#ue4-general

1 messages Β· Page 1141 of 1

modern holly
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@fierce tulip I want to have the size bigger

drowsy snow
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The distinction here is that you use the Unreal Editor under Unreal Engine's EULA, upon which you agree to use it. Games that are already built by developers often have EULA that disallows reverse engineering, hence "pirated goods". You saying that you agree to those EULA by installing the game, even though you don't actually read it.

modern holly
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@fierce tulip is there a way to tell it to keep the size a certain size

drowsy snow
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Just to be clear, it's not multiplayer, right?

scenic moon
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no, it's only 1 player

drowsy snow
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I kinda doubt it make difference since it detects on per device basis

scenic moon
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as far as im concerned, she hasnt changed that

fierce tulip
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anything "over life" wont work if lifetime is zero btw.

scenic moon
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seems that deleting all folders in %APPDATA%..\Local\UnrealEngine worked

drowsy snow
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That's weird ngl

scenic moon
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i know

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but she does weird stuff on her editor too so i kinda expect that se messed it up somewhere

drowsy snow
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If it's anything but Play Standalone, usually it prefers New Editor Window.

scenic moon
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when she showed it to me it was on play standalone, same as me

drowsy snow
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Even after slight influx because of Five Nights At Freddy's a while ago.

fierce tulip
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I kinda agree that some of the rules could be more clear, though its exactly those kind of people who generally dont read them XD

neon bough
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i mean, 99% of people here probably didn't read them πŸ˜„

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nvm, got to go

thick herald
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Rules are for other people, not me! πŸ˜„

drowsy snow
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B-b-but "right to repair"!!

I have heard some argument that underground modding games constitute right to repair in comments.

neon bough
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specially interesting since many companys/games don't release the server part anymore

flat snow
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how can I give my friend to my Perforce Workspace?

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Like he can connect to the server

flat snow
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thanks

kindred depot
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I found this model I would like to use in my game but, it has a merceries logo on it, I could remove the logo but i was wondering if this could be a copyright violation if i leave the logo where it was intended to be

acoustic breach
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Quick question for you guys. When I create my own heightmap and try to create it with one of the landscape materials I download from my library from marketplace it just shows up as black and the material turns into an empty material, am I doing it wrong?? I'm a new to this and trying to figure out the best way to add a detailed base to my heightmap

drowsy snow
drowsy snow
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So FWIW might as well mash up car blueprints and model one using it.

kindred depot
neon bough
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the license from the author allows modification of the model, however using this model at all in public work is very thin ice

severe hound
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anyone know why mp4s wouldnt work in a packaged build when playing media versus in editor everything works fine

winter stream
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i copied my Unreal Engine 5 project to 4 and this came up what to do about it

lucid trout
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You can go from Unreal 4 to 5, but not the other way around

winter stream
lucid trout
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seems likely, but I’m not 100% sure

winter stream
lucid trout
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πŸ˜”

neon bough
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yes, downgrading isn't possible

plush yew
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Hey guys
I'm about to start my Unreal Engine 4 journey and noticed that UE5 has a beta release.
Would you recommend starting with 5 or 4?

neon bough
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4

winter stream
neon bough
winter stream
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omg it's going to take me a lot of time to rebuild what I've done OKGIFsadcat hmmm

neon bough
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UE5 Early Access provides you the first chance to get your hands on some of the exciting new features for next-generation game development. However, this is not a production-ready version, which is why we recommend only using it for testing new features, exploring the new capabilities, and prototyping your future next-gen games. If you’re currently developing a game, please continue to use Unreal Engine 4.26.

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however, as of today it's 4.27.2 instead of 4.26

neon bough
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but that will pull you down further the 5.0 rabbit hole πŸ˜›

earnest magnet
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hi, i was wondering if anyone knew if it were possible to play one animation for the owner, and replicate a different animation to the rest of the clients. i want a first person animation to play for the user and everyone else to see the 3rd person animation playing

red condor
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What's the best way to communicate between blueprints in separate streaming levels while using world composition? In this case I want a trigger volume blueprint in a streamed level to affect a value in a post processing blueprint in my persistent level.

tight crystal
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nooooooooooooooooooooooooooooooooooooooooo my ue4 game just started in a game save from like a week ago and all the new ones are gone

fringe pivot
tight crystal
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sad times

fringe pivot
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You should regularly backup your project.

bronze saddle
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XP are technically credits and level ups are purchased items for attribute growth

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i.e. tokens for skills and what not

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Correct me if I am wrong

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I now know I need structs and data table for initial stats

indigo steeple
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Anyone know why in 4.27 why when I right click on anything, while working with Blueprints, the drop down menu only shows up for a second and then disappears? Seems that the only way to get it to stop is to same everything and then close the project and open back up.

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I can't even click on File to do anything there.

fringe pivot
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It's a known issue, some people blame nvidia drivers but I'm not really sure where the problem is

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Epic doesn't seems to care

indigo steeple
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Hmm I wonder if it's like some games and having Geforce Experience installed. I remember that used to be a thing. Some games would tank on FPS and have menu issues when Experience is installed on the system.

fringe pivot
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I always have Geforce XP installed and have no issues with other software.

spice ruin
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GFE was a nightmare when I was trying to optimise my cod settings.

indigo steeple
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Yeah it used to affect Ark and Conan Exiles as well.

fringe pivot
indigo steeple
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Yeah I know

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Used to also affect WoW as well.

wispy comet
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Ok i'm aware that this is a loaded question, but how do those of you making an FPS handle FOV? As far as i'm aware the only techniques UE gives you for changing the FOV of the world but not the arms/gun are panini projection or overriding USkeletalMeshComponent in order to write a corrective override for GetRenderMatrix()

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Both solutions have their flaws and i'm wondering if there's just a better way to do this

thorny prism
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Hello! Iwas wondering one thing,im playing around with cinematics, and when characters walk on terrain for example, I notice they walk thrue it and not on it , how can i keep my character on the terrain ?

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Like the mannequin when playing..

rigid belfry
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anyone has any online references about implementing quadrupedal locomotion? trying to have a playable cat character with a smooth animations

proven aspen
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my chimp brain is finally starting to understand the value of interfaces

wheat escarp
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Hi. Any idea how can i bake into control rig the head rotation from live link?

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I m lost here. ☹️

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If i bake into control rig, i lost head movement

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Any help guys?

timid spade
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how to add inputs

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into the timer function

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i need to put an input for it to work properly

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im pretty sure its not the object part because then it would be called playerreference

tough quiver
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For some reason, I can't see most of the attached solutions/pictures to some of the questions in the UE forum. Is that a widespread issue?

royal zenith
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Hi, how can I decrease time of a game intialization? Loading time is very long.

dusky hedge
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am I allowed to release the paragon assets in a game prototype which is only aimed at learning and getting feedback (ppl need to play in order to judge a game..)

spice ruin
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Pretty sure the assets they give away on the store you can even use in for-profit dev.

timid spade
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but its always false

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why?

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ive tried checking if the function input is equal to fp_player but still always false

spice ruin
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Your FP_Player var may be null or something not equal to your input.

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Try a breakpoint.

timid spade
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i have a temporary workaround where i made a variable that sets that to true if its being executed from player bp

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because i set the whole bp up originally in a way which made all npcs and the player shoot at the same time before πŸ˜‚

timid spade
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and use what i tried above instead

solid tulip
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Hey LUM did you figure it out yet if not i can help with that since i am using a similar way to do materials for my terrain.

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also @red condor i couldn't really see a way to do what you wanted with the terrain in the editor itself but like i stated you can make a BP and have it make instances and in there variables to modify the intensity of the tree placements. if you want help brainstorming ideas for that i might have some ideas but its not something i mess with often. I did however use it to make an inventory pickup system where resources would spawn randomly using noise and hiethmap so we might be able to modify that script if i can find it

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also family came over last night without me knowing so i wasnt able to put in as much times as i wanted into helping

worldly spear
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Anyone know why im getting this weird motion blur? I have motion blur turned off

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only shows up in the render or when i scrub. Not sure whats going on

tame marsh
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If you're using a CineCameraActor, it has its own PostProcess layer that you can adjust

drowsy snow
tame marsh
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(Why oh why TAA is still on by default)

drowsy snow
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Games demand higher framerate than 24 FPS, and performance is above all else, so TAA has acceptable smoothing and compromises in playing video game context of motion

tame marsh
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Ah, there's my issue, I never get high framerates πŸ˜›

drowsy snow
bright plume
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how to remove visual grain or noise ?

drowsy snow
bright plume
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whats that?

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screen space global illumination?

drowsy snow
bright plume
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ohkay

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so

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how do i fix my issue?

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do i have to disable it?

drowsy snow
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Weird how TAA didn't smear them out πŸ€”

drowsy snow
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At the expense of dynamic GI.

bright plume
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.__.

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so i have to disable lumen..

drowsy snow
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Though I should've spotted it because I know UE5 Early Access's Lumen SSGI is way noisier than UE4's SSGI.

bright plume
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oh yeah

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mybad

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and now that i know itsa lumen problem

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ill ask around there

worldly spear
bright plume
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unless there is literally no fix....

drowsy snow
worldly spear
drowsy snow
worldly spear
drowsy snow
worldly spear
drowsy snow
worldly spear
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understood

drowsy snow
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Because you don't use game anti aliasing, it's going to exhibit jagged edges. Rendering at higher resolution than intended is then done so that the jagged edges can be smoothed out from scaling down the images in post.

worldly spear
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understood

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testing now

worldly spear
worn pecan
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in this tutorial:

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In this video we take a look at how we can import the player's sword and shield and setup the animations for when the player swings their sword.

RAW Project Files: http://bit.ly/2FjH4cq

Want to skip the tutorials and use this project as a framework for your game? Unlock the completed project files on Patreon!

Unreal Engine 4 Level Design Seri...

β–Ά Play video
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wait lemme get timestamp

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32:30 he does some stuff in the details panel

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but

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in the latest version of eu4 it doesnt work like that

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and my animations are still bugged

drowsy snow
drowsy snow
astral vigil
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Can someone help me... Ever since the latest Nvidia driver updates any game that uses UE crasshes saying "D3D device lost" I have reverted all the way back to driver 497.29 and its still the same issue

worn pecan
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the details panel is different now so in the tutorial he says to like blend it from the waist down in details, but that doesnt work

worldly spear
drowsy snow
drowsy snow
soft fiber
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Widget displaying fine in world space, by not showing in screen space?

worldly spear
drowsy snow
worldly spear
drowsy snow
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Should be in Project Settings

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If it's disabled and still occurs, I don't know what else. I'm still using UE4, so I don't know the quirks in UE5 Early Access.

drowsy snow
# worldly spear

For sanity check purposes, can you convert your project to UE4.26?

worldly spear
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apparently its not backwards compatible πŸ™ƒ

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im honestly out of ideas myself

drowsy snow
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Lesson learned.

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Moral of the story: don't use preview builds if you don't know what you're doing, or intending to use it for production.

worldly spear
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yup! thanks for the help though πŸ˜„

pastel ginkgo
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Hi guys. I'm trying to make a streak of light like on a rainbow. In this pic I'm using a stretched out sphere with an emissive material. Is there a better way to get a smooth light"rainbow" effect?

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like this

cloud aurora
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can you use and code in unreal engine 4 without wifi?

bright sigil
drowsy snow
pastel ginkgo
drowsy snow
gusty hinge
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Hi did anyone made simple lockpicking system from Gothic or similar? Or would anyone want to help me with writing the blueprint? Want to integrate that great and simple memory minigame in my project, but not sure how difficult it might be. (I am using AARPG combat system)

cloud aurora
scenic sun
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hey there i would like to know how to import a project to unreal engine, from something i got from the store?

narrow haven
kindred depot
narrow haven
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I believe the Migrate figures out dependences and references and copies those over. With manual copying you might miss references

kindred depot
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The difference between migrate and adv migrate. Migrate can only be put into content folder. Adv migrate puts the assets into any folder you want, and fixes up directories automatically IF you migrate everything. For maps, there is a different step. Then you no longer need those files in the content folder. You cant just migrate to any folder with out an advance copy. In my own opinion, putting marketplace assets inside the content folder makes a really cluttered project, and makes your mind spin. With this being said it sucks with megascans 😦 i ended up keeping a megascans folder in the content directory.

narrow haven
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Yeah like I def didn't mean to just throw it in the Content directly, but just to use Migrate instead of manually copying through explorer.

Where do you see that Adv Migrate option?

kindred depot
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You don't even need to migrate you just check the box and select the version you desire in UE launcher and add to existing project lol and its a check box when you drag and drop the folder IN an existing project directory, and then a wild adv migrate will appear.

narrow haven
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I believe he was asking about marketplace assets that are of "Project Type", ones that you can't directly "Add to Project", but gives you the option only to "Create Project"

But yeah if it lets you "Add to project" then do that sure.

kindred depot
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Just overthinking thats all πŸ™‚

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I hate bad habits, and this is one that messed up over 20+ projects.

glad eagle
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Hey everyone

My team have been struggling with our ragdoll, it keeps ending up like origami. We have all tried our hand at fixing it to no avail.

If anyone here has any experience with physics assets and fixing up ragdolls to something more realistic we would love to have a chat with you this issue is driving us a little insane haha.

We would be more than happy to pay for your time of course.

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Image, slightly bloody thought id add a spoiler just to be safe

frozen tulip
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hey guys, i am just getting into unreal and am about to start self-teaching myself. should i start with unreal 4 or 5?

bright sigil
glad eagle
glad eagle
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There will be less tutorials and documention around though so keep that in mind

rain badger
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Hey, if I'm getting the Source version, do I need to uninstal the base version?

cedar wave
remote cloak
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For some reason the settings for my Play in New Viewport, keep dynamically changing. It was 2560 x 1440 and it is now these values but it will change each time I initiate PIE. Has anyone ever seen anything like this?

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After repeated PIE open/closes:

drowsy snow
bright sigil
cloud meadow
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Been at this for a while now.. Tried so many fixes but nothing I do fixes the lighting on these trees. They're from that free(?) spruce pack from the marketplace. The moment I build lighting they turn so dark they may as well be black. Any ideas?

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In the sample map they show up fine and I have not changed any of the settings on them.

wild cloud
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hey guys i come from unity and i wanna get started on unreal since ill be joining a company in a few weeks for an internship, I'm very proficient in Unity and C# and I know most of the basics of C++, but I find every single tutorial really obscure / artist focused. I specialized in systems and tool programming in unity, but in unreal i cant even seem to be able to get a character moving around, do you guys know any resources i could use to get me started? (i prefer raw c++ over bp, but anything goes at this point, im desperate)

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i know, i know, but i already know how the visual scripting works in unreal, im just missing general engine structure and c++

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but thanks!

severe crater
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and I definitely agree with this, since the 2 "languages"? (in terms of BP) are SUPPOSED to communicate with each other in unreal and there is a ton of API between them

wild cloud
wild cloud
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it takes 40 lessons to open the engine, and it doesnt teach you anything about how components work, how they communicate, how to add, remove, etc etc

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aight, will check it thanks guys :))))

wild cloud
severe crater
wild cloud
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aight imma power through the docs and another course i saw that was a bit more advanced, see if i can bang my head against the engine till i learn it

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thanks a lot you guys are the best :))

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thats what im doing hehe

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sorry if it came accross as something else

severe crater
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absolutely agreed, I was using live coding for the majority of my time in UE4

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and just restarting when I edited headers

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yeah forgot to mention that too, thanks

wild cloud
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:O thanks!

severe crater
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also pretty unrelated but is there a different between AddLocalRotation and AddRelativeRotation on components? Coming from Unity I'd expect these to be the same but I can't really find anything noting differences between them

wild cloud
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maybe its kinda like when you had to do rotation = newRotation * oldRotation ?

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like one of them also adds the objects current rotation?

severe crater
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oh right

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ok

wild cloud
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what do you guys use for coding?

modest trench
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the "wtf is" series is pretty great too

wild cloud
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been using rider for UE for a bit, dont know if i should switch to VS

modest trench
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pretty much

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you really need a 3rd party addon to make VS not suck

wild cloud
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i have resharper, and i use it to code in c++ when im not using unreal, just wondering which is better in your opinions

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really? i havent gotten it to work with normal rider

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EAP?

neon bough
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early access preview

wild cloud
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ah, cheers

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yeah i probably will switch to vs + resharper, ive gottten some intellisense issues with rider

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for the c++ compiler? or what

modest trench
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yep

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and other ue prerequisites

wild cloud
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yeah thats a bummer

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aight ill be switching to vs then

modest trench
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just a few gb on C:. oh well

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use what you like

wild cloud
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nah, ive already gotten fucked by rider a few items in unreal

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ill keep using it in unity tho

dawn haven
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Any way to make proper mirrors without increasing the render time to 3x?

worthy estuary
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Guys i have a big problem I was Just fine with my project so i saved it and everything was fine but when i opened it up today the weapon isn't firing (making fps game) but my code was just fine and nothing was changed so can anyone help me please?

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is there any debug i can do?

hallow dove
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also I am getting a strange bug with orthographic camera, for some reason it seems to flicker and fly around, but when i use the perspective camera it stays still

civic kernel
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I have found out about nvidia flow among other similar utilities and would like to know if it is possible to use this with unreal engine 5 as all I see are things from unreal engine 4

steady owl
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When you have an asset no longer present in a map that you want to delete (a sound cue in this case) but it still says the maps are somehow referencing the audio, are there any fixes here other than force deleting?

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They used to be referenced by a BP that lives in these maps but I've made sure that all references to this asset in those BPs are cleared yet while they are no longer linked to the BP in the reference viewer, they somehow are still tied to the maps when deleting

steady owl
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Renamed asset etc.

tardy hedge
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anyone have a neat equation to relate these 4 stats, movement speed dps health attack range, right now i can just figure out doubling the attack range should half the dps, and increasing health should decrease attack

amber shuttle
lone fiber
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I have a question about a Landscape Material, Does having more layers defined on my material decrease a lot the performance?

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Or is it better too have multiple Landscape materials? for each landscape

strong schooner
dapper hatch
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Anyone using UE wit Kinect Azure?

fair herald
#

Hey!
I have this weird problem,
when I disable the do collision test in the spring arm,
the spring arm don't check for collisions and works fine,

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but I want to check for collisions so I have turn on the do collision test option,

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but it's collapsing the spring arm even though all the comments are set to ignore camera collision.

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does anyone know how to fix it?

little breach
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what part of the post process makes lighting so reflective in my screen?

grave nebula
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lens flares

little breach
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thanks

plush yew
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do all functions inside blueprint have to go to a return node like this? What happens if they don't end at a return node

neon bough
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then it returns the default values when there's nothing left to execute

harsh tiger
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Any ideas how i can achieve a black and white effect in VR? I was able to achieve this with a post process. But in the packaged build with mobile HDR off it doesn't work? Thanks in advanced

past basin
acoustic flame
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I'm currently using a spring arm for the camera of the player but it gets glitchy when my character collides with a ceiling. Is there a quick solution for stuff like this or should I go straight into code?

slender egret
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Hey everyone

lucid tree
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Hi, I need some advice. When I want to package a project into android, this is what shows up. When I enable it, it pops up again with the same question. I'll be glad for any advice

bronze vault
sharp crest
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Love the marketplace sale art

acoustic flame
lucid tree
grim ore
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you need to figure out what that popup is. I can say I have used UE5 and built for quest/android and had no issues, and never saw that popup

carmine lily
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Hello everyone, I would like to know if anyone can help me with translucent shaders. I'm in a project that requests a lot of translucid meshes in a same object, the problem in that when we are working with translucency, the objects have issues with rendering priority, I know that we can set the priority based on the object, but in this case, I have single object combined with multiple meshes, so after some research I found something called "OIT (Order-Independent Transparency), did anyone of you have knowledge how I can make that in unreal?
Example:
https://docs.aws.amazon.com/lumberyard/latest/userguide/graphics-rendering-order-independent-transparency.html

:)Thanks

grave nebula
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@carmine lilyYeah, that would invole a bit of graphics programming

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As a character artist, that is definitely out of your scope

carmine lily
bronze vault
grave nebula
acoustic flame
low pawn
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Hi not sure if right board. I accidentally removed a bunch of assets/actors from my level and saved afterwards. I do still have the assets on my pc, just no longer located in the level. Any chance I could load a backup/older version of the project that still has the assets in place in the scene? Using 4.27.

cloud meadow
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If you had it saved to source control then yes. Or maybe an auto save

true pulsar
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I have a question. I need to make a little game for the study i am currently applying for as an intake assignment. And i am currently trying to make my game on ue5 but i see a lot of people saying ue5 is still not production ready for making games. Is it better if i stop on ue5 and go to ue4? I am completely new to making games.

cloud meadow
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You'll probably have a much better time using a stable version of ue4 rather than ue5 because yeah it's still in preview and some things are just straight up not in there yet

true pulsar
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okay thank you then i will start again on ue4. Do you know if its possible to transfer the ue5 save files to ue4?

cloud meadow
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I have no idea, but I would doubt that it's possible

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There are also a load more ue4 learning materials and tutorials out there

harsh tiger
#

https://youtu.be/Q22RuTwlboc?t=142 what would be the best approach to creating a character customization feature where you input the weight and height like in this video?

FIFA 22 - Create Player (PS5 UHD) [4K60FPS]
Store - https://www.ea.com/games/fifa/fifa-22/buy


Gaming Consoles Specs:

β–ΊPlayStation 5
β–ΊTV: Samsung QLED QE55Q6FN 4K Ultra HD
β–ΊCapture Card: Elgato Game Capture 4K60 S+
β–ΊSteering Wheel & Pedals: Logitech G29 Driving Force
β–ΊPlayseat: Playseat Evolution Alcant...

β–Ά Play video
true pulsar
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yeah then i will start from the beginning again on ue4 luckily i was not that far with it on ue5

wheat escarp
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any idea how can i export metahumans control rig from ur5 to ur4?

cloud meadow
wheat escarp
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I cannot import animation uassets from ur5 in ur4. Ii gives me some error, i dont think that they are still compatible

harsh tiger
peak falcon
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is there a way to make the pop up window? second window? behave like a real window and not be permanently on top?

harsh tiger
peak falcon
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i like the second window i just need it to not be permanently on top of everything

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like.. what's the point of letting me hit play if i can't actually get to that view

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or what is this second window called?

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so I can google for it?

harsh tiger
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try clicking that drop down and select PIE

cloud meadow
peak falcon
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i don't want to change where the play window is, jesus

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i just want be able to alt tab to the damn window

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that's not aimed at you, just kind of exasperating

harsh tiger
peak falcon
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"is it even possible to use the window the way that windows work in my OS"

cloud meadow
cloud meadow
peak falcon
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like unreal just sort of... completely overrode the OS window manager with no way to turn it off

harsh tiger
kindred depot
#

Does anyone know of a tutorial for breaking glass in ue? I am assuming its done the same way as meshes with fracture.

glacial dawn
#

I have a question; I'm actually using a timeline for my character to roll. I'm applying a simple vector each timeline iteration to the movement and works fine, but somehow sometimes I have to change the vector because it seems that the frame rate somehow it's affecting the curve. The action it's called from a button press (no tick) and I don't want to use root motion for this roll, there's some way to make the timeline frame rate independent? Thanks! EDIT: Sorry, I think I solved it, I really had no curve (just total time) and I think in this case it's using framerate,.

lucid tree
#

does anyone know what this error means ? I tried again to add a package project to android

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I use android studio version 4.0

main pewter
#

anyone an idea what the "frontend server" is in topics of pixel streaming (cirrus.js)? Seems like a nginx style proxy frontend but with some hardcoded endpoints - so I'm curious if this frontend server is documented anywhere, part of the engine or what the heck it is πŸ™‚ thanks

grim ore
#

@lucid treehave you followed the instructions on the android setup page?

grim ore
#

and when you ran the setup batch file, did it give any errors?

lucid tree
#

what do you mean batch file ? sorry, I haven't had the unreal engine that long

grim ore
#

part of that setup is running the android setup batch file

lucid tree
#

when I ran it through a batch file, it didn't show me any error.

grim ore
#

but it did show it was downloading some files?

#

considering you are using EA, its not going to be supported to build out to android. The SDK and NDK and Android Studio version and Gradle version and Tools versions are all going to be changin from 4.27 and even over time from 5.0 EA to release. Unless you know what you are doing and can diagnose your exact issue you might want to just drop back to 4.27

turbid hollow
#

Can somebody help?

whole bison
#

hello πŸ‘‹ i have successfully imported a groom cache but can't figure out how to bind it to a skeletal mesh. 4.27 release notes say this works, but i can either set a binding asset OR a groom cache in the groom component, the other slot is greyed out respectively...anybody knows the trick here? thank you

lucid tree
grim ore
#

the templates have been updated and its moved more towards XR instead of just VR/AR, but you wont have access to any of that in EA anyways

turbid hollow
# turbid hollow

I get this nice (ok mabye not very nice) message sometimes when i try to turn global illumiation up to high

grim ore
#

which version of UE5 are you using?

timid spade
#

i good programmer

#

promise πŸ˜‰

turbid hollow
#

i believe it's the latest early access

#

built 4 weeks ago

#

and called 5.0.0

timid spade
#

or is this the best i can do

grim ore
#

@turbid hollowwell EA hasnt been updated in months, its possible your problem is just a bug and fixed in a recent release

turbid hollow
#

oh ok

#

I hope the stable UE5 will be released soon.

rustic panther
lucid tree
grim ore
#

@lucid treeif you get sent to that page then your project is not set up completely for android, a step was missed or your machine was not restarted or an SDK was not accepted

#

if everything is setup up correctly and your device is plugged in and developer mode is enabled and usb debugging is enabled you can do a VR preview or launch right to the device from the editor

#

if you cant do the launch from editor, something is not completed

grim violet
#

Does anyone know a good tutorial to teach key press events that play character animations?

#

I am trying to use blueprints to create an action that every time the letter H is pressed the character does a special action

tardy hedge
#

anyone have a neat equation to relate these 4 stats, movement speed dps health attack range, right now i can just figure out doubling the attack range should half the dps, and increasing health should decrease attack

buoyant graniteBOT
#

:triangular_flag_on_post: gob#7293 received strike 1. As a result, they were muted for 10 minutes.

split zinc
#

hey guys where do i go to talk about exporting stuff from unreal into blender?

gaunt abyss
#

Should be fine here

grim violet
#

How do I define a metahuman that I imported into UE5 as a character that can be manipulated by blueprint actions?

chrome swallow
#

Can anyone tell me which channel I may go to for help with C++ Class issues with UE4?

neon bough
chrome swallow
#

thx

inner jasper
#

Astroaliens

#

EAt the Astroalien

drowsy snow
subtle elk
#

What kind of things should I look for when aiming to optimize my game? Especially when looking at fps. Does rescaling static meshes have a huge affect on that? Is there such a thing as too much dynamic lighting? Should I avoid too many emissive textures? Help me out!

charred halo
#

is there a way to stop unreal outliner from displaying everything in the folders, vs just the fold view upon opening....unsure why it defaults to showing me everything in the level, defeats the purpose of folders.

grim ore
kindred depot
#

How do you screen shot when you press play? do you have to create a function for this?

#

I am so sick of editing my images. lol

charred halo
viral lagoon
#

Is anyone here by any chance familiar with the relationship between Depth of Field's Focal Distance and the Camera's Field of View (i.e. if I change the FoV from 90 to 45, does this translate to a Focal Distance*2 to keep the same DoF effect?)?. Edit: This is for the mobile depth of field method, not using cinematic dof.

split zinc
#

So how do i export the third peron character mesh from unreal engine 5 to blender?

grim violet
#

How do I have keyboard input as a trigger for a character animation?

#

I have the animation defined in the blueprint for the metahuman

jovial quarry
#

Anyone know how to keep the launcher from telling me my project was created in a different version every time I open it? I created it in 5.0 and I always just skip conversion and everything works fine. However, it still pops up each time asking me to convert the project.

grim violet
solar swift
#

Does anyone know why my animation montage is playing indefinately?

bronze saddle
#

Data table + Struct related question:

How do I make a set or is it array when I want given value being a float and the attribute being, a no clue what this is called but i assume array?

#

screenshot example

thin tendon
#

@solar swift From your pictures I can't see anywhere where you tell it not to play the animation

#

@bronze saddle An Array is a list of variables that can be of any type (float, Int, Bool). So if you changed your value option to a float array. You could have multiple things "value" can equal.

#

I'm trying to add a custom font to be used with a text render component. For the purposes of localisation to other languages. Does anyone have any idea as to why my custom font is being rendered all bubbly like this?

grim violet
#

I am trying to play a character animation on key press but it does nothing. it gets the input but it doesn't play the animation

#

how do I fix this?

thin tendon
#

@grim violet You need to save some kind of variable for "Jumping state". You change your animation blueprint's update event to collect that variable from your character. Then in your state machine use that variable to enter into and out of the Jumped state (that plays your animation). Telling it to play from the character is not a great way to do it.

grim violet
#

I am trying to make it sit, so how do I do that?

#

I tried using this and it didn't do anyhting either

thin tendon
#

Firstly you have an exit from sitting but not an entry

#

Drag from idle to Sitting. Then add an if condition that gets your sitting variable from your player

grim violet
#

Ohh

#

I am brand new to all of this thank you for your help

grim violet
thin tendon
#

@grim violet So now you click on the little circle. And in there is where you add your if condition. You will need to get "IsSitting?" from your player

#

Which is a variable you will have to make yourself

grim violet
#

where do I add the variable, sorry for bothering sweatblob

#

Nvm I think there's a document page on it, my bad

thin tendon
#

That should be perfect πŸ™‚

grim violet
#

Not sure it's still not working oof

solar swift
timid spade
#

i have a timer than runs a function

#

how do i add my inputs into that

#

for the function

sage yacht
#

Hi guys, I need to know how this is done, for example we use the Bless Unleashed character creator, its done using UE4.
https://www.youtube.com/watch?v=TjOabY6Tn1c
Now You can change the characters height, body shape, thin ,fat, muscular and a lot of other things. Lets say you do this using morph targets/shape keys. But how do you get what ever the million of combinations you can do to fit with all the armor and clothing, all the wearables in the game, I don't think they can put every possible combination as a morph target into the clothing right How to accomplish this ? I'm making a character creator in my game,
I have 3 body types very simple normal, fat, thin.
So for every clothing/armor item I add thin/fat morph targets, its tedious work but I don't know any other method, also apex clothing simulation don't work with morph targets so that's an issues also. Does Anyone know a better workflow for this ?

Let's go through the character creation in Bless Unleashed, it's quite different from many other MMOs, but also very cool.

Thanks For Watching, Subscribe & Like if you enjoyed the video!
πŸ’™ Subscribe for more videos β–Ί https://www.youtube.com/Dvalindk?sub_confirmation=1
πŸ‘‘ Become a Member for only 1$ β–Ί https://www.youtube.com/dvalindk/join​
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β–Ά Play video
thin tendon
#

@sage yacht Personally the way I would do it. Is when creating each piece of armour I would make 3 versions (Small, medium, large). Then when adding them to the player write some code to figure out which one is needed.

languid berry
#

hey anyone know how i can trigger a combo-box on ue4 to play audio would be a big help

sage yacht
#

So that's the method I use, except with morph targets , then there is less objects in file. But its works cus I have only 3 body types, so I want to know how its done when u can do various combinations , like most character creators in games, cus the different body sizes you can make is easily 100+ , so making 100+ morph targets for every possible combination seems like a bad idea. I would love to find an artist who worked in a mmorpg to find out how they do it

thin tendon
#

The main 2 methods I have seen used. Is using clothing physics to drape items over your character models. (So you make them a little large so that they can hang). And making modular characters where the armour is part of the arm etc

fair herald
pure dagger
#

How can i paint land by multiple types of landscape? For example part of map with snow, some sand and some grass?

tender pecan
storm parcel
#

My company has "Bring your own device" policy, so my work UE4 projects are done on my Epic Games account linked to my work email. However on weekends I'd like to develop personal projects for practice and I want to use my personal email account for that. Will I need to redownload a separate copy of UE4 for this and everytime I will be switching accounts on Fridays and Mondays?

spice ruin
#

Shouldn't do?

drowsy snow
#

Your company doesn't held that level of ownership over vanilla launcher builds, the same builds which around a million other users use.

drowsy snow
pure dagger
main cobalt
#

Hi all, is there any way to drag & drop materials in the static mesh editor the same way you're able to in the world view? I've got a very annoying mesh to work with and all the materials are named obscurely so it's hard to pick and replace using the sidebar

frozen whale
#

Hello does anyone know what do i exactly need to do to get permission from other developer like Rockstar games to allow use 5 - 10 models from one of their older games like GTA:SA

I'm creating unique game (wont be GTA like) and i would like to use 4 cars (cheetah, bullet, sultan, tampa) and few objects like ramp

I understand that it's better use own models but i already have everything ready for that since it's gamemode from MTA, GTA:SA is almost 20years old now, so i was wondering what can i do to be able legaly use these models, do i need to write email to rockstar and ask for permission or i need to do something else

oak patio
#

(I am no legal professional)

frozen whale
#

alright thanks

spice ruin
#

Unless they've officially released them I'd say it's close to zero.

worldly spruce
#

Any1 had the issue of waking up to your movement binds not working?

drowsy snow
oak patio
#

I mean if thats a metaphor for not wanting to get out of bed, then definitely

frozen whale
#

If i create my own objects but they look same would that be issue? For example main car for gamemode is cheetah, it's hard to imagine it with different looking car, can i create my own cheetah model and name is cheetah as well?

fierce tulip
#

at that point, cant you just.. you know.. make an original car?

frozen whale
#

this is what im creating, this is MTA gamemode, different car wouldn't work

drowsy snow
oak patio
#

At that point just find your own supercar model that you can use, there is no reason it has to be a cheetah exactly

drowsy snow
#

It's more understandable if he wants to see how it works in game, and then make his own car models using knowledge he discovered. Essentially clean room RE for R&D purposes.

oak patio
#

True, but this seems like they want rockstars ip in their own final project, which sounds like a fast track ticket to a cease and desist

fierce tulip
frozen whale
#

I just want to use similar/same car in game, if i have to create it on my own i can do that but how much different should i make it so there wouldn't be a trouble

drowsy snow
oak patio
#

Its also worth pointing out that the magical email allowing use may not even be enough to use the vehicle, as the person that manages emails likely wouldnt be able to hand out copyright passes

drowsy snow
oak patio
#

Yeah mash up a few similar looking car designs, that should give you enough difference in deisgn to prevent legal issues

#

But dont try to use rockstars textures or branding

#

If you make your own car but call it the pegassi zentorno, then you are likely still gonna get into trouble

drowsy snow
#

At least with mods, which I know some are unlucky with their IP holders, modders get away with using copyrighted materials because they (most of the time) don't charge for it, and not making commercial games.

frozen whale
#

but can i call it cheetah as well, even if it looks different?

oak patio
#

Id avoid it

#

Again there is no reason for it to be called cheetah

drowsy snow
#

Or Hyena

#

Big fast felines are not just Cheetah.

frozen whale
#

I been playing this gamemode for 7yrs+ stuff that in there is perfect, its like waiting for someone to create game, for someone who haven't played it it doesn't matter how it's called, it's like with Movies/TV shows if wouldn't be the same vibe/atmosphere if someone else played main character role, probably will just need to rename stuff but it will be hard

drowsy snow
frozen whale
#

Yes i understand

oak patio
#

And if it is something you are releasing, very few players are going to care if the car isnt called a cheetah

#

The road without lawsuits is the only one worth walking

#

At least its not a nintendo fan game lol

drowsy snow
#

Do keep in mind though, that you can take the gameplay and build it in your own game project. Those are not copyrighted (unless it is patented). Assets, however, are copyrighted, and if you steal them for profit, you won't be guaranteed to last long.

drowsy snow
#

Control Rig would be easier to setup, and possibly cheaper on performance.

#

I don't know if there's any synthetic benchmark on it, but Epic said that RigVM is lightweight.

drowsy snow
#

Control Rig is good, you can have fairly advanced animation system in almost no time.

plush yew
#

how can i pop out my game from my editor?

#

i'm currently trying to add multiplayer support, but is it possible to seperate the editor from the game view?

#

oh wow

#

i see

#

thank you

#

i thought it was some complex thing that i didn't want to touch

bronze crest
#

Hi
I am new to ue4 and i am encountering a weird issue

I am on UE4.27.2 and suddently it seems that i cant paint foliage anymore !
It was working fine yesterday then UE4 crashed. I went to bed and now when i launch UE4 i cant use the foliage paint tool anymore. The blue circle doesnt even show up

turbid hollow
#

what UE5 version should i download from github for the best stable experience?

#

5.0?

#

main?

#

or early access?

#

oh ok

gentle fiber
#

Hello,
i am currently localizing a project, where its possible to download each lang so isn't needed to have all of them stored, for localized assest it works just fine, i'm using chunks to have the l10n in a separated pak file.
but i can't figure out how to do the same for text.
is there a known way i can pack localized text in a dedicated pak?

sacred spade
#

is theres a way i can switch to induvidual rotation pivot instead of first slected? kinda how in blender you can use induvidual pivot of where they positioned to rotate?

#

i cant even rotate this one by one since for some reason its pivot is where the bone starts instead of on the constrait

drowsy snow
buoyant graniteBOT
#

:triangular_flag_on_post: Papilla#6551 received strike 1. As a result, they were muted for 10 minutes.

plush yew
#

Hello.I want to create a game where I can create 3d models and upload it to a already existing live running game and other players can purchase those 3d models from me??.Is it possible

#

Like running a shop but in Unreal engine multiplayer game

drowsy snow
smoky bison
plush yew
#

I am doing freelance and a client told me to do it.I am just doing research if it is possible or not

dusky hedge
#

hi, does anyone know what is happening when you stop play mode?
Ive got quite a few crashes on a very simple project with widgets and bullets flying + a few enemies chasing me.
But (totally random, had 2x in a row and often 1 day no crashes at all) it crashes on playstop 100%, so what is happening when the playmode is exited? ty

plush yew
#

C++ or Blueprint

dusky hedge
#

bp

#

i made sure to destroy actors after they are done, so its all fine

plush yew
#

Did you check logs??

dusky hedge
#

yes, but cant understand much, so im going the usual way of trying out with the most basic information

drowsy snow
smoky bison
plush yew
#

But if you say that mesh is present on seller computer then how can the buyer see it.Maybe we have to post them on central database and connect it to player somehow

#

Am I correct?? @drowsy snow

drowsy snow
#

It's understandable in the 90s where strings and character set can took up a huge chunk of a game cartridge or floppy disks, but nowadays text that took up shy of few MBs dwarfed by audio visual assets and how big consumer storages are, reaching few GBs in size.

plain crypt
#

How can i rotate objects by their world rotation rather than local rotation?

plain crypt
drowsy snow
plain crypt
#

My y axis (yaw) should be free to rotate 360 degrees but i can't for some reason

mint raptor
#

I'm a bit concerned that when trying to diff older commits, I see the file size as 0KB and

drowsy snow
plain crypt
drowsy snow
plain crypt
#

I guess the issue could also be that i'm assuming rotation linearly goes up like that

drowsy snow
dim saddle
#

Evening, i got two questions:

  1. Should i get a 16 Gb ram pc + a 4 GB Ram additional so pc can run well ?
    Or
  2. Should i buy a laptop with decent graphics and 16 GB ram so i could run any UE5 Game?
plush yew
# plain crypt

The setWorldRotation might be bad for this one, but the addWorldRotation for sure works without gimbal locking

plain crypt
plush yew
#

You might be able to do that by taking your objects forward vector and comparing it against a made-up forward vector

plain crypt
#

Clamp axis puts the values between 0-360 like i want, but doesn't represent the rotation how I want still

plush yew
#

what's the end goal, like what do you intend to do with knowing the angle

plain crypt
plush yew
#

I wonder if it'd be cleaner to atan (like I'm doing) and creating a timeline to linearly rotate it into position

#

well maybe atan's not going to work here. Hang on...

plain crypt
plush yew
#

like, just calculating the difference from start point to end point, then rotating into place, instead of checking the angle every iteration

plain crypt
#

Someone said something similar in response to me but i didn't really understand how to go about it

plush yew
#

I'm trying to put something together, but I wonder if I'm mis-understanding the purpose entirely.

Is this intended for a user to apply a spin to an object x number of times? or just for an object to continuously rotate until it lies within an angle range?

plush yew
#

ok lol, I'll continue blocking out a bit of code

#

and I'll shoot you an image

plain crypt
#

πŸ™

#

Many thanks

dusky hedge
#

Assertion failed: bRegistered [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Engine/Private/Components/ActorComponent.cpp] [Line: 951]

Anyone familiar with this one? Happens on stop play mode randomly after 5-20 play modes

lucid tree
#

Does anyone know how to deal with this problem ?

#

I use version 4.27 and android studio 3.5.3

subtle spade
#

I have been wanting to learn environment art for a while now but i can't really figure out how to start. Does somebody maybe have a masterclass, tutorial or just some tips for me?

lucid tree
subtle spade
subtle spade
lucid tree
#

so find a tutorial on youtube that works with the blender. I would recommend this one https://www.youtube.com/watch?v=IQCNJ9Lpx-s&t=792s
, I haven't looked at it yet, but when I finish some work I would start with this tutotrial

Unreal Engine 5 Beginner tutorial for Blender users! In this free tutorial you will will learn the fundamentals of Unreal Engine 5 but with an emphasis on the similarities and differences between UE5 and Blender. This beginner tutorial is created specifically for Blender users so that you can easily transfer yours skills from Blender 3D into Unr...

β–Ά Play video
cedar wave
#

Don't start with UE5

#

Start with UE4

drowsy snow
dusky hedge
#

floating numbers better spawned on enemy position + converted to viewport with project world to screen node, or better spawn a widget directly in world above enemy head?
Obligatory: Ill have like 50-80 enemies at once on screen in the end.

plush yew
#

@plain crypt Can I screenshare this at you? I maybe went a little overboard

proven lake
#

Guys I created a class named ClassA that is inherited with ActorComponent and then I created another class named ClassB that is inherited from ClassA but the problem is that when I try to attach ClassA to an actor it attaches all good but that ClassB is not attaching to my actor, both classes having just boiler plate code and nothing else, what I am doing wrong here, I am in need of an urgent help as I have spent two days searching for the solution but no luck.

drowsy snow
lucid tree
#

Does anyone know how to deal with this problem ?

proven lake
drowsy snow
pallid talon
#

Hello, Im trying to set a Instance Material file's Parent slot with a Material file using the "Set Editor Property" value. But it's just not working. Any suggestion why this isn't working? Yes, both the instanced material and material objects are valid.

shell surge
#

how do I post in the job channel? It says I don't have permission

grim ore
pallid talon
#

Hey @grim ore any suggestions on my "Set Editor Property" issue?

plush yew
#

(nvm)

grim ore
#

@pallid talonI can say that this code works as expected, the end result is a changed material instance with the new material set as the parent

#

this is running in a editor utility widget, promoting Object to a variable works as expected as well. You might just have bad data going into the node if its not working for you. I will say if the instance is open, the UI doesnt update with the changes but it did change once I closed and opened it again

bronze saddle
#

In attributes, that's a strcut which has a enum, right?

Enumator makes option 0-3
0: Skinny
1: Fat
2: Muscle
3: Height

Can someone confirm this theory for me? I need break a puzzle.

pallid talon
whole hazel
#

hey guys, I tried disabling player controller on a game I'm working on, basically the surface is slippery, once the character steps on it, he will slide, I want him to slide in one direction only by disabling the input of it and once it hits an object, re-enable the input, I'm sure my BP is set up right and yet, it's not doing anything

#

for better understanding

#

forgot to move bottom node where it goes inside disable input, it's Target -> Character Movement

next badger
#

Meme of the day:

I've used:
:j~!q,$O3p$ZQ8?qSrmZ

whole hazel
#

whoever built the password requirements surely messed up the regex of it

pallid talon
meager lion
#

Hey there, I'm trying to figure out how to setup auto keys for a cine cam in game mode, has anyone tried this before or know if this is possible? for example I want the cine cam to be the child of the first person char cam, and want to key the movements made in game.

#

for a cinematic sequence

vocal flume
#

Hey guys! Is there a guide to what makes a particle system expensive? For meshes I know having a complex material and a heavy triangle count is expensive.. for particles is it just the particle count? What other factors influence the cost? I couldn’t find an answer anywhere.

#

I think I found the answer. Reduce particle emission counts..
Reduce lifetime
Avoid expensive calculations such as collision
Replace Game Thread calculated particle effects with Static Mesh effects if possible.
Set Fixed Bounds on your particle system so you do not calculate them each frame.
Increase lod distance check time

pallid talon
grim ore
#

yep I just checked it as well, it dirties the instance but the change never seems to actually stick

pallid talon
#

Ok, thanks for confirming. I'll wait for the official release and try again.

grim ore
#

I am testing with a build from last week so..... uh... fingers crossed lol.

#

it's erroring out, so i wonder what code changed

pallid talon
#

Hmm. Very interesting. Is Epic aware?

#

By the way, do you work for Epic?

grim ore
#

I doubt it

#

there are still problems with the favourite tab in content browser not closing in the latest versions lol

#

I work with them right now but not for them

pallid talon
#

Ok, should I report this as a bug, or would it get resolved faster if you let them know?

#

I would hate for UE5 to officially release soon, and this bug still exist, unnoticed.

grim ore
#

I would report it for sure

whole hazel
# whole hazel

help, I tried every possible method and it's still not working, I only managed to disable both mouse and keyboard controllers but I want only the keyboard to be disabled instead of both mouse and keyboard Sadge

worldly ether
#

hey

#

I need some help

#

how do I make it so that the material I used for the landscape streches a bit more so it doesn't look like its just a color and the texture it's actually visible from a fair distance

warm plume
#

Anyone knows why this happening!??
The clothes get deformed when I add the animated mesh to a blueprint

It's only happening when I add this animated model to a blueprint.... If I just place the model as animated mesh it works as u can see on the right side of pic....

When added to blueprint clothes get deformed as u can see on the left side of the pic

echo kindle
#

I'm a beginner programmer so forgive me if this is obvious, but I'm wanting to make a randomly generated map that works very much like what you see in games like Inscyption that are randomly generated with forks. Any help in pointing me in the right direction with this would be greatly appreciated!

#

Actually now that I'm looking at this I suppose I could probably do something with Poi's and spawning, but if there's another better way please tell me!

dusky hedge
#

I would care to belive that all (atleast singleplayer) FPS games have some kind of aim assist in the background, cause I tried to recreate an fps and 3rd person cam and noticed how unusually hard it is to aim even with good settings, when target is moving especially.
Risk of Rain 2 is a good example.
Now the question is, is it the bullet that curves or vector corrections before the bullet even starts to fly?

neon bough
#

guess many do a linetrace and if it hits the mesh it counts as hit

#

but it's just an assumption, don't take that as granted πŸ˜„

dusky hedge
#

but it needs to autocorrect w/o being noticable :D such a line hit does not hide the weird straight line.
hm, but its a good try, maybe it takes the "would be" and "will be" vector and interpolates them? Math guys surely can say something? Its something nobody talks about xD but linetrace is surely a yes since we need at least one vector

neon bough
#

i don't think they really use any bullet physics at all

#

do the trace, calculate the flying time of distance * bulletspeed, and you know everything necessary

#

even if the target moves and you have a mesh bullet where you correct the flight path, it doesn't matter if you remove the mesh a bit to early/late, as no one will notice this

dusky hedge
#

but the bullet will still look like shot straight in 3rd person?

#

camera and player are two startpoints of two vectors which need to align in the end with enemy and all that while crosshair is aligned with the bullet flight point πŸ”¨

#

or maybe its just simple: the hitbox is rediculously huge

neon bough
#

no idea if thats noticeable

dusky hedge
#

or projectile is 2x bigger than it is..

#

damn so many ideas and not enough time

neon bough
#

depends on a lot of factors, e.g. bullet speed, speed of the moving target, how much the view gets rotated after the bullet was fired, etc.

dusky hedge
#

where are the aaa guys when we need them πŸ˜„ guess only trying solves this for sure

neon bough
#

^

dusky hedge
#

yup that true, i didnt even think about it, the bullets speed is unfortunately here variable during runtime

#

thanks !

timid merlin
#

how can I remove this devil?

neon bough
#

pretty much like what the message says... rebuild lighting + reflection captures

plush yew
#

you build it

neon bough
#

build => ligthing only

#

then build => reflection captures

#

and prepare for some coffeebreak with 2,8k unllt objects...

#

and hope you got a decent amount of memory, too

timid merlin
#

bruh

timid merlin
neon bough
#

we just told you how

#

emmet even posted a screenshot

pallid talon
#

Im trying to change this exposure setting that's inside the Project Settings, but it doesn't change with this "Execute Console Command". Any suggestions why this isn't working?

#

I have it on a button inside a Editor Widget.

timid merlin
#

@neon bough sir I rebuild my lighting ant now my game looks like vomit

neon bough
#

congratulations, fix your light setup then

lapis ore
#

Has anyone had and solved the problem of getting thousands of lines like this in the Output Log:

LogD3D12RHI: Warning: Force flushing command list to GPU because too many commands have been enqueued already

restive sandal
neon bough
plush yew
#

i love bp

drowsy snow
#

Interface functions are not listed there.

plush yew
#

yep

exotic meteor
#

i jsut can find the right engine i want to do unity and then i like the graphics on unreal and most games i play are made with unreal what do it do

buoyant graniteBOT
#

@plush yew, :coin: Heads

exotic meteor
drowsy snow
#

They tried to make things less dependant on their Asset Store in recent years. Before that, achieving similar rendering feature to UE4 would require going through Asset Store or someone's GitHub repo.

narrow mauve
#

Anyone know anything about renting dedicated servers? How do I know what servers I would need and how many would I need to run so many instances etc

#

I know absolutely *** all about it

#

might as well show me russian

kind mulch
#

What hardware you need depends per game, test it out and look at how it runs and see what you can use. There’s not really a good answer for that one, except that you obviously want to run with the least amount of cost while still achieving stable performance. How many instances you need to run depends on how much players at once can play on one instance and how many players you want to support πŸ™‚

buoyant compass
#

Is there any way to view multiple curve assets at once?
Ideally on the same graph?

haughty yoke
#

Hey, I have a question about the GPU i am going to buy. Am i in the right chat?

haughty yoke
#

Thnx @buoyant compass

drowsy snow
#

You can open them at the same time though.

fossil nexus
#

Hi. I have a group of static mesh components inside my Blueprint.
My blueprint is a group of stars units (static meshes).
I need to increase my stars static meshes in the blueprint at run time.
So basically i need to copy the star static mesh, or spawn new star static mesh.
The only way i know of to do this, is to create a new blueprint just for the star, and then Spawn Actor.
Is there a way to do this without having to create a new Blueprint?

drowsy snow
worthy laurel
#

Trying to come up with creative, unusual and funny ways to sink a pirate ship for a game, hmu with any ideas you got as to how to sabotage a pirate ship feel free to @ me.
Any ideas would be massively appreciated πŸ™‚

olive orchid
#

So, after thinking I am crazy, I figured I’d just ask.. is Nanite for UE5 only? Or is it in 4 as well?.. I can’t find it if it is..

fossil nexus
# drowsy snow Why not populate the stars in a sky sphere material?

i mean they are a group of stars like characters. Not in the sky. I need to spawn more of them in the middle of the game.
Should i use spawn actor? Spawn actor doesn't allow me to copy a current existing static mesh inside my blueprint. it only copies from the content browser.
So is that the only way? Should i create the static mesh first outside of the blueprint so i can spawn it inside the blueprint?

drowsy snow
timid spade
#

how do i add function inputs when setting a timer

#

shut the fuck up

drowsy snow
#

<@&213101288538374145>

timid spade
#

stop spamming dawg

drowsy snow
#

Ban him pls

buoyant graniteBOT
#

:triangular_flag_on_post: gob#7293 received strike 2. As a result, they were muted for 1 hour.

timid spade
#

pretty sure theyre typing

#

yea LMAO

buoyant graniteBOT
#

:no_entry_sign: gob#7293 was banned.

teal tulip
oak patio
#

thank god

#

no more pandas

timid spade
#

no inputs available in timer node

oak patio
#

praise the sun

timid spade
#

for my function

#

howto fix

drowsy snow
teal tulip
timid spade
#

damn

drowsy snow
timid spade
#

im just gonna make it a variable

#

and set it every time my event is fired

#

and access that in the function

teal tulip
#

and how you expect to set in the timer it?

#

why don't set the var prior and then use it?

timid spade
#

thats what im doing

#

im setting var before timer

#

and then accessing that in my function

#

instead of using function inputs

#

just gonna be a var node

#

prolly gonna change it a bit in the future its just temporary for now

#

because i coded my blueprint so horribly

craggy sand
#

Hi! I recently heard about shiny cardboard which is used for cheaper shading and that cardboard thing is also used for rendering. What exactly is that cardboard?

craggy sand
#

I cant remember but i think it was mentioned in an reddit post. I searched in the internet but i couldnt find anything about it.

timid spade
#

do you remember what he was talking about

#

because he might have gotten assets from somewhere and might be referencing that

#

from my knowledge, no such thing as shiny cardboard in ue because anything texture related must be made into a material

#

and then you can modify attributes there

#

thats why ue doesnt really have "concrete" or "drywall" (for example) or cardboard blueprints that are part of the engine.

craggy sand
#

It was about some games and a bit about how the lighting, shadows there.

timid spade
#

ah yes

#

thats just how they programmed the materials and lighting

craggy sand
#

OK thx

#

I was searching for hours

timid spade
#

now regarding the performance difference that guy was talking about

#

not sure at all

#

but usually less reflections = better performance

#

but i aint no expert

#

so shiny cardboard just sounds like a little worse performance than matte cardboard

olive orchid
#

Is Nanite for UE5 only?

hot beacon
#
UATHelper: Packaging (Windows (64-bit)):        (see C:\Users\charl\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+UnrealEngine+UE_4.27\Log.txt for full exception trace)
PackagingResults: Error: C:\Users\charl\Documents\Unreal Projects\AroundYou\AroundYou.uproject does not look like uproject file but no targets have been found!```
anyone know how to fix this
#

i cant package the game

#

keeps saying uproject does not look like uproject

worldly ether
#

is there a official release date foe UE5?

olive orchid
#

Ok.. thanks.. is there a way to help the fps drop by using megascans with out Nanite?.. I built 3 houses & my frames drop from 120 to 11 from just the few assets that make up the house.. @plush yew

#

When using megascans*

#

Yea, I stopped with the HP mesh & drop the res to 2k & it’s still taking a shit.. I’ll keep looking.. Thanks for the advice

#

I got a decent rig.. & a 2060 super.. it shouldn’t take that big of a hit, I wouldn’t think..

drowsy snow
#

stat gpu

olive orchid
#

@plush yew I thought so too.. @drowsy snow was that to me?.. what does it mean?

#

Sorry still learning.. don’t know the short hand that well yet

#

Ah ok, I thought it might be.. I haven’t done anything with that but I know how to open it

drowsy snow
olive orchid
#

Thanks.. these unreal docs have got me thru a lot.. lol.. Thanks I’ll look thru it.. I got a lot of cool stuff I’m building but I need good textures & this has been messing with my progress.. This would be extremely useful.. U have been very helpful.. This is rare for this kind of thing, especially when asking for help, so again, I appreciate u taking the time

#

I’ve been following tutorials & can get their a lot of it but some stuff is just different I. Their set up than mine & I can’t figure out why.. I usually end up in the docs after that happens

#

Cool.. I’m gonna run thru it & see if I can fix all this..

prime willow
#

@plush yew @drowsy snow guys if you know the answer really important and idk why i havent thought to ask at all

#

Is it possible to tie montages into the animation blueprint

#

i wanna use montages for montages stuff but i always want it linked into the animation blueprint

#

is that a thing or am i grasping at straws

bright sigil
#

Tie montages how?

prime willow
#

Like if you play an animation in the animation blueprint it plays and than goes into the next or previous animation in the animation grahp

#

if you play a montage it seems to interupt or such other stuff than flow backwards or forward

#

Im wondering can i not plug in an animation into the animation grahp for a function or some sort than instead link the supposed plugge din animation to a montage in the character blueprints

#

This is what i mean

#

make it so the montage in the blueprint acts like a inbetween for the animation or blendspace plugged into the sprint for example

bright sigil
#

Hope there wasnt audio cuz i just watched and all i see is three states for idle,walk,run which i usually have as one

prime willow
#

there was no audio x3

#

but you see the montage in the beginning

#

that i highlight

#

is it possible to have it in place where the sprint is or at least have code that can connect the montage to where the sprint blendspace is at?

#

i have systems that work only with anim bp grahps and systems that only work with montages and i noticed i have no clue how to link them together

#

so when montages are triggered it flows into it as normally would from a anim bp setup and vise versa and im getting weird glitches i cant fix because of that :3

#

im not asking for a how to but just terms i can search to fix or figure it out myself

bright sigil
#

I still dont get it πŸ˜… sorry, but it doesnt sound pretty

prime willow
#

so yes i need to learn layers for style reasons lmao

#

but no no i mean

#

hmm

#

you see how montages take place in character bp's

#

and animation grahp has conduits and states you leave and enter

bright sigil
#

Anim graph is for anims like locomotion. One offs are montages. Use cached poses to blend the montage over the locomotion when played. 🀷

prime willow
#

o.o

#

wait

#

so stuff like punch

#

or kick

#

or open door wouldnt be anim grahp

#

but jump would right?

#

walk swim

#

so theortically if i wanted 8 way dodging for example

#

that wouldnt be montages that would beanim grahp

#

i think i get it

#

thanks x-x

bright sigil
#

Lol ok

prime willow
#

unreal engine is dumb xD

#

i love this stupid engine lmao

bright sigil
#

If you say so

prime willow
#

i like it but sometimes its weird lol

#

i dont mean any offense to the engine i promise~

bright sigil
#

Yeah, sometimes its learning the system to use it rather than making your own version

small pewter
#

Does anyone know why my Print String doesn't work anymore, i tried to print from 2 different places and it doesn't print at all (it was printing before). Maybe did I press something that makes it disabled ?

#

The prints are still in the "Output Log" so it's printing correctly but just not showing on the screen

hollow stream
#

hey, how do I trigger an animation with a key input
I tried this but doesn't seem to work

small pewter
#

I'm on 4.26

#

Where do you put that command ?

#

Nope still doesn't print on the screen, but there are prints in the console

#

where is that ?

#

yes

#

how do you see if it triggered as the breakpoint stops on the node if I'm not mistaking

#

I'm using the gamestate as I havea running timer on it and it display on the HUD class correctly

#

so it's called

#

yeah no clue what that something is

hollow stream
#

I'm still having trouble getting animations to start by pressing a key

#

I have already defined the keys in project settings

small pewter
#

@plush yew It starts printing again ... bruh

tardy basin
#

hey all

#

does anyone know why my orthographic camera isnt rendering textures?

#

everything is a solid white

small pewter
tardy basin
small pewter
tardy basin
tardy basin
#

but it gets worse when i go closer

drowsy snow
tardy basin
#

ill try that

drowsy snow
#

You can just run away with 5.0Β° FOV and it's narrow enough for near ortho look.

tardy basin
#

wait but then it needs to be insanely far away

plush yew
#

why is this happening? Outside is dark, but from inside the building outside looks bright.

drowsy snow
tardy basin
#

wait i think i almost have it

#

@drowsy snow is there a way to zoom the camera so its not thousands of units away

drowsy snow
tardy basin
drowsy snow
hot beacon
#
UATHelper: Packaging (Windows (64-bit)):        (see C:\Users\charl\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+UnrealEngine+UE_4.27\Log.txt for full exception trace)
PackagingResults: Error: C:\Users\charl\Documents\Unreal Projects\AroundYou\AroundYou.uproject does not look like uproject file but no targets have been found!```
anyone know how to fix this
i cant package the game
keeps saying uproject does not look like uproject
tardy basin
#

thank you

fringe rivet
#

Hello, friends

#

What's the quickest way to completely light up a big room?

#

It's so dark in here

#

And I need it to be, like, really bright

#

also, don't mind that light on the walls, I actually need to fix that

tardy basin
fringe rivet
#

Tried that, range wasn't enough

#

In fact

#

it's ridiculously low

fringe rivet
#

Oh, I was thinking about point light

fringe rivet
plush yew
remote badge
#

Not sure what channel I can ask this in so I'll just put it here

#

I downloaded a fbx file and it imported a bunch of assets. Why is the mesh all screwed up?

#

It's obviously not supposed to look like that

weary verge
remote badge
#

I changed the material to one of the starter content ones and no fix

remote badge
weary verge
#

have you tried to take the mesh into 3DS max, or maya?

remote badge
#

No I'm new to UE and the whole game dev shebang

weary verge
#

okay can you possibly upload the FBX here?

#

I can try and take a look

tardy basin
#

is there an easy way the get the world position of wherever the mouse is

weary verge
tardy basin
#

and yes, i am recreating wii tanks

weary verge
#

it's really messed up

#

topology is not clean at all, and the mesh of the model are facing inwards

#

that's why it looks messed up in engine

tardy basin
#

this almost works but the float decimals are too small

weary verge
#

@remote badge see how the side of the model is black? that means that the outwards view of the model is facing inwards

tardy basin
weary verge
#

the polys are inwards

#

in weird places

ashen sky
#

Is it that wii mini game

#

Uhhh those tank things

#

And the pellets

#

You use the Wii mote and nunchuck for it or anything

tardy basin
#

im making it in UE4

#

the tanks are all modelled and its playable

#

but

#

the mouse position is so glitchy

ashen sky
#

Not keyboard and mouse

tardy basin
#

for aiming?

weary verge
#

@remote badge look up videos on artstation to understand what good topology looks like

#

because the edge flow is all over the place as well

#

be careful what models your picking up off the net

remote badge
#

you mean jefferson

#

also I imported the fbx with the sketchfab plugin and the mesh isn't screwed up for some reason

#

no idea why it works

weary verge
#

hmm that's strange

#

so it looks okay now?

tardy basin
ashen sky
remote badge
remote badge
tardy basin
#

hm

#

possibly

weary verge
#

here this should look normal now

remote badge
#

oh thanks

weary verge
#

yea UE gives you the option to import as a single asset or individual

remote badge
#

I'll hold onto this in case the sketchfab import has its own problems

weary verge
#

no worries

#

but if you're interested in learning check out artstation

#

they have great tuts on modeling

tardy basin
#

holy shit

#

this is impossible

tardy basin
# tardy basin

how the hell do people get mouse location to be something the tanks can point at

tardy basin
autumn flame
#

There's even this if you want a Hit Result

tardy basin
#

woah what

autumn flame
#

It traces from the Mouse

#

You can return a Location from the Hit Result

tardy basin
autumn flame
#

Using Location?

ancient lotus
#

any idea how i can hear audio from multiple PIE windows? for example player 1 shoots and i want to hear it on player2 as well without having to quickly tab over to that window to hear it

autumn flame
ancient lotus
autumn flame
#

If not i think there's a config, try that?

#

In your Engine.ini

[Audio]
UnfocusedVolumeMultiplier=1.0
ancient lotus
autumn flame
#

Oh yeah, that would do it

ancient lotus
surreal eagle
#

hi

#

how do i change the value of something on spawn

#

when i change it after spawn it seems to be the varible i want

#

but every time i try to read that varible from something outside of the blueprint

#

it goes screwwy

modest trench
#

what does screwwy mean in this context?

surreal eagle
#

even though the varible is read after it's changed

modest trench
#

it's not changing to what you set it to?

surreal eagle
#

it works from the inside!

#

but not the outside!

modest trench
#

can you show how you are changing it?

#

and how you are reading it after

surreal eagle
#

i just have a "make struct"

modest trench
#

I would sanity check that both actor refs have the same name

surreal eagle
#

the make struct is reading from a config file

#

the variable is set correctly every time

modest trench
#

fastest way to screenshot: WIN+Shift+S >> drag a box >> CTRL+V in discord chatbox

surreal eagle
#

i have it print to screen when it's changed

#

but that's inside the bp

autumn flame
#

Remember you can always expose variables to be set on spawn

hollow stream
#

why can't I get any of the variables for the last image ?

autumn flame
surreal eagle
#

i use a simple interface to send the data to the player

#

it only doesn't work when i change the varible in any way for any reason inside the bp

#

AND THIS IS BEFORE THE data is read

autumn flame
#

Probs a screen of your setup would help

hollow stream
surreal eagle
hollow stream
autumn flame
#

You're setting them back inside ThirdPersonCharacter

#

Instead of a Variable inside the AnimBP

surreal eagle
#

so this part seems to work

#

but when i use this event

#

it doesn't work

#

it works by itself mind you

#

however when used together they don't work

autumn flame
#

Same BP?

surreal eagle
#

yes

#

if i disconect the first thing from spawn it works too

autumn flame
#

So it fails when you overlap and you try to read the struct?

surreal eagle
#

but when i use it with the interface it doesn't

#

the interface works by itself

surreal eagle
#

even thouhg it's set just fine

autumn flame
#

Nothing weird going on in the Parent Overlap?

surreal eagle
#

nope

#

it overlaps

autumn flame
#

It may be cause it's replicated?

#

May be trying to read a server value on a client

surreal eagle