparently it runs as a services, like what?!
have anyone tried the live capture device? i'm following this tutorial. The capture is working fine when I open the MediaPlayer, but once I start playing it in-game it seems to freeze / stop at first frame. https://docs.unrealengine.com/4.27/en-US/WorkingWithMedia/IntegratingMedia/MediaFramework/HowTo/UsingWebCams/
i think i've tried that sometime ago and it worked. Not sure what could go wrong
is it possible to display a CG layer on some custom UI?
CG layer comes in composure plugin
do you recall if you had to do anything additional to the guide? i have suspicion my (extremely cheap) webcam might be the culprit.
How come when I start my Unreal C++ project it starts visual studio but not Unreal editor?
And yes I double clicked the uproject file. lol
anyone know how to record a blendspace window with OBS? it seems to be able to record the main viewport, but the blendspace window just appears as a black screen
is there is a difference in game performance when designing on unreal instead of an external program like blender ?
I've tried that
still a black screen
or rather it captures OBS' own window instead? odd
Hey has anyone had issues importing alembic files into unreal? I have an alembic animation and when i import it into 3dsmax or blender it looks fine, but when i import it into unreal some of the pieces are stuck at the origin. I've been banging my head against a wall for the past 2 days trying to figure out a solution and I can't find one.
unreal is a game engine. blender is not. blender has no game performance because it is not an engine.
many people have, #animation is usually where they ask, so perhaps an answer or some info about the matter can be found be searching through it
Crazy, I still can't got the unreal editor to open when I open my C++ project.
@plush yew It launches VS already.
Just not the unreal editor.
@plush yew Why are you asking me to build it? It's literally a blank project I created in Unreal.
didn't see that; thanks!
does anyone know how to make a climbable tree
Lorash,i have a quick question about changing uproject: if i have a game installed which hasn't got a uproject, but still is a game, can i create in unreal a project and copy + paste into the game folder the one installed and just open the game builded in UE?
you cant, and you are legally not allowed to try and get a published unreal engine game running in the editor again unless clear permission.
^
Hello, I am getting an error similar to this on my dedicated server. Error: Navmesh bounds are too large! Limiting requested tiles count (1225224) to: (1048576)
I am using navmesh invokers and the navmesh is set to dynamic generation...is their any other settings or tricks to fix this issue?
I mean aren't the game files simply the project files? (i also have permission)
But isn't using unreal unlocker the same way seeing the game files and all assets?
i mean the paks are there
So basically that is modding you are talking about and how changing everything you could
basically what you're tryna do isnt possible
you cannot convert a cooked paked ue4 game back into a runnable editable uproject
But you may rebuild it
yeah good luck lol
you wanna remake everything from the ground up might as well make your own game at that point lol
Yeah yeah, atleast i'll be doing it for fun and homework, not to question, but do gamejolt unreal files have .uproject?
@plush yewwhat did you delete?
walking blueprints
If you can play the game, you cannot convert it back into an editor project
@plush yewtheres no walking blueprints.. theres an animation blueprint that controls animation, theres animation sequences which are the animations. there is the character blueprint that controls the character.
Oh, for some time i thought i could take game files, put into the Unreal editor and make my own level.
chances are riot isnt using source contorl
where to access that from
he most likely deleted the movement input nodes in the character blueprint
that comes with the firstperson template
or perhaps autosave file could be restored
i dont have that enabled
just re-adding the like, 6 or so nodes would prob be easier
if anyone is in unreal engine rn can you send a pic of the blueprints in firstpersoncharacter that lets you walk
naa
i did too much
on this project
@plush yewwhy dont you show us what you have left? so we can see what you did
sure w8
What about the shipping.exe one?
also if this is the first person from the template, you can make a new project yourself and compare
its just input axis nodes, add movement input, get forward vector and get right vector
where does it stand?
should literally just be this if im thinking of what you're on about
i deleted them when i first started
my level was about idling
now i changed my mind and want freeroam
Anyway
Anyone know why this is causing an instant crash when i change this? In my anim curve settings file picking any of the drop down options causes an immediate crash on 4.27.1
How complex / difficult is UE4, if used for indie movies / indie shows, as opposed to indie games?
What about blueprints? are they just as complex in ue4 games as ue4 movies?
yes, no, sometimes both, always, and yes of course its not
difficult is based on the person using it, complex is based on the task your doing
Thanks, I know know exactly what you mean...
if you want to give more details on the tasks you could probably get a more accurate answer, but its like anything else it just depends.
How about this,
Is it more time consuming to get high quality movie results from UE4 or high quality gameplay from UE4?
guys I have an issue with physical asset sim
I want to simulate hair movement for this
I got a custom rig for it
but not all bones gets into the physical asset
and the sim is broken
like, I got only 10% of my bones in the physical asset...
Hello guys, my character movement details panel isn't showing anymore, it happened after I've pressed ctrl z, is this a bug?
@surreal cloakI would assume it's the same for the same effort. If your doing something simple then the same effort is probably needed.
Restart project
I've already restarted and it is still not showing
I had to reparent to actor and then reparent back to my character class
Try windows details [turn off and on]
Never mind, I guess you can't turn it off... lol
I got a weird issue with a teammate. It has "Selected viewport" mode but when does Play it plays on a standalone window
any idea?
@frail pewter are you remaking yandere simulator ๐
I finished my game and im trying to upload it to itch.io.
Everything is working fine.
After packaging it, i opened the exe.
And i started hearing the fans going loud.
So i went to check on the task manager and see the GPU at 99%.
Even though the game is still on the Main Menu.
The main menu is just a an image with the Start Game button, and an options button.
Why is this happening?
I mean im on the Main Menu level. There is nothing really going on there. It wasn't supposed for the GPU to be struggling?
nah, making a 3d plateformer with Ciri from the Witcher in the main role
A skeletal mesh appears to go invisible if I don't face towards it, maybe a clipping issue with the camera? any suggestion?
Sounds like your FPS isn't capped, and it's going to max fps. That's the same thing that killed a few folks cards in New World.
But isn't a graphic card has his limit lets assume, 100 fps. So it wont be capped by the game for like 60, but in order for it not to be ruined it wont go past 100, am I mistaken? or like different games different fps capability
Did you set a FPS cap?
Menu's in particular aren't intensive, so the fps can rocket in them
Fixed it, by messing around in the bounds scale in the rendering options.
If I set an Editabled Text box with 'Set Keyboard Focus' to have my cursor in it, it makes it so I can't single click any buttons on the screen. I need to double click them in order to trigger the On Clicked event. Is there a way around this?
Got a weird issue with a spotlight (acting as my flashlight) and a sprite (my hand + pistol). As you can see, the lighting on my sprite varies with both world position AND rotation when my light is on. I can confirm that in the Blueprint, the light is in front of the sprite, and has 0 for a source radius. If anyone has any suggestions on how to stop this behavior, I'd be very grateful.
So I'm trying to fix this 3 days right now and I'm starting to think its cursed, so when I pick up this collectible up text (widget) should appear but it doesn't ive tried to fix it by adding it in viewport in level blueprint it just doesn't work how do fix this?
If nobody gets back to you here #umg may be able to help you out.
Hey i'd really appreciate if someone who has 4.26 installed could send me a .uasset for a AnimCurveCompressionSettings with the codec set to "Uniform Indexed", as doing this on 4.27 just crashes the editor and having to reinstall an old engine version just for that is a bit much
go to the actor you picking up, in the event of the pickup, make the "create widget" then "add to viewport" from there, "create widget" has an owning player that needs to be plugged in, plug in owning player \ player controller, works for me.
it that's what you are trying to do
plug in player controller \ owning player into the owning player blue pin
this should be in the pickup actor
@thick herald Thank you.
I dont know why i didnt see that mentioned anywhere. I put an execute console command on event begin play, with t.maxfps 30.
I hope this does the trick.
so i should after add to viewport plug player controller?
nvm wait
if im correct i now have 2 of controll player
let me make an example for ya 2 sec please
A very basic example of an event making a widget appear on screen
this event is in the actor that being picked up
and i delete other one right, other get player controller
oh wait
igonre
so this should work for me?
looks like it should
it didn't seem to work
hold on 1 sec I will try replicate what you are trying to do, so I could show you 1:1 what I mean
i could send u tutorial i followed
to make your life easier
https://youtu.be/r5Cx180UFEQ @versed lion
Hey guys, in today's video, I'm going to be showing you how to create a collectable system, in which you need to collect a certain amount of items to complete a task. This can be easily customised into whatever you like.
How To Open A Door: https://youtube.com/playlist?list=PLQN3U_-lMANNeRdjASe1vrm2WJ8X12oWP
#Ue4 #UnrealEngine4 #Ue4Tutorial
__...
Hi developers! I have a question regarding collision in UE5. I'm currently working with a very detailed model that I want physics actors to collide very precisely with, down to individual polygons. Even using maximum collision complexity gives me a coarse approximation of the surface's shape, so I'm wondering if anyone knows of a way to get even more precise collision.
I recall unity allowing you to use the mesh itself as a collider, and not simplifying the actual trimesh. I am wondering if something similar can be achieved in UE, if anyone knows?
Thanks guys so much, I will see if I can find the option for nanite proxy
Thanks for the advice, unfortunately it is a static mesh generated from point cloud data :[
Hey, is there a way to make it so i can sort of build my game to test it but not actually build the whole thing if you get what i mean
i want to make sure that when you start up the game it loads you on the correct level
sorry can you let me know how to do that please
first time actually doing this
ah this one?
hey guys how you doing i have a problem and i am sure where to post it but i really need help
i used blender for the skeleton
after i finished and import it to the engine this is how its look
its create me the full physic too this is how its look
i did that using the run standalone part but it only ran it on the level i was on. I would like it to start at the beginning of the game not the level im on if possible
yes
are there any significant differences between unreal engine 4.25.1 and 4.27.2?
check the main features and you will see if they are is interesting to you : https://docs.unrealengine.com/4.27/en-US/WhatsNew/Builds/ReleaseNotes/4_26/
I like some of the features, like the Named Reroute nodes in 4.27 itself did worth the update for me. It is basically local variables in the material graph.
The sky/volumetric clouds is nice in 4.26 I think
sick
4.27 had strong virtual production features
I was really just asking because I was about to start on a beginners tutorial from june 2020 that was running 4.25 so I was curious as to whther or not I would run into any issues by following hte same steps except on 4.27
I have no idea if it worth it, but I have no problem on 4.27, so I am happy with it
ah, do not worry
you will be fine
so there aren't any major changes that would choke the process?
heck I even made some bp tutorials under 5EA
You will be fine I believe. But if you stuck on somewhere you will get help here (but I seriously doubt it)
sounds cool
Im just used to blender where every new major update rearranges half of the UI and completely voids old tutorials
There was no big changes since 4.25.
good :)
Sometimes I checked really old material tutorials, and I found everything.
If you are new only 5EA would be tricky, because it had a huge UI redesign.
whats 5ea
Unreal Engine 5 Early Access
ah
it has a separate tab in the launcher, but it is pretty much in beta phase
Hello again unreal world, would you know if it is possible to disable to entirely disable texture compression? I am into a pixel art project and compression is messing some of my pixels ( even with TC Default ). I have read somewhere that Unreal doesn't support disabling texture compression, somehow that sounds silly so I am posting an answer ...
check that
oh, fck that forum
in the past few days I run into many broken link
honestly I do not remember exactly what was the settings, I just saved that for later...
I could only find the cached photo :/
Is there a way to use a texture2D in a widget as an image?
explain
wrong ping, hombre
use Nearest Neighbor filtering on your Texture
ah, sorry
all gud
k so here's my problem
I have a blueprint structure that houses a spot for an image(or a texture)
and I have an image in my widget that I need to set
If I set the bblueprint structure to a texture, I can put it in, but cannot change thw diget part
and vice versa
its one problem or the other
k
alright It works now
tysm
i still just wonder how much it would cost to make someone to make a game for me..
i mean it depends on the scope of the game
a legit microwave.
i just cant make the game cause i dont know how to make the model open and close itself.
thats it
id make the door and microwave separate, and then just look at how to make door itneraction
i dont know how to do that...
i was told to use blender
but even then i dont know how i would detact the handle
to make the door and microwave separate you would need blender
and again i told you look at some basic tutorials
yeahhh but i still dont know what to do once i install it
its the most basic information to select and separate faces
hmmm alright..
you can watch 2 mins of youtube tutorials and do it
i dont know what to look up
should i install steam blender or windows 10 blender?
errr i would think so
you just literally need to learn how to look up things
i do
i just cant find the info i need
errr ill load it up now ig
i could tell you rn how to do exactly what you need in blender, but it wont mean anything if you havent even downloaded yet
i am installing it right now you know..
can get me into a vc and help too
in face actually
you will probs need to make your own microwave, as it will just be a textured box
awwww
cause by default it will not have an interior
so best of looking up a basic tutorial
yeah donut tutorial is amazing
first one i ever did
then i did a medieval well
and its great
very comprehensive
errr alright..
chances are if you wanna make a game solo, you will have to learn at least basic modelling skills
it cna be quite therapeutic
Anyone know why im getting these weird motion streaks when i render?
i set all the motion blur to 0
very true, i didnt expect to have to do cloth simulations for a game about sucking up trash as a sentient vacuum cleaner
so ya know
but even that is on the basic end of things
send a sc
just in case
ik its unreal engine channel but it will do for now
send a sc of the entire blender window
too late
cause i need to see the mesh panel too
private vc me instead..
no
damn alright
cant do that
its late
very true
blender is a very useful skill to know
learn how to use the interface, then it saves beginner questions
you need to learn blender > make the door and microwave separate, then learn how to make door interaction, then apply that to the microwave door in a bp
boom
marvellous designer is something ive wanted to learn but its price point is not viable rn
where the handle is
thats the clothing design one right