#ue4-general

1 messages ยท Page 1139 of 1

drowsy snow
#

I swear the situation felt like post Vietnam war PTSD a la Apocalypse Now

covert burrow
#

Nope, it will run from the home directory fine without having to do system-wide installation of software.

ashen sky
#

I wish epic games launcher was officially ported to Linux.

#

It is? It's future proofing the software

covert burrow
#

It is.

ashen sky
#

Cause windows could be said. As slowly dying

covert burrow
#

And I agree with @ashen sky

ashen sky
#

๐Ÿ˜ก

drowsy snow
#

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?

covert burrow
#

@ashen sky Windows is buggy, right? ๐Ÿ˜„

ashen sky
drowsy snow
#

Linus Torvalds senpai, notice me >///<

covert burrow
ashen sky
covert burrow
#

Oh dear

ashen sky
drowsy snow
#

Fuck off with this whole circle jerking off.
Nobody wins until one of you T-posing here.

covert burrow
#

I got into a rage when people tell me to "Reinstall Windows"

drowsy snow
#

Assert your goddamn dominance

fierce tulip
#

@drowsy snow behave please

drowsy snow
#

Nothing frustrates me more than some Linux circlejerk conversation

fierce tulip
#

also, windows talk is a bit #lounge -ey

covert burrow
#

@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! ๐Ÿ˜„

ashen sky
drowsy snow
#

@covert burrow @ashen sky #linux is wide open for your circlejerking needs.

covert burrow
drowsy snow
#

I muted that channel so go nuts on there.

#

All these praises, and I see neither of you in #linux since 10 hours ago.

ashen sky
#

Errr.. I should also I should research how to export my game for Android and Linux..

covert burrow
ashen sky
drowsy snow
ashen sky
#

I'll need to install the apk onto my quest first and try it out

#

I don't think fake hardware can work

drowsy snow
#

I swear, if the circle jerk continues, I'm calling for the magic button.

ashen sky
#

Ehhh what?

#

All I said is that I can't use Android studio to emulate a oculus quest

drowsy snow
ashen sky
#

The system file should only be locked to the quests hardware

covert burrow
#

Still copying unreal from network drive to Documents folder.

#

78%

ashen sky
drowsy snow
#

I'm not going to argue about the Document folder this time.

covert burrow
#

Wait what?!

#

I've done something wrong again?!

#

sighs

drowsy snow
#

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.

covert burrow
#

Pfft this is getting silly now...

ashen sky
#

I put unreal straight on my d drive and projects on the mimic folder of documents on d drive

covert burrow
#

I've only copied it to the Documents folder, I didn't move it.

ashen sky
#

Errr

drowsy snow
#

I always put it on D: partition, because that's 75% of my storage went. I don't spare much for C:

ashen sky
#

I wonder if the overclocks to my system will give me 60 fps in cyberpunk

ashen sky
covert burrow
#

Also using D:\ for anything but a primary optical disk drive is stupid.

drowsy snow
ashen sky
#

I should of bought a Ryzen 5

ashen sky
#

Once on Chrome os

#

Teaching me sudo and stuff

#

And again on Ubuntu mate

covert burrow
drowsy snow
# ashen sky I only used Linux twice

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.

ashen sky
covert burrow
#

Then STOP bringing it up then Mak, I'd stopped and you started and then you tell people off...

drowsy snow
drowsy snow
#

Going off tangent for small amount of posts is fine.

covert burrow
#

Mak is.

drowsy snow
#

Anyway, #lounge and I can talk about those stuff.

covert burrow
#

closes the Discord window

drowsy snow
#

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.

bleak bridge
#

I fixed it- if anyne wants to know how i did r.Raytracing.Geometry.InstancedStaticMeshes.Culling 0 in the command

drowsy snow
#

So it was all raytracing issue related...

#

Maybe someday I should get myself RTX rig to familiarise myself with DXR specific issues.

shell ibex
#

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.....

drowsy snow
shell ibex
#

its called .apkg

drowsy snow
#

Definitely not UE3, which was commonly .upk

shell ibex
#

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

drowsy snow
# shell ibex on few softwares

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.

ashen sky
#

Boredom

drowsy snow
covert burrow
#

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?

shell ibex
#

Thanks for your advice, Im taking notes

drowsy snow
#

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

covert burrow
#

Why do you guys have to make things soo complicated? What's wrong with just 7zipping the downloaded source files?

drowsy snow
#

The only exception where 7zip is the way to go is for packing installed builds of custom fork of the engine for the homies

ashen sky
#

Can you even make a vulkin supported game in unreal engine..

#

Vulkin. The rendering api

drowsy snow
#

And yes, it's supported, even in Windows.

ashen sky
ashen sky
covert burrow
#

What?! That didn't answer my question...

drowsy snow
ashen sky
#

Good. Can't use it anyways yet..

drowsy snow
#

Maximum compatibility, can it get any better than that

#

Well, except Mac and iOS, but that's a different beast.

ashen sky
#

Ahh

#

I'm never exporting any game to those platforms.

#

Fuck apple

next swift
#

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

drowsy snow
#

I have yet to see Unreal Online Learning course has videos spanning as long as 4 hours.

next swift
#

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

drowsy snow
# next swift Well not the udemy ones- which I've ALSO been doing- but one on youtube. Udemy d...
Unreal Engine

Unreal Online Learning is a free learning platform that offers hands-on video courses and guided learning paths.

digital bolt
#

you answered my question before i asked

#

thank you

ashen sky
#

Thoughhhh I can skip like 2 of those

#

Or 3

drowsy snow
#

I'm still learning something new from the courses, even after 4 years of using the engine

ashen sky
#

Ahh

#

Unreal engine 4 is still by far the best time for unreal

#

Probably 2

#

Since postal

#

And it was the new source engine

drowsy snow
#

Postal 4 is a UE4 game.

#

(and understandably janky in its current state)

shell ibex
drowsy snow
#

It's just that UE4 sets its own macros and conventions in many parts when it comes to doing things in C++

ashen sky
#

Haven't touched 4

#

I'll do so when I'm ready to wait a bit of time to download the pirated copy

drowsy snow
shell ibex
#

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...

fervent warren
#

Hi Guys where I can ask some questions about UE5? im beginner ๐Ÿ™‚

fervent warren
#

Great, Ive created virtual studio etc, then I want to put into it some footage on green screen, but it seems overexposured ๐Ÿ˜ฆ

ashen sky
#

Filter it and turn down exposure

#

Lul

fervent warren
#

It look normally windowsplayer

ashen sky
fringe crest
#

Does anyone know how to get Bink overlay (UE4 bypass) working? It crashes for me on 4.27 with D3D12.

wheat hare
shell ibex
#

yes

wheat hare
#

Well Bob's your uncle

#

Use those libraries

shell ibex
#

is it a problem if the software is not in c++?

wheat hare
#

Just redo it in blueprints

fringe crest
# fringe crest
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 ]
wheat hare
#

You don't have to know how to code in C++ to read the code and make a blueprint off it

fringe crest
#
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 ]
wheat hare
#

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

drowsy snow
wheat hare
#

The part that takes the longest is going back over the files you've got to figure out a format with no documentation

wheat hare
#

And this isn't the 80s anymore, you can't fire up a hex editor and hit PgDn

drowsy snow
wheat hare
#

Orly

#

As you can tell it has been a minute for me

drowsy snow
wheat hare
#

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!!

drowsy snow
shell ibex
#

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

wheat hare
drowsy snow
wheat hare
#

I made doom mods with a hex editor

#

I released saved game generators

#

Sure

#

And really, it's not the same.

drowsy snow
#

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.

mortal quarry
#

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.

drowsy snow
#

And manually reading through the hex is way slower

wheat hare
#

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

drowsy snow
mortal quarry
fringe crest
# fringe crest

i have my backbuffer set to the same format as this but it still crashes

mortal quarry
buoyant graniteBOT
#

:triangular_flag_on_post: Deformiter#3017 received strike 1. As a result, they were muted for 10 minutes.

fringe crest
#

?

rose sleet
wheat hare
rose sleet
#

Ah ok thank you!

#

ill reduce either the amount of flickering of how bright it is

wheat hare
#

Just don't let it flicker as often

#

Like flickerflickerfli-wait....

ashen sky
wheat hare
#

Depends on what platform is on ur screen atm tbh fam

ashen sky
#

confused Fame noises

flat trail
#

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

ashen sky
flat trail
#

but it doesnt seem like it gets the name unless the component has a default value

flat trail
#

This works if its default set

#

in the bp

#

but on a public variable it doesnt

topaz ore
#

Hi! Does anyone know why the Load game from slot function doesnt work from a widget?

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

tawdry zealot
#

Can someone explain to me what r.DistanceCullingFactor does? If i want to maximise performance this needs to be low?

ashen sky
#

Ahh

#

Can't wait to be all these people in the future

#

Trying to figure out how to work the engine

fringe crest
lime oxide
#

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.

plucky lagoon
#

How can I interact with touch on a particular object? like destroying that object in unreal engine? I am using blueprints

wheat hare
#

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?

devout mason
#

Where should I ask questions about RTXGI? :S

sleek spear
#

compressed glTF import is not currently supported, right?

peak falcon
#

i don't think i could get gltf to work at all

sleek spear
#

@peak falconi managed to load only an uncompressed model

#

but that was double the size of fbx

#

so i definitely need compression

fossil nexus
#

How do i assign a different texture to each side of my cube?

#

thank you. will go for the Brush

sturdy smelt
#

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

devout mason
#

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 ๐Ÿ˜›

#

Yeah, I was thinking about asking in #graphics

rigid belfry
#

are the blueprint and programming kickstarters still relevant for newcomers?

rigid belfry
sharp crest
rigid belfry
#

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?

peak falcon
#

there are a lot of great video tutorials, they are good because they will keep you on track too ๐Ÿ™‚

#

i'd just start typing things you want to do into the youtube search

bright sigil
west warren
#

hi recently i messed with SetupAndroid.bat can anyone send me the orginal file please?!

silver horizon
#

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?

next dome
bright sigil
silver horizon
#

Yeah, I know, I just want to find out, how it was done in that template.

hollow cairn
#

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

broken shadow
worldly spear
#

anyone know how to kill particles on collide in Niagara?

sinful adder
#

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

devout mason
#

Does anybody here have a clue about UE4 + DOF + Glass? That seems to be a huge problem lol

plush yew
#

anyone knows how we can change the common classes ? already saw some people do it but no idea on how to do it ๐Ÿค”

mental dome
#

So if im making a vr game what's the easiest way to see if an user did a specific motion

scenic moon
grim violet
#

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?

leaden flame
#

how should I fix this? My guns will stop sticking to the player or appearing after a while

bright sigil
#

it says what it says - whatever you want to use physics cant because the collision settings are not right

grim violet
bright sigil
bright sigil
grim violet
#

With the metahuman I can just attach to the head bone then right

bright sigil
#

maybe, ive not worked with decals ๐Ÿ™‚

grim violet
#

thx for the help it might lead me to the right direction ๐Ÿ‘

bright sigil
#

i would wonder why you dont project the texture another way, but hey we'll see if that works

grim violet
#

i mean do you recommend an easier solution?

#

i just wanted to make the logo glow on his forehead

bright sigil
grim violet
#

I mean for this reason is fine

#

i just want it for this model

surreal eagle
#

anyone know how to make ai attack eachother

bright sigil
wheat hare
surreal eagle
#

the main issue is that they don't recongnize eachother as pawns

#

oh wait

bright sigil
#

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)

surreal eagle
#

they're charachters

wheat hare
# surreal eagle ye

separate your hits, attacking behaviors, and defensive behaviros properly, and then it doesn't matter what the target is,

#

or who is attacking

surreal eagle
#

how do i see charachters as ai

wheat hare
#

so they can be pitted against each other

surreal eagle
wheat hare
#

uhh this is in an example project but I forget which

surreal eagle
#

do i make em as pawns

#

or just use charachter

#

cuz char is more versitile

wheat hare
#

I do not rememebr and I get confused thinking about unity :/

pure dagger
#

How can i set particle (fire) to stay in position to top?

wheat hare
#

pin the rotation to world up?

pure dagger
orchid cove
#

How can I make it where an animation happen in a cycle?(like every couple minutes a door closes or opens)

wheat hare
#

I'd put it in the blueprint for the torch

#

perhaps you will get a better answer

surreal eagle
#

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

zinc shore
#

is there any tutorials/videos/docs on how to make a character control with the source engine/half life style movement in unreal

zinc shore
#

like u have a project? or link

surreal eagle
#

my freind bought it for me

#

ye

zinc shore
#

bought?

surreal eagle
#

are you making a movement shooter?

surreal eagle
#

my game is a movement shooter so naturally...

zinc shore
#

kinda i have my own right now i just wanna tweak it to feel more like the source engine

surreal eagle
#

ah\

#

i have quake movement lol

#

not realy source

zinc shore
#

i making a mix of the source engine movement and titan fall movement

surreal eagle
#

oh you'll like my project then

#

dm

#

i have all the titanfall movement with a little modification

silver horizon
zinc shore
#

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

grim violet
vague juniper
#

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

bright sigil
grim violet
#

ik how to make textures I was asking in case UE had a texture layering node or something

broken shadow
bright sigil
grim violet
#

I understand

#

Thank you

uncut star
#

so how do I make friends in here?

drowsy snow
#

He was the one who attempted to put "pornographic metaverse" vacancy here awhile ago.

bright sigil
#

yes.... the name rings a bell

tardy hedge
#

i hate using umg itzy any alternative or a way using actors

drowsy snow
soft fiber
#

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?

soft fiber
#

Hard to see, but it goes right through.

drowsy snow
#

Show your code.

soft fiber
#

// 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;
        }
timid spade
#

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

sand edge
#

Hey y'all, I have an alembic importing problem in #animation. If anyone knows how to help I'd be ecstatic.

timid spade
#

nvm got it

drowsy snow
oak haven
#

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.

bright sigil
trim mantle
#

Or something new?

drowsy snow
trim mantle
#

That sounded just like waifu tokens on OpenSea LUL

pure cliff
#

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)

soft fiber
#

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..."));
        }
    }
sharp crest
soft fiber
#

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

drowsy snow
hot anchor
#

anybody here taken the intro to AI

#

turtorial

soft fiber
#

Ya, only parts of the body have collision...gg

hollow epoch
#

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.

bright sigil
hollow epoch
#

yeah, you can convert a selection of assets in to a BP, but I want to copy in to an existing BP.

bright sigil
#

oooo

#

sounds like an editor script, maybe someone made one out there hidden away in some github page

drowsy snow
#

Unfortunately it's not feasible through right click menu out of the box, because of BP itself is kind of a code.

bright sigil
#

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

sacred swan
#

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-

  1. 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

hollow epoch
#

that sounds like a complex way to compare board games to video games...

sacred swan
#

Is it me or is it ridiculously poorly written?

drowsy snow
hollow epoch
#

it sounds like someone wanted to sound extremely 'smart'.

drowsy snow
#

It's just sounded like jargon overload

sacred swan
#

alright thought i was losing the plot

#

its the only Learning objective i havent met

#

deadlines tomorrow

#

jesus fuck

bright sigil
sacred swan
#

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

drowsy snow
bright sigil
sacred swan
#

alright

#

I need to apply this to my game that I have made

#

tonight

#

: D

drowsy snow
#

Please don't crosspost without someone redirecting, it can confuse people who frequent on multiple channels

sacred swan
#

mb

#

I dont usually post on disc

bright sigil
#

please remove the other msg in the other channel too

olive orchid
#

Any one know a fix for the high poly megascan assets that wonโ€™t save?.. I get a msg when I export into UE, says theyโ€™re high poly & might cause issues.. Then I spend hours placing them & they wonโ€™t save so I lose all of that work..

bright sigil
olive orchid
#

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 thereโ€™s got to be a reason some work fine & others have these issues..

bright sigil
#

probably comes down to the key word "might"

olive orchid
#

They seem to be the objects, rocks, trees, etc.. the materials & things work

#

โ€ฆ..

#

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?..

tardy hedge
#

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

stuck snow
#

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

stuck snow
#

yes

gleaming latch
#

Some users have reported this issue and found mild to moderate success with the studio / creative drivers

#

Your gaming performance will suffer

stuck snow
#

ah, ok thanks

tribal leaf
#

I had the same issue

#

I believe I downloaded the Nov 2020 driver and that fixed the issue.

ancient lotus
#

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

oak haven
sharp crest
#

how can I change the default graphic settings for a packaged game?

sharp crest
#

nevermind found a workaround

bright sigil
sharp crest
#

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?....

shell ibex
#

Can someone popularize me briefly with normal words what is the use of fstring in ue

shell ibex
#

yes

sharp crest
#

did u try googling it

#

it's like a basic variable

grim violet
#

anyone know how to fix twitching eyebrows when using metahumans in live link?

shell ibex
sharp crest
#

I don't get the issue

#

anyways it's just another version of the text variable.

storm parcel
#

should I include UE installer in visual studio if I already have UE installed?

sharp crest
#

@storm parcel this is irerealvvant, just select Windows C++ and Game Development on the left.

storm parcel
#

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?

sharp crest
#

download 4.27 and then open your project with it and it will convert

#

you can delete 4.26

storm parcel
#

Thanks

plush yew
#

Q: Why did the console peasant cross the road?

#

A: to render the buildings on the other side

storm parcel
#

LMAO

grim violet
#

is it a groom setting

#

using live link to animate the face

sharp crest
#

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

sharp crest
#

this literally looks like me tho

#

I rly need to sleep

humble zenith
sharp crest
#

same bro

humble zenith
#

How come I can't edit my paint layers?

sharp crest
#

press paint

humble zenith
#

Is the latest UE4 build broken for this feature

sharp crest
#

lol

humble zenith
#

I have,

sharp crest
humble zenith
#

My bad, doesn't make a differece.

sharp crest
#

did u select the landscape first?

#

do u have landscape layers in the material 100%?

humble zenith
#

Ay, I've selected everything, been following tuorials too

grim violet
#

and live link

humble zenith
sharp crest
#

but I never used metahumansl ol

sharp crest
humble zenith
#

Never had this problem before, I'm genuinely confused

sharp crest
#

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.

humble zenith
#

I can't even get the option to select a material to use to paint

sharp crest
#

also restart the editor ๐Ÿคทโ€โ™‚๏ธ

humble zenith
#

Haven't tried that yet, I hope that resolves this lmaoo

sharp crest
humble zenith
#

I'll get ya that readable screenie of my bp in a min

sharp crest
#

did u restart

humble zenith
#

Yessir

sharp crest
#

why does it all say layer none

humble zenith
#

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?

sharp crest
#

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

humble zenith
#

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...

sharp crest
humble zenith
#

welp, thanks for the help! xD

spark lion
#

Try naming them, i always do

#

I now recall that default name none wont show, heard it somewhere

surreal eagle
#

Yo movement shooter devs hmu and I'll help you out

#

Will trade some of my code for yours on stuff

queen prism
#

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

surreal eagle
#

Dms only

ionic bridge
#

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

queen prism
plush yew
#

is there any good videos on all types of bones/vbs bones and what they do?

weak harness
#

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.

wide quarry
#

is there a way to capture the amount of light hitting a material and mask it ?

#

like Shader to rgb in blender

shell ibex
#

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

modest trench
#

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

modest trench
#

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

shell ibex
#

@plush yew how did you learn c++?

#

thank you

little seal
#

it is rumored Lorash learned from Terry A. Davis himself

#

god's programmer

shell ibex
#

yes

modest trench
#

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

buoyant graniteBOT
#

:no_entry_sign: LeoZuluaga#8560 was banned.

cobalt fulcrum
#

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!๐Ÿฅณ

devout mason
#

Anyone here who could help with DOF & Glass? ๐Ÿ˜ฆ

viral marten
spark lion
#

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?

winged lava
#

When I use Spawn Ai from class it spawns quite a few enemies. How do I get it to spawn only one enemy Thx

devout mason
#

Why is my glass always blurred when using DOF

acoustic flame
#

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.

fluid dagger
#

@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

calm geyser
#

How do I make collision based buoyancy for UE Water?

fluid dagger
#

@calm geyser for a character the character movement component have a behavior for swim, or you referring to an actor?

calm geyser
fluid dagger
#

You want make floating realistic or trick floating?

analog loom
#

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.

fluid dagger
#

If you want collision with water affect the actor you can try triggered a function that modified the physics

analog loom
#

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

calm geyser
eager bluff
#

I can't seem to find the documentation for Pawn Sensing component

#

Is it not there?

fluid dagger
covert burrow
#

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.

oak haven
thick herald
covert burrow
autumn flame
#

Win 11 ๐Ÿ˜ฌ

covert burrow
#

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

autumn flame
#

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

devout mason
#

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

covert burrow
#

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?

covert burrow
true plume
#

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

plush yew
#

Why is there a #datasmith channel but no USD channel

fierce tulip
true plume
#

ill check it out thanks

plush yew
#

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

covert burrow
# true plume ahh i see

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.

plush yew
#

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

covert burrow
#

Like most websites that handle data use a database server for good reasons.

plush yew
#

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

covert burrow
#

Also you said "also made simultaneously on engine", surely that's data duplication or data where it shouldn't be.

plush yew
#

just indie devs

covert burrow
#

What happens if your game server crashes?

plush yew
#

u cri

#

building a database can be cheap

covert burrow
#

@plush yew Agreed!

plush yew
#

and worth paying for a second internet connection

covert burrow
#

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.

plush yew
#

i wouldnt agree with that method but you have the right idea

covert burrow
#

@plush yew Why not?

plush yew
#

There are easier options but they arent cheap

covert burrow
#

Ah

plush yew
#

its all dependant on use case

#

for my case its not me paying for the servers i just care that it works

covert burrow
#

Yeah, it's the right idea.

plush yew
#

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

covert burrow
#

hmm

plush yew
#

remember gamespy

#

lmao

#

i miss those days

covert burrow
#

@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

true plume
keen birch
covert burrow
#

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. ๐Ÿ™‚

true plume
#

very nice info. Thanks maybe i will dm ya

winter stream
#

why can't I find anything?

mellow turret
#

is there a console command when playing in editor to see which functions are causing frame drops? I think I saw it before

half drum
edgy anchor
#

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...

dire zodiac
#

Why if i set an actor hidden in game it still generates overlapp events????

cedar wave
#

Hidden just means that it isn't rendered. Everything else non-rendering related still happens.

analog loom
#

what is this default camera actor that gets spawned?

#

i have replaced the game mode and the default pawn

dire zodiac
devout mason
#

How do I create a displacement map from a normal map and a stencil?

edgy brook
#

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.

plush yew
#

looking for a modeler to collab with dm me

plush yew
#

thanks

brisk galleon
#

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

bronze vault
brisk galleon
#

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?

bronze vault
#

I haven't seen the option.

plush yew
#

Does anyone have a good c++ free course

bright sigil
dull hatch
#

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?

nova sun
#

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

fathom sentinel
#

If it isnt supported anymore you can always use github to store you project

dull hatch
#

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

dim saddle
#

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?

fathom sentinel
dull hatch
#

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.

dull hatch
fathom sentinel
#

Yea

dull hatch
#

its possible to make 2.5D games in Unreal right?

covert burrow
#

I disabled most of the Windows services and unreal engine now starts in 2 minutes instead of 2 hours.

nova sun
#

yes, it is

spark lion
nova sun
#

one of the most successful switch games (2.5) was done on it

dull hatch
spark lion
covert burrow
#

@spark lion I'd rather make Windows not use a ridiculous amount of resources for things I won't use.

spark lion
#

i even run PS, Ae and Ue at once with 16GB ram

covert burrow
#

No need to change my hardware, it can handle unreal engine just fine.

spark lion
#

that's true )

#

windows is ridiculous sometimes

covert burrow
#

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". :/

spark lion
#

i love it when windows asks me to go call admin, while i'm the only user of that shit )

covert burrow
#

LOL

#

I disabled all the troubleshooting crap btw.

#

Apparently it runs as a services, like what?!

stray smelt
spark lion
solid quest
#

is it possible to display a CG layer on some custom UI?
CG layer comes in composure plugin

stray smelt
covert burrow
#

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

limber ravine
#

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

winter stream
#

is there is a difference in game performance when designing on unreal instead of an external program like blender ?

limber ravine
#

I've tried that

#

still a black screen

#

or rather it captures OBS' own window instead? odd

sand edge
#

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.

bright sigil
bright sigil
covert burrow
#

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.

rugged harbor
#

didn't see that; thanks!

digital bolt
#

does anyone know how to make a climbable tree

dim saddle
#

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?

fierce tulip
#

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.

#

^

keen tulip
#

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?

dim saddle
#

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?

river hemlock
#

uh no

#

uuu is more of a freecam tool and console unlocker

dim saddle
#

i mean the paks are there

river hemlock
#

the paks are cooked files

#

you cant just plop them into the editor

dim saddle
#

So basically that is modding you are talking about and how changing everything you could

river hemlock
#

basically what you're tryna do isnt possible

#

you cannot convert a cooked paked ue4 game back into a runnable editable uproject

river hemlock
#

yeah good luck lol

#

you wanna remake everything from the ground up might as well make your own game at that point lol

plush yew
#

yo guys how to readd walking after deleting it

#

from firstpersoncharacter

dim saddle
grim ore
#

@plush yewwhat did you delete?

plush yew
river hemlock
#

If you can play the game, you cannot convert it back into an editor project

plush yew
#

basically lets the player walk

#

wdym

grim ore
#

@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.

dim saddle
river hemlock
#

chances are riot isnt using source contorl

plush yew
#

where to access that from

river hemlock
#

he most likely deleted the movement input nodes in the character blueprint

#

that comes with the firstperson template

thick herald
#

or perhaps autosave file could be restored

plush yew
#

i dont have that enabled

river hemlock
#

just re-adding the like, 6 or so nodes would prob be easier

plush yew
#

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

grim ore
#

@plush yewwhy dont you show us what you have left? so we can see what you did

plush yew
#

sure w8

dim saddle
#

What about the shipping.exe one?

grim ore
#

also if this is the first person from the template, you can make a new project yourself and compare

river hemlock
#

its just input axis nodes, add movement input, get forward vector and get right vector

dim saddle
#

where does it stand?

plush yew
#

whats source control man

#

what does it do

#

okay

river hemlock
river hemlock
#

should literally just be this if im thinking of what you're on about

plush yew
#

lifesaver

river hemlock
#

hang on

#

why didnt you just like

#

ctrl z

#

when you deleted them

plush yew
#

i deleted them when i first started

#

my level was about idling

#

now i changed my mind and want freeroam

river hemlock
#

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

plush yew
#

ight verbose thanks

#

that worked

#

<3

surreal cloak
#

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?

grim ore
#

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

surreal cloak
grim ore
#

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.

surreal cloak
frail pewter
#

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...

fervent maple
#

Hello guys, my character movement details panel isn't showing anymore, it happened after I've pressed ctrl z, is this a bug?

grim ore
#

@surreal cloakI would assume it's the same for the same effort. If your doing something simple then the same effort is probably needed.

fervent maple
#

I had to reparent to actor and then reparent back to my character class

soft fiber
#

Try windows details [turn off and on]

#

Never mind, I guess you can't turn it off... lol

scenic moon
#

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?

plush yew
#

@frail pewter are you remaking yandere simulator ๐Ÿ’€

fossil nexus
#

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?

frail pewter
versed lion
thick herald
versed lion
thick herald
#

Did you set a FPS cap?

#

Menu's in particular aren't intensive, so the fps can rocket in them

versed lion
winter rain
#

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?

faint delta
#

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.

timid merlin
#

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?

bronze vault
river hemlock
#

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

versed lion
#

it that's what you are trying to do

timid merlin
#

so @versed lion hold on

#

i think i have this done right?

versed lion
#

plug in player controller \ owning player into the owning player blue pin

#

this should be in the pickup actor

fossil nexus
# thick herald Did you set a FPS cap?

@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.

timid merlin
#

so i should after add to viewport plug player controller?

#

nvm wait

#

if im correct i now have 2 of controll player

versed lion
#

let me make an example for ya 2 sec please

timid merlin
#

wrong pick

#

pic

versed lion
#

A very basic example of an event making a widget appear on screen

#

this event is in the actor that being picked up

timid merlin
#

and i delete other one right, other get player controller

#

oh wait

#

igonre

#

so this should work for me?

versed lion
#

looks like it should

timid merlin
#

it didn't seem to work

versed lion
#

hold on 1 sec I will try replicate what you are trying to do, so I could show you 1:1 what I mean

timid merlin
#

to make your life easier

#

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
__...

โ–ถ Play video
royal rock
#

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?

royal rock
#

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 :[

rose sleet
#

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?

sly vine
#

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

rose sleet
#

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

drowsy snow
sly vine
nimble rock
#

are there any significant differences between unreal engine 4.25.1 and 4.27.2?

rocky epoch
#

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

nimble rock
#

sick

rocky epoch
#

4.27 had strong virtual production features

nimble rock
#

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

rocky epoch
#

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

nimble rock
#

so there aren't any major changes that would choke the process?

rocky epoch
#

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)

nimble rock
#

sounds cool

#

Im just used to blender where every new major update rearranges half of the UI and completely voids old tutorials

rocky epoch
#

There was no big changes since 4.25.

nimble rock
#

good :)

rocky epoch
#

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.

nimble rock
#

whats 5ea

rocky epoch
#

Unreal Engine 5 Early Access

nimble rock
#

ah

rocky epoch
#

it has a separate tab in the launcher, but it is pretty much in beta phase

jagged shard
#

how do I fix my sprite so it doesnt look not pixelated

rocky epoch
#
#

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 :/

rocky epoch
#

yeah

#

sorry

spring pelican
#

Is there a way to use a texture2D in a widget as an image?

spring pelican
#

explain

faint delta
spring pelican
#

and how do I do that?

#

thanks

rocky epoch
nimble rock
spring pelican
#

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

ashen sky
#

i still just wonder how much it would cost to make someone to make a game for me..

oak patio
#

i mean it depends on the scope of the game

ashen sky
#

i just cant make the game cause i dont know how to make the model open and close itself.

#

thats it

oak patio
#

id make the door and microwave separate, and then just look at how to make door itneraction

ashen sky
#

i was told to use blender

#

but even then i dont know how i would detact the handle

oak patio
#

to make the door and microwave separate you would need blender

#

and again i told you look at some basic tutorials

ashen sky
oak patio
#

its the most basic information to select and separate faces

oak patio
#

you can watch 2 mins of youtube tutorials and do it

ashen sky
#

should i install steam blender or windows 10 blender?

oak patio
#

how to use the blender interface

#

it doesnt matter

#

theyre the same thing

ashen sky
#

errr i would think so

oak patio
#

you just literally need to learn how to look up things

ashen sky
#

i just cant find the info i need

#

errr ill load it up now ig

oak patio
#

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

ashen sky
#

can get me into a vc and help too

oak patio
#

in face actually

#

you will probs need to make your own microwave, as it will just be a textured box

ashen sky
#

awwww

oak patio
#

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

ashen sky
#

errr alright..

oak patio
#

chances are if you wanna make a game solo, you will have to learn at least basic modelling skills

oak patio
#

it cna be quite therapeutic

worldly spear
#

Anyone know why im getting these weird motion streaks when i render?

#

i set all the motion blur to 0

oak patio
#

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

ashen sky
#

oh

#

the handle is itssss

#

own layer?

#

anyone wanna come look at this..

oak patio
#

send a sc

ashen sky
#

just in case

oak patio
#

ik its unreal engine channel but it will do for now

#

send a sc of the entire blender window

ashen sky
#

too late

oak patio
#

that isnt the entire window

#

i mean like the whole app

ashen sky
#

ahh

#

wait why

#

errr

#

sure

oak patio
#

cause i need to see the mesh panel too

ashen sky
oak patio
#

expand Cube.001

#

cause it seems it has 3 models as children

ashen sky
oak patio
#

no

ashen sky
#

damn alright

oak patio
#

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

ashen sky
oak patio
#

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

ashen sky
#

ahhh

#

its on cube.002

oak patio
#

marvellous designer is something ive wanted to learn but its price point is not viable rn

ashen sky
#

where the handle is

oak patio
#

thats the clothing design one right