#ue4-general
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it says it's coldiging
but i turned off the replication
it's the ecact same!
still fails
Oh i mean, print string the struct before the interface
See if it's valid right there
ok
it works just fine
still doesn't send data
What's on the other side of the interface?
it just sets a single varible in the player bp
this is the only player and the only gun that does this in the level
So if you print string the struct directly on the other side, what happens?
testing now
seems to read in the player bp properly
So the interface is not the problem
now checking the child "gun manager" bp of the player
this is where the player sends it's data
I'm making a game that will have units moving around on a little overworld stopping at preassigned spots, and then engaging in battles. Is it possible to manage the battle in the same level without doing something silly like moving the camera to different platforms in the same world; or should I just be using different levels and making life easier?
ok,it seems to read the data inside the blueprint.
so all the data seems to work correctly
it's just that for some unknown reason it doesn't work still
let's see if this also happens when i discon it
it works again if i remove the onbegin play thing
that's so weird
it logically should work
it just doesn't
i see
it seems to not set the data into the other varible
it doesn't set that data to the weapon array i think
Hey guys, this is a basic functionality question but can not find the answer via google;
When there is an update for a plugin we can update it via the launcher.
My question is; will this also update all projects using this plugin?
And if not, how do we get those new features/fixes into those projects?
how do you make timed jumpscares, events, room element/mesh changes, sound effects as you walk around the same place over and over again?
if the plugin is installed per-engine it should update for the projects as well
if not you can find where it's stored and copy it to the project's plugins folder in its directory
@modest trench Thank you for answering ๐ Okay, so it should also copy the new plugin data to my project that's great! I was just thinking this, because there are options changed in the settings of these plugins, so if I would just copy it myself it will probably overwrite everything like new.
This part I don't get. The same is with assets from the marketplace, when updatet does it not change the current setup?
art assets are generally added to projects, not the engine
I know, but you still are able to update those to within the launcher.
what that does is update the version store in the vault cache afaik
which is a folder defined in the launcher settings that has copies of your assets
okay, so it adds or changes to the current files it already saved in cache right?
@modest trench, Hello
ah yeah, thats why I asked because lets say you
1 buy an asset
2 You alter it greatly for your project
3 It gets an awesome update
4 If you update it be overwriting you will remove your edits/settings
5 .. no profit.. how do people do this?
I honestly don't know how it would work for art assets
I wonder if reimporting them maintains the asset settings?
If you don't update you are missing out.. I asked this before and everyone gives different answers lol
yeah me too
it's very context specific
never had the balls to try
It is, but in the end I am just talking about changing BP settings (variables) in a plugin or MP assets.
the rough part about blueprint projects is that diff checking is very hard
in a text-based code file you can just compare lines
in BP there is a diff thing but I think it doesn't really help much
It's caveman-level version control but maybe just like write down the changes you made somewhere
Is there a easier way to extrude one side of a regulare cube without using the Brush Box, its so annoying to use as i always forget how to convert it back to a mesh.
you could just stretch its scale I guess
Then it goes both ways so i have to stretch it and then move it
Im just desperate for advice if there is any building plugins of some sort i have fr been awake for 2 days now trying to figure out building in this engine.
well, most projects only really do initial blockout stuff in engine
Ue5 has a very experimental in engine modelling suite but it's probably not going to make life that much better
I guess some assets like this exist https://www.unrealengine.com/marketplace/en-US/product/blockout-tools-plugin?sessionInvalidated=true
Yeah, ive been trying back and forth between them and i found out i hate ue5 tbh until its finnished 3 of my projects have been ruined when using UE5๐
Thank you, i will try that out ๐
@modest trench Thanks, will for now just test it in a test project, and do the caveman thing.
So I have an is it possible question. Is it possible to place landscape splines for things like roads, using data from an image? Exactly the same as how height-maps work but with the splines?
No.
Not really sure how that would be possible. You'd have to recognise and determine 'what is a road' from satellite data, along with having the correct height map information. Not a trivial problem to solve.
I mean that's only the surface (no pun intended) too. There is no way to make that a generic tool.
I reckon the way to approach it would be to have the landscape in first. Then translate the pixel data as co-ordinates. Then anywhere there is a white pixel add to the existing spline at the surface height of the existing terrain. But its probably way more complicated then that.
So far you haven't actually mentioned the image data though, are we talking satellite imagery? How do you determine a road covered by trees?
Nah not like satellites and map data. I meant just like a heightmap. Where you just draw on an the image for where you want stuff changed
Well that does simplify the problem, but still. Problem sounds way too complicated. Why not just a tool that allows you to draw splines onto Landscapes? Which I mean Landscape's road tool already alters landscape geometry to align.
Yeah I mean that works. It would just be cool if you could use an image to draw it on. And have to images one for the landscape and one for the splines
In this video I show how to create a spline road to use in Unreal Engine (4.24 and above) which will non-destructively deform the landscape to conform to the road.
Because YouTube does not allow Annotations anymore, I wasn't able to correct something I said in the video. When I create the last segment of the spline, I meant to say ctrl click o...
Yeah, Idk, not sure how useful that would be but ๐คทโโ๏ธ
Probably a quick hack is to put your road image on a plane with a transparency, go to top view and paint your splines. xD
(not actually sure that would work, but everything in gamedev is a hack) :p
It would only be useful for huge maps. For example you want to make a scaled down version of a whole country. Placing the splines originally by image would mean you could create roads in the correct spot without having to eyeball it. Then just make all the height adjustments after the fact.
That could work just as good to
Yeah but if you're also generating landscapes of an entire country. You have bigger problems than just painting splines to be fair :p
But if you're curious google "UE4 GIS Data"
Just one example: https://forums.unrealengine.com/t/plugin-import-gis-data-into-ue4/107459
But if you're going down that road. Optimization I feel would be a nightmare.
Hi all, A friend and I have been working on creating a tool to import GIS data into UE4. Weโve called it TerraForm. Initially weโve created a GIS framework for UE4 that gives landscapes a geographical reference, and developed functionality to import GIS line vector data to drive the creation of spline features. You can easily import splines t...
That looks super useful for what I want thanks ๐
You're welcome, and for real - best of luck, that seems like a nightmare to handle for a game project :p
yeah building huge maps are a bit of a pain sometimes
Is there a way to drag shortcuts onto the main tab?
Adding something in toolbar is only possible in C++.
Just like Makoto said, Unfortunately not without C++. But maybe look into Editor Widgets, you can make your own panel with UMG and blueprints. ;3
this could be a problem with your video card, do you have the updated drivers?
are there any tutorials for Horror Engine that's from marketplace?
seems like simple drag and drop assets and events
Is there any reason why a decal would ignore my landscape but project onto everything else?
Horror Engine has a Discord Channel right in their marketplace description - I would try there. This is general Unreal Engine help.
ok, thx
When i start new project with vehicle and press Play it starts driving on it's own anyone know how i can fix this?
You got a controller plugged in?
Yes just unplugged it still doesn't work
I'm just wondering, happens to me all the time - controller plugged in, leaning on the analog stick :p
99% of the time it's the reason for phantom controls xD
I see just restarted project it all works, i usually have steering wheel 24/7 plugged in never had trouble with it but now i will know, thanks XD
How do i import assets from the vault to a specific folder? The engine keeps crashing when i try to move megescans into a different folder.
could be running out of memory as the engine loads everything into memory
try moving one folder after another, textures, materials, meshs (in that order)
Downloading the megascans from marketplace is not good anyway. The textures are in 8K, it can eat through your memory real fast.
I saw something about it doesnt use more memory than it needs so you cant adjust it, i just have 32gb ram but still shouldnt be that hard. Are mostly all of the textures downscaled?
No.
On the assets themself it says 4k or below, but still do you know how to add them into the correct folder instantly, i cant find them in the vault cache.
how can you change door model in blueprint viewport? i try to add it, it changes in static mesh and materials section, but in viewport it's still the same
i tried to place it in viewport itself, but got some errors
@flint dagger Thanks for your help. Your idea of loading my map image onto a plane and using that as reference for creating roads worked perfectly
XD Really, Im surprised that worked. :p
Tech Art ya'll, smoke and mirrors... smoke and mirrors.
Hey guys, I have question and maybe there is no consensus ... Should props such as weapons be facing X or Y... even asset packs never do the same
Is there a way to create dynamic stretchy ik bones?
Doesn't necessarily matter - just once it's consistent for all weapons and props across your project. If you want to be pedantic, X is always forward. So face X. Also means that when you're tracing etc from your weapon in blueprint, that X is forward in Unreal terminology too.
I do agree ... just saw that ALS dude has his attachment facing Y !
that's what I thought thanks
guys, is there any command-line argument that allows me to enable path tracing for Rendering Movies? I'm referring to this page --https://docs.unrealengine.com/4.26/en-US/AnimatingObjects/Sequencer/Workflow/RenderAndExport/RenderingCmdLine/ -- and, quite unfortunately, haven't found anything useful there
Not sure if it's listed, check r.PathTracing.* Not sure if there's one to enable.
seems like a good lead, but it seems that there's no specific command that actually enables path tracing
Yeah Im really not sure, I don't now much about the pathtracer unfortunately. Might be worth asking in #cinematics ?
Actually not sure if that violates cross-posting rule. Still relatively new here, maybe someone can confirm.
if redirected, its fine.
Good to know, thank you fren โค๏ธ
np fren!
Hi guys, does anyone know how to move existing folders into new folder without breaking assets referencing? Say that I have folder A,B,C, which contains all the assets and levels, in the Content folder. How can I move A,B,C to Content/D with correct assets referencing?
Move them in Content Browser, don't move them through file explorer.
ใฎ
Hello, Quick question here. I'm having an issue with some Kitbash 3D elements and their opacity maps not being effected by the depth of field of the camera. Has anyone had this issue or know how to solve it? Thank you!
Its not the easiest place to get help, but others are busy with theire own thing aswell๐
Welcome to my ASVarma
I teach how to animate car in blender easily for everyone hope you like video.
Follow me on
Instagram - https://www.instagram.com/asvarma561/
Discord - https://discord.gg/FeeXeY2r
Don't forget to click like and subscribe me ๐
Hey Guys, anyone know how to Set this Anchor's Settins in BP?, like i dont get it to work, https://puu.sh/IIfYV/412979db92.png
only Set Anchors is not the Same, like that
Nvm found it out, just get viewport size node resolves my Problem in this Case
Otakudes39 โ Today at 8:13 PM
The Weapon Does not spawn at the WeaponSocket Location
Image
Image
when you say that the skeleton is not created in that comment.. does the socket exist yet?
you might need to snap after it has something to snap to
checking the socket name seems like a good place to start debugging either way, haha
does anyone have experience with the Virtual Camera plugin, or any system that remaps editor input to an UI running at editor time inside the viewport?
I need to use the joystick for my own UI which is going to replace the Virtual Camera built in one, but I'm seriously struggling to find where all of that is remapped. Since it's all editor functionalities, nothing is in project settings > input, and it's not an editor wide modification of the plugin, since controller input are remapped to the vcam's UI only when the vcam "enable" flag is on and their builtin UI is selected
Uh what do I do if I got the gpu crashed or d3d device removed error?
I'm having the worst time trying to record some VR gameplay with the take recorder. The take recorder seems to eat up all my performance even when the game is running at 3-4 ms, once I start recording performance gets stuttery. Does anyone have any experience with getting take recorder to perform better or perhaps smoothing out frames?
This may not be the answer you're looking for but have you tried looking into alternate recording methods?
Which methods are you referring to? I'd really prefer not to use OBS etc as I feel like the output doesn't show of the game as well (also being able to change camera settings etc after the fact is really nice) but I'm open to suggestions.
I'm not referring to anything in particular. What I'm suggesting is that perhaps your system isn't capable of giving the output you want with that method and there may be other methods that will do what you like if you can't find a way to optimize your current method enough. There's more than one way to skin a cat, as they say.
Know what you mean, it just doesn't seem like it should be as demanding as it is, the game runs smooth as butter but just recording the transforms of 3 measly objects somehow brings a great PC to its knees? Any alternative would require a lot more manual labor ๐ฆ
What kind of hard drive do you have?
i seem not to be able to find a way to disable the clear undo history on save, any ideas?
Anybody around that I could help me iron out an idea? Just need to bounce it off someone more experienced and see what they think.
Is there any option to automatically hide this?
the bugs causing this is being worked on by someone else, but it's annoying to have this pop up every time until it's resolved
Thanks BRO!
hey all, im getting a really strange result when importing my char into unreal, can someone tell me how to fix it? this first screenshots from blender.
this is unreal
i don't understand
i used udims if that makes any difference?
looks like normal maps are wrong
Try in blender edit mode, mesh, normals, recalculate outside then try import again
also smart uv could help
the normals are correct
i mean, i just textured the char in substance, everythings working fine in blender and substance
just unreal is giving me whatever that is
๐
lol
I thought answerhub posts were supposed to be migrated to the forums, yet I'm still getting a ton of dead answerhub links
If I wanted to create an overworld like Civ's hex system, and then have fights that happened that required a different screen would I need to log every units location in the game instance, or is there some more clever solution for this?
hey, i have a rather broad question, so I dont really know in which channel it fits best. Is it possible to run a VR game, created in UE, on a website? Or how would a transfer look like, if its possible?
ooh the holy grail. check out unreal engine's pixel streaming plugin and demo project
latency/fps are definitely main considerations. That said VR on web is happening slowly but surely. WebXR (formerly webvr) is still making progress i believe.
Anyone know if any foresty map example one can download for the editor to get some inspiration and perhaps learn from?
how do you make a map for a 3rd person game (without code because i dont know how to do that) ๐
Is i5-1135g7 and 20gb ram and 1tb ssd good for unreal engine 5??
@frigid ether
i checked online and your specs should be good enough
is it better to start with unreal engine or unity as a beginner ?
no
I wouldnt say one is fundamentally better, unreal is easier for beginners, but generally you wanna pick one and stick with it,
would i need to import one or can i just make it with the objects already there
either one works
we dont know your game, or your requirements, or goals. both are options.
ok
im just trying out unreal on my laptop, and want a nice map
yep. doesnt change the question or answer tho.
chances are since you dont know what you are doing it's best to find assets that work for you, map parts from the marketplace for example, and build it using those items in the engine
How to make this cap smaller?
what is the parent for those items?
thx
the parent thost items are in, the container, i am guessing a uniform grid panel perhaps?
yup uniform grid
you need another panel, or you need to fill it up. it's doing what it's supposed to do
if you want something next to eachother like that, a horizontal box would fill in left to right items next to eachother
okay! ty
a hBox wont let you stack items tho, thats what the grid is good for but then you need to design your grid to fit your elements. if you made it smaller they would get closer for example
If you need the horizontal and vertical, a normal grid might do what you need], the bottom is a normal grid in this example with a spacing of 5 while the top is a uniform grid (it fills in as you add more items to make sure they are "uniform" from eachother in that space left to right and top to bottom
hey how would you guys go about creating an enum you can edit from blueprints?
Sure, first define your enum
// Represents an inventory item category
UENUM(BlueprintType)
enum class EInventoryItemCategory : uint8
{
IIC_Clothing UMETA(DisplayName = "Clothing"),
IIC_Weapon UMETA(DisplayName = "Weapon"),
IIC_Armour UMETA(DisplayName = "Armour"),
IIC_Ingredient UMETA(DisplayName = "Ingredient"),
IIC_Potion UMETA(DisplayName = "Potion"),
IIC_Other UMETA(DisplayName = "Other"), // All other things that are placed in the inventory, like cups, plates, buckets, etc..
};
Then expose it somewhere, ( blueprint or cpp Actor for example)
// The item category */
UPROPERTY(EditAnywhere, BlueprintReadWrite)
EInventoryItemCategory ItemCategory;
Blueprint see image
how do i know what to put inside UENUM() ?
i have downloaded a map i found on the marketplace. how do i get it on my game
Do you have an example of what you are trying to do? You can put any descriptive text you like, and assign them a friendly display name.
Then have it as a choice/dropdown in Blueprint
no, what i mean is, inside the (), you said BlueprintType, is there anything else I can put there? and what does BlueprintType mean?
(btw thanks for the rest of the explanation, was really helpful :))
im tryna make a simple enum like enum Team {A,B}
I am not 100% sure, what else you can put in there, but that basically tells Blueprint, you want to be able to use this enum in Blueprint. ๐
aight cheers then :)
and yes, i am this dumb
So usually, after you add a project from the marketplace, there are options there to either add it to an existing project, or to copy it to a new project, depending on how the marketplace asset was setup.
Example:
'Create project', or 'Add to Project', then follow the Prompts.
Which marketplace project did you add?
Stylized Character Kit: Casual 01
ok, one sec, I also have that one
hey so im getting this compile error
it says team is defined both as an enum and as a class
but these are the only custom files i have
i created an empty class that i replaced with an enum, but i deleted those files from VS afterward
Right, I just added it to an existing UE4.27 Project.
And browsed using the content browser to
If you dont have those folders, your marketplace project did not import properly. Either start a new clean project and test it on it's own, or look for errors.
so where do i go for the content browser
im really sorry for all this trouble
i just dont know
Window/ContentBrowser
Right, maybe try #cpp, they can probably help you there. ๐
thanks :)
ok thanks, i think i can do it now.
Sounds like VS got confused with old class files. Not 100% sure how to fix that, sometimes it's best to add classes via the Unreal Editor rather than code.
But it could just be something simple.
i added through ue, deleted them from vs
yeah, that can cause havoc sometimes, coz ue dont know you deleted them.
maybe a good idea to just regen your project /solution and reopen and recompile.
maybe that works
Can i take camera from the demo and add it to my game?
yes? no? possibly? what demo...
Still need some advice regarding this project of mine. I've got a civ style overworld, and need to have it engage in battles on the hexes. Is there any way people could think of to manage this without requiring loading another level for each instance?
Demo that you can download in unreal engine 5
What makes it different from the engine's camera component?
there are more than one, but if it's unreal engine content then yes you can use it in unreal engine for projects you make.
I like the position and the movement
That's not in the camera component itself, but you can look into the character BP (or maybe camera manager).
I have yet to see an Unreal project actually reinvent the wheel and made custom camera class lmao
Hello everyone! Don't know what is the cause of my problem... I'm using UE4.27 and Rider for UE 2021.2.1 for C++ project. Recently I got some strange bug or something else: some changes in the code do not affect the program in any way. For example, I have these old logs (with Montage) that still work fine, and new logs ("!!!") that didn't work. This is one of several strange things. I reverted to a very old commit, but the results in the logs and character behavior are still the same. Also I'm tried to rebuild current project (in Advanced Build Actions) and do some obvious things such restarting UE4/Rider, etc. Is it Rider problem and I should ask for help on relevant resources or it is something else?
how can I make it so that it starts at the back and avances foward ?
Weird question.. Could someone send me a plane with a lot of Vertexes? Someone using Blender or some poly software.. I can't export such a thing from my CAD software, but I need it for Vertex Painting ๐
See #instructions on how to post on job board channels.
I have this weird lag issue where over lime i get a build up of fps drop. So I used the "Stat game" command and I see this buildup of red. Anyone know what this means?
@hollow stream job offers are only allowed in the job channels. as Makoto mentioned, please read the #instructions and #rules
Try testing it again in standalone process.
This is a packaged game
Has anyone successfully used the experimental water plugin on an imported landscape? I can get it to work on an internally generated landscape every time but imported landscapes seem very resistant to success.
So I can't show the code right now since I'm on my phone, but I've got a grapple line my character can launch and I'm trying to get it so he can reel in an object towards him
I guess I'd first have to make something that checks if the grapple collides with the object, right?
If so, how'd I do that?
guys do i need to hit hot reload recompile on live coding every time i change code?
Are you trolling?
For c++ ?
Nope
Close the editor if you wanna recompile
I love there is a website for this
Reminds me of the one dedicated to hating corriander/cilantro
Okay, wow.
Not really done much of that myself, but event hit might do it, if the object has simulate hit events on
Could you please show me an example through a screenshot?
sure, lemme fire up ue real quick
Hey guys, does anyone know why when I place my static mesh into the landscape grass type it fails to generate anything?
So I have a BP, that has a cube in it, I turn on simulation generates hit events, then i have a on component hit node, that checks if it was the player that hit it, when it does, it prints hit
what you would want to do is check if the grapple hit it, then use some logic to bring it back with the grapple, could potentially attach it to a socket on the end of the grapple
I figured
yeah theres multiple ways of doing it tho, thats just one
Man I'm such a noob
nah you're learning
People have told me to learn a Udemy course
But haven't committed to one yet
Seems like backtracking
i mean i can't speak on the quality of them as i have never done any, most of my knowledge came from messing around with things, and then trying to find better ways of doing them
That's mostly what I've been doing too, yeah
Along with getting help from tutorials and others
a lot of my early unreal projects was copied tutorial code, and it was baaaaad, but after a while, you start to figure out why certain things are bad, all comes with experience
add BlueprintReadWrite
dont use live coding
its bad
so what i just hit compile
that cannot be the expected workflow
aight cheers
i did it! thanks :))))
Input Axis Event references unknown Axis '[HE]MoveRight' for InputAxis [HE]MoveRight
Input Axis Event references unknown Axis '[HE]MoveForward' for InputAxis [HE]MoveForward
whats wrong? I need to set movement keys? how? ๐
thing is that character doesn't even appear when I press play in editor mode
in the original project it's working, but once I paste content folder files to other project it's not working
ok
Hi all, I've read that the console is excluded from builds, but does that also mean any console commands called inside of blueprints will fail, or does it just remove player access to the console?
You better be coding a bliblie
thats odd, theres no option to remimport csv datasets
whatever happened to it
nevermind, i see i can just drag and drop it
My effect system is making my assigned material which was a sphere into a square
anyone knows anything about this ?
I don't know if I pressed a key I shouldn't have or something ike that
so ive been wanting to learn unreal engine 4, does anyone know where i can find free tutorials? I wanna learn how to make landscapes.
In this video I will go into detail all the features of the Unreal Sensei AutoLandscape Material and how to properly use and customize the material.
Download the material here:
https://www.unrealsensei.com/autolandscape
Link to The Unreal Masterclass:
https://www.unrealmasterclass.com
Signup for the Unreal Sensei Newsletter:
https://www.unrea...
thanks
is there a tutorial on how to do it from the beginning?
like how to make a landscape from a flat plane
yeah, but you need to learn how to mix landscape materials
oh, like i said, im completly new to unreal.
lol
i went there and the first 5 lessons were just the guy talking\
yeah but he wasnt showing me how to do anything
Hello! I have a very pedestrian question about the editor : anyone know if it's possible to bind the "Q" and "E" keys to move the viewport camera upwards and downwards along camera vector rather than world space?
does anybody know any move to nodes that support Nav Queries/Nav Areas?
can you write the same amount of extensive logic to anim grahps as you can with blueprints
or is there just hard limits to code logic for anim graph stuff compared to montages?
hey i have a balance system where attack range meovement speed and health self balances to all fight evenly vs a base unit. However when they fight each other it not balanced, how can I balance attack range movespeed and health to be even
Yes, but not exactly as elaborate as actor BP.
I need to make a new project if I want to use horror engine? I mean I have one big project that I throw all the assets in and make levels, also threw in the engine itself but it's not working
or just move levels and assets files to horror engine project itself?
I don't get the deal with Horror Engine. Was it a monolithical system or template?
template I think
it's a project file with map and blueprints, events and interactive assets
just drop them in and edit options of them
only thing that all games look the same
Make sure to use the migrate feature in Unreal, ensures references are translated too. I've no idea about HorrorEngine, but if it's following any sort of standard, you'd want to transfer the Content/HorrorEngine folder to your current project with that migrate feature by right clicking the folder, instead of individual assets like in the documentation below.
Hi, if you provide a bit more detail we can maybe try and help, "some changes in the code do not affect the program", can you provide example of what you changed, and then screen shot whatever you see after it was compiled in the game that makes you suspect this, also "several strange things" just is not enough information to provide a useful response or assistance. good luck!
it gives blueprint errors after migrating
In use pin Wood no longer exists on node Select . Please refresh node or break links to remove pin.
material type
when you run the preview map it doesn't spawn you as a player
actually a couple blueprint errors
Message node Invalid Message Node has an invalid interface.
Is your project the same engine version as Horror Engine's project?
yeah
I mean it sounds like it's missing an interface, that would normally transfer with migration. But wouldn't if there was incompatibility or the asset can't be read - so engine versions usually. But honestly, like I said before - this is more Horror Engine support than it is Unreal Engine support. Did you try their discord?
Then send the dev a DM or an email.. Not really sure unless there are others here who specifically use Horror Engine, I don't think we can really help.
how about copying config, deriveddatacache, intermediate and saved folders from one project to another?
At most you'd only need to copy Config folder, considering it's BP only project
Felt like people had horror stories with Horror Engine.
it won't ruin the project and levels in the project?
๐ฅ
lol
true
project stuck at 39% after copying
and still not working
it works in viewport, but not in simulate mode
in simulate mode it gives error - attach horror engine blueprint to players camera
also in blueprint viewport it shows light/fire, but when I press play it's not there
Nope, not as far as I know.
But you can do it in
EditorViewportClient.cpp
FEditorViewportClient::UpdateCameraMovement
And maybe look at 'Flight Camera Experimental Navigation' under the editor for how they setup alternative camera movement/features in the code.
thats okai i just called the anim notify and setup the blueprints in actor via cast :3
big thx โค๏ธ
added a flashlight to character blueprint and got the movement bugged out lol
still kinda fun, living for moments like that ๐
got it working, you just need to pick up items instead of messing with the character
try
Anyone know any better Portal Gun tutorial series than this one? https://youtu.be/v3paFpIilGg This is the best one I've found but it uses pre-determined angles rather than checking the angle of the thing it's placed on
PLEASE WATCH AN AD ON THE VIDEO TO SUPPORT ME!
DOWNLOAD THE FINISHED PROJECT FROM HERE BY DONATING $3 OR MORE: https://www.patreon.com/posts/39077273
Portal Gun Tutorial Series: https://www.youtube.com/playlist?list=PL_z1oXjT7l9o-VYz2Z1d7msftkQPUQ5kE
Hey Guys! In this video, I give ...
hallway
Please post it on #work-in-progress or #released.
how can you disable or fix the project spawning you with a character and it's settings by default?
im using reloaded horror engine
Downloading a asset/package from the marketplace, is there any way to pick what gets imported?
Oh, sorry, I will
How can i fix a negative Timeline start? My frames get exported with negative numbers and Premiere doesnt know how to combine them into normal sequence, so now my sequence is all jumbled up
is there a way to use controller input in edit mode from a controller for example?
well, I know it's possible, I don't know how
The GameMode has a "Default Pawn Class" that gets spawned by default, but you can set this class to None to skip any spawning. If you want to play as the character you've placed in the level, also set "Auto Possess Player" to Player 0 on the character's properties
What scale of difficulty am I looking at, making a first person story based game? Like linear maps, clear this to unlock that area, predefined weapon slots. Mostly story focused?
thanks, I knew it was something about game mode but not sure what ๐
A bit like The evil within 2
Gameplay wise, it could be the same as developing normal FPS games, except more story moment and less shooty bang bang.
Is there a way to hide this info that belongs to the components of the actor, and instead get the actor native and blueprint variables in the top? Right now "Default" is buried far down the list
any help? ๐
hey guys, I'm building an app using UE that needs to write/read data to/from a remote persistent db. I have no experience so far in db management or remote connection, nor in good existing UE plugins to easily communicate with such db (including proper authentication and security). I've looked a bit into a self-managed postgres db and there are a few UE plugins for it. I've seen also google-hosted DBs like bigquery (but no UE plugin found so far) or firebase, but I don't really know what the best option would be. Looking forward to some guidance!
Why isn't there a separate thread for pixel streaming? Is it like so out of trend?
What would this part on a wall be called.
Beginner question I've just gone mind blank aha
That's a good question.
my talents are much better in CGI and modelling so I might try my hand at it. ty
amazing
?
I just answered the comment with a random word so I can save it to watch the video later
oh ok
Bookmarks exists...
My main issue with the tutorial is they say they use predetermined angles, and since getting the perpendicular vector to a slope is fairly easy I'm wondering why they didn't check for that- would it cause some massive issue with the portals? Because if they can make working portals they surely know how to get the perpendicular vector
half wall paneling I think
I forgot
Anyone have any advice on overall strategy for gamepad aim assist on a top down game (similar to Diablo 3 console version or Hades) - focusing on ranged attacks for now
I'm on my second iteration of attempting this and it still does not feel good. Currently just using some distance and angle checks that are weighted, and basically a "turn to target". But games like Hades don't seem to have any obvious "turn to" style behavior at least that I can discern, and still feel really great in that I nearly always hit what I meant to, and it doesn't feel like it's robbing much control
Mostly wondering if you guys are aware of any magic formula or it's just a ton of painful tuning. TLDR not as talented as Supergiant Games
QUICK QUESTION
I have developed the Unreal Engine Android game, that has a default Splash Screen (UE Logo) at the start,
Do I have to acquire any permission for this?
Yes.
Unlike Unity, you actually have to get permission to use Unreal branding's trademark.
Thanks @drowsy snow
do you happen to know how I can get this permission?
how can i debug a pretty consistent game-freeze? After about 10 seconds my game freezes for about 0.5 seconds and then continues as normal. I changed a lot in my code base, rewrote pretty much everything recently so unfortunately i dont have much intuition about what caused it
Have you tred checking stat unitgraph for misbehaving thread? Does this happen on different hardware or restarts?
Thanks @drowsy snow
@drowsy snow thanks! this was a split second after a freeze-up - does it tell you anything?
i wonder if it's just because my computer in general is using up a lot of RAM & GPU - my notes app is also a bit laggy. does that sound related to you?
All 3 threads seem to spike, so must be hardware related.
i ran the game again after a restart, no other applications open, nothing specifically noticeable happening in game, i just left it idle - still seems to happen at regular intervals :/
Sorry for the lack of details, I'm very confused
It looks like the same version of the project is running, regardless of the changes made. I give an example with logs due to the fact that it is easiest way to demonstrate the problem. Now I rolled back to one of the commits again (it was made when there were no problems), to check I add more output to the log and output the line to the screen. I run the build (if it is important, the project builds many times longer than before) - only the old logs "Attack Montage" are displayed. Changes in other files also aren't applied. I'd like to add more information, but I don't know where to start.
what could this mean, my card is busted or something? ๐ฑ i can chuck it on another machine and see if the issue still happens.
I'm no unreal expert, but unreal projects are based on and generate a lot of artefacts, intermediate files, derivative stuff. So if you switch between commits, you may or may not be looking at things as they previously were. You can try googling "delete intermiate files unreal" and stuff like that to wipe any potentially out of date / missing files, and then generate them again based on that commit's state.
Thanks for the tip, I'll start with this!
glad to help, lemme know how it goes. There's a difference between actually important code ( the code you're writing ) and the files that are automatically generated from it. The generated files (these are generally in programming called artifacts) aren't important, don't need to be committed, and can be deleted, because they can always be derived from the actual code. Your commits are like a recipe book. The recipes you want to preserve because they reflect your knowledge. A sandwich you make following the recipes doesn't matter because you can always remake it from the recipe.
there are some rather huge costs tied to hosting pixel streaming? or am i mistaken?
Don't even think about running pixel streaming in VR. Unless you want your users to have bad case of nausea, then by all means.
@drowsy snow interesting! I did some timed test runs. It seems very predictable. always at 50 seconds the game freezes, then every 60 seconds after that it will freeze again. I ran the test a few times. here are some results (in seconds) 53,112,172,231,290 then 50,110,169. I googled and apparently it's related to unreal's behavior of garbage collection, deleting unused actors every minute. I don't appear to be creating/deleting anything in the game though, when it is completely idle ๐ค more testing required
Can't even imagine how fast of a connection it would take to constantly stream in and out full resolution 90 FPS stereoscopic video without frame drop and near zero latency.
I'm sure not even most expensive business internet connection in North America is up for such task.
(the wait for is typing is too intense. Is it going to be an essay?)
@lime maple Re: cost. Pixel streaming (with ue) as a concept is dedicating a host to run an unreal exe. Technically speaking, this can be achieved using your own home computer as a host (low-cost). Most large companies will require massive throughput for their pixel streamed experiences, so they will spin up many cloud machines (AWS or Azure are big ones) for many users to pixel stream the experience (this cost can compound quickly with more users)
Regarding experience, I have not attempted to pixel stream a VR experience for an end-user. But strictly technically speaking, it is achievable, but comes with some very difficult constraints in order to make the experience seamless (optimization, latency on end-user side and more) Hope that helps ๐
Also, before testing in build :), good idea to test in editor first, save you bunch of time. Unless you just mean compiling. then ignore me.
Well, that was less lengthy than I anticipate...
This alone does not put into account massive bandwidth and internet connection necessary to get a working VR video input/output without causing nausea on end-users, from huge latency and unstable framerate.
This is less of an issue for stuff like product configurators where all you do is drag around to rotate an object, and huge latency and less stable framerate/connectio is less of an issue.
Just compiling, sorry
and i dont know if this is a forbidden topic in this discord... ๐ but has anyone experience with the webxr tools of unity?
Might not be forbidden, but it is heresy, so might as well ask about it in Unity Discord server.
Is there a way to make Reflection Capture Actor to be realtime? (As in Unity)
We're getting into heretic comparison eh.
No.
At least not without tanking framerate.
Maybe we can make it to be updated less often
but what's the approach?
Then you're going to suffer some jitter, with frequency depending on how often you update it.
AFAIK Lumen does use lower LOD for the reflection environment, however this is not a thing with vanilla UE4 configurations.
Also we can make the resolution more lower
Still going to cause stutter.
I tested it.
Unity manages to do it fine, So I don't think it's impossible.
I'm way ahead of you, because I read through GTA V's graphics study article, and trying to get realtime reflection the way GTA V did it. It wasn't possible with vanilla UE4's reflection capture probe.
Also I would LOVE to get frame time metric out of this.
I deleted all files from gitignore and everything finally fell into place
Your advice has become my salvation <3
Hey is there any Moderators here?
Yes.
I need to speak to one
Hello. I have kinda general question about my future project. I have a photorealistic humanoid character and the big idea is to create a studio on unreal to render different scenes of my character. Interactions with environment, objects ets. (it would be character's house). I'am 3d designer and now i have like 0 skills in unreal but also I have team of devs and other 3d artists. So I need an advice. Is it actually possible to create photorealistic environment in unreal to put my char in and use unreal as photo/video studio?
#server-feedback if you have problems/suggestions with the server.
<@&213101288538374145>
Say it away.
my friend got hacked and the hackers sent some weird links in this server and he changed password and everything and he isnt hacked anymore so he was wondering if he could get an unban
His discord is Flops#4525
OK revoked the ban
Thanks!
Also ask him to install two factor authentication.
They bypass 2fa but its still worth to have it
Could you verify him please it doesnt work for him
nvm
wrong one
Any particular reason this would happen everytime I open up the editor?
Using the sun position calculator plugin from epic
this started happening out of nowhere
Are you disabling the plugin at one point?
no, never disabled it
Can you create the same nodes again?
yeah if I refresh it'll come back to life
So problem solved then?
not really because when i restart the editor it'll break again
Hi all,
With collections, is there a way to make content from developer folders show?
For example, I've created a collection with 3 maps. 1 of which is in a developer folder and isn't showing in the collection.
Developer content is enabled in the View Options, and I can see the collection has 3 files but is only showing 2
is here the place to ask about profiling issues? I just discovered Stat StartFile, and I'm getting this major spike every 60 seconds. I tried randomly turning off parts of my game (ui, loading saved game) but they have no impact on this spike so far.
( oh sorry i realised the first spike was 10x bigger than the second one, here it is: )
i created a new empty map, it has no issue ๐ฑ so something is causing trouble in my code
where do you add footstep sound to character? suddenly lost the sound of it lol
well problem is sound plays on specific material
so how can I add that to floor meshes?
you generally use the anim notify on the animation, then when it fires off on the foot down you can do a trace to see what physics material is hit and play the appropriate sound
idk how to fix either one of those
Would anyone be able to help me figure this out? I am not that familiar with effects and I don't know how to change the Param. I have made erode glow but am not sure how to use it.
how can you copy the material parameter which plays sound to another material?
or where do you choose which material is which
hello~ does anyone know if there is a way to play a flipbook animation in a random interval using only the material?
this is what I have right now. the animation loops currently. its for a character eye blink so it would be cool if I could set it to play at random intervals
does anyone know a way to do that?
thanks ๐
worked out my massive game freeze - I have 40 keyboard keys on the screen, each with a super complex Event Tick node ๐
also have this problem with door, you can kinda go through it and it makes flashing effect of whats behind the door
had it before with different meshes, like mirrors too
behind the door is hole made with subtractive box, floor mesh is kinda flashing over the edge of box
are these vals way too high? I see people mention "16 ms frame time" for 60fps but i can't find recommended vals on the other stats
anyone knows how to use keybindings when keyboard is not american?
anything with shift or CTRL doesnt seem to work
Emm I would say it depends on your budget thatโs half way to yes to high point umm really really dependant man
if i basically turn off the visuals with r.ScreenPercentage 0.1 the GPU is still at 20 so could mean something is hogging the CPU. what could it be? everything? ๐ @lilac sail
Umm unoptimized code unoptimized meshs it can be a shit tone of things and oh boy I mean a whole lot thatโs something you want to do some digging on build lighting, um turn off functions one by one itโs a lot lol
Perhaps some one else here may have some better insight
Go for it
Actually try turning off lights
I know I go from 45MS to 24 when I have no shadows casting lol
its strange because when i turn on/off the offending BP_Key Event Tick the frame goes from 19ms to 17ms, doesn't seem major, but when its on it will always completely crash the GC once a minute
@lilac sail ( also i restarted my editor after working all day and the values all cut in half ๐ so that's nice )
Yeah sometimes itโs just faulty code and editor bugs when on to long lol
does anyone know if its possible to get morph targets to work with cloth painting in skeletal meshes? Seems like once I apply a clothing data, my morph targets stop working.
edit: I've found that messing with any scaling breaks cloth physics. Can't even mirror the mesh or else the physics sim will float up
Note to self: Do not create 40 dynamic material instances for 40 different actors in event tick.
back down to sub 10ms ๐คฉ
Just a heads up: I fixed this by changing the BP folder
ยฏ_(ใ)_/ยฏ
@willow raven you could try next time "Fix up Redirectors in Folder" or something similar
did you also try moving the folder from inside the editor?
yeah
hrm
shrug memey
my project seems to be haunted
ghosts emerge when humans try to understand complex systems ๐
fixed, it was character placement in the viewport ๐
Hi guys
have a good day
I want to use CMD for executing HighResShot command to take an screenshot.
I want to know how can I specify the command to use timestamp or not?
I tried this command but it didn't work
HighResShot 2 bDateTimeAsFilename=0
How can I do that?
how do i make direct lighting more smoother/blurred
@wicked frigatethe docs show this now for that command, it looks liek that option was removed. it also gives an example of how to call it from the comand line
how can you put it multiple outputs in audio cue? like add looping, delay etc
put all the inputs in one node and then direct them to output
Thanks
So I Can't use it anymore?
if I can is there any way to pass this parameter for example in second param? like what I wrote above?
you can change the filename yes
highresshot 2 filename=test2 with test2 being a parameter on the string you pass in will let you change the file name each time it is called
@plush yewdo you have more of an example of what you want?
Thank you a lot ๐
ok, so what do you want? what are you trying to do
i want to put multiple effects on audio
so like this ?
you should also make sure to read the tooltip for looping, if audio itself is always supposed to loop it should be in the wave itself not in the cue
i couldn't find looping option when I dragged just a wav file in level
its in the wave asset itself,
this is just referring to the looping option. If it's always supposed to loop, do it in the wav itself. Then you can modify the wave in the cue without worrying about looping
for what purpose?
you can put more than one, and then you can randomize them or select one to play yes
you still only have one output of one sound at a time from the cue
@grim ore I watched so many of your tutorials and they helped so much thank you so much for that! I didn't expect to see you here but it kinda figures ๐
so if you have more than one wave in it, it still has to somehow pick one of them and then output that one
alright, guess it's better to use daw for that
there are ways of playing them back to back inside the cue if that is the goal. I really dont know what the goal is lol
collect all the sounds in one cue and add reverb to them all
ok so you have them all in the cue, they all have reverb, now what plays?
all the wav, cue files
main cue
with all the wav files
or all the cues that are put together
so when you say "play cue" then it will play sound 1, then sound 2, then sound 3, then sound 4, etc..?
then yes that would all be separate cues, each one being a unique sound to play
well.. I mean you could do a mixer node in the cue but...
it might be saner to have each sound control itself in the event you need to modify them later, or remove some, or change them, or move them, etc.
yeah
Quick question, why the hell is UE5 deleting assets by itself?
Whenever I restart I get a bunch of missing textures/mats and have to reimport
In the light properties turn up the shadow resolution
Hi, so im new to unreal engine. how would I take a jpeg file and turn it to the paint coating for a vehicle model? Im trying to make a mod for bus simulator 21. (Unreal engine 4)
idk decal maybe
Not at all
can you not do it with dynamic lighting?
Very helpful ๐
yep i see
@plush yew Thank you! Will do that!
Awesome Thank you! I did not know that discord had live voice chat, that is pretty cool
Can anyone advise me on using UE5? Primarily when it will likely be available to release on?
part of a team working on a game and the discussion of UE4 v UE5 is happening
i turned on ray tracing and now it seems to work?
ill read through that thanks
nope it did not
how do you make a starting screen
but first how do i actually use my character ingame after ive bought it
dumb question but is the blueprint syntax the same with the c++ syntax?
Well BP is a visual scripting graph and c++ is just text so there isnt much similarity in syntax, other than both being used for programming. If you mean names of functions, they about are about 95 percent the same
How can i hidden icons in editor with shortkey
#unreal can somebody tell me how to optimize multiple scene capture actors in a level, i am seeing huge fps drops...
Use as few scene captures as possible they are terrible for performance. If you absolutely must use them, then you can lower resolution and/or refresh them less often
Well you can lower res in the texture they write to
one is current so i can make it full hd and other 1x1 ???
but that means i have to newobject overy once in a while they witch
switch
If you only have one at a time, then only have one texture and always write to the same one.
more textures just means more memory, but i want to reduce overhead
fps goes from 120 to 35
with 8
so you can uncheck capture every frame on the capture camera
Well you have to manully call the capture function on them when you want them to capture if you disable auto update.
Also, it's a lot easier to setup a scene capture with a scene capture texture asset instead of creating the texture dynamically
Alright then you have to deal with the issues of dynamic captures. One of which is them being black until initialized. Disabling per frame update on unused cameras is the way to fix bad performance. You are going to need to figure out how to init your textures once so they aren't black then not update them again
so uncheck captureeveryframe is only wy to stop update???????
dynamic ones aren't cpp only
theres a BP node for it, but it comes with a catch, last time i've tried the render target isn't ready in the same tick, so you can only use it from the next tick
idk if the bug was fixed in 4.27 or 5, never got a reply from epic
That sounded way too much for scene capture. No wonder you got huge framerate drop.
But why?
What's the intention behind that jank setup?
CCTV?
wap
i should really test out if that microwave object already has a way for me to open it in vr
Damn you still doing the microwave
nahhh
reconsidering
was told by a blender beginner some stuff
so now i am just thinking if its true or not
Whats that
FWIW surveillance camera monitor with realtime feed doesn't have to be high resolution and updated every frame.
that since it already has a handle layer. and a opening animation it may already have the ability to just open if i do something
But holy shit does Scene Capture + Render Target Canvas is a massive perf hog
thats how i solve the framedrop, only capturing 30fps / active cameracount
so with 10 cams each only gets 3fps
every unity vr game i have seen
lol
has my finger pointed at vrchat and chillout vr mainly
that may be helpful for him
and jesus christ my gpu was just hot as shit a minute ago
hm, that sounds interesting
does that affect the actual capture part, or the rendering in the UI?
sounds like later
I've been going back and forth with this, still indecisive about it.
also looks complicated to implement, probably only worth it if you have to squeeze out the last bit of performance
and even after reading most of it, i don't fully understand whats going on ๐
Kind of a noob question...I am trying to toggle the set yaw for the player character when the character interacts with the object. I have no idea how to cast to pawn properly. Help would be appreciated.
you need a reference to your player character, which you could pass in your interaction event
Thanks that was helpful. Now I am having trouble casting to disable the character's movement.
be aware that your solution of getting the player character only works for singleplayer
you have to drag from the get player character node and search for "get movement component"
and you don't have to cast it then
Anyone had a bug were the camera won't attach to a socket on a skeletal mesh before moving the mouse, then it attaches?
When location and rotation of the camera is zero at everything it doesn't appear to do this, wtf :S
Ok, thanks Ben
got a question
is there a way to get the position of sockets from an actor
and then use those positions to make copy sockets
and put those sockets under a component in my character bp?
Fixed my bug by making a totally new character actor -_-
Hello again! A little higher I got help with this problem (all files from gitignore was deleted), but now it's happening again. If I delete those files again, the first compilation succeeds, but changes that done after that don't work. So in order to somehow start the project, I would have to repeat this deletion every time. What can I do with this? D:
I made a simple game without any Player Controller.
I just made all the nodes inside my Character blueprint. Is there any inconvenient to doing this?
If you are making a singleplayer game where you don't switch to an another player character there shouldn't be any problem
another question
is it possible to get the rotation of a bone at a specific time in a montage thats not playing yet
hey how do i set a watch on a variable for debug, ive got my breakpoints, but they arent that helpful if i cannot watch the current state of variables
You are correct that it only works in singleplayer. I have a multiplayer game that uses Steam Advanced Sessions how would I do this where it will work in multiplayer?
you have to add a character object reference input to your event, and the player which calls the event has to pass a reference to self on that argument
Ya, I am having a little trouble trying to figure that out.
is there a way to fix the dead links on the forums??
What is the recommended method to store [on Begin Play] the original Intensity values (or other properties) of a several light components inside an actor blueprint? can I store floats inside the components themselves?
this is my foliage in my level. "InstancedFoliageActor1" is it possible to make a InstancedFoliageActor2 ? Number2 ? I only want ALL TREES inside InstancedFoliageActor1, and all STONES inside InstancedFoliageActor2. can I create a second foliage component ?
its not an actor that shows up in the World outliner. I right clicked and "duplicated" the actor inside the level, but no .2. appeared. nothing duplicated.
is it possible to get the rotation of a bone at a specific time in a montage thats not playing yet
Hey I was jamming on https://animallogic.com/animal-logic/news/usd-alab/ and I cant seem to get ti to subdivide properly, what is the magical incantation for that?
how can you attach point light to the seats/cabins itself so it stays in place when you add rotator and make it spin?
why does my blender exported fbx file show up like this?
its a rapid antigen test, so its not meant to have that gap
The normals for that face are probably the wrong way around, go into blender, click the face then go to mesh > normals > flip normals (i think thats the right path)
Reexport and you shouod be good
cool, thanks
I am referring this link to get light BP, but in the category panel i am unable to select BP, any suggestion would be really helpful https://docs.unrealengine.com/4.27/en-US/ProgrammingAndScripting/ActorCommunication/DirectCommunicationQuickStart/
Is it a skel mesh?
just add sockets for the lights if so ๐ OR be a cheap guy and use emissive.
xD
it's a blueprint, can I just add it in viewport?
lol, trippy
You can do it this way as well
hello, is it possible to change the audio source for a microphone and add some filters like noise gate or noise suppression?
Hey does anyone know any websites where i can get free assets where i can't get sued for using them ahha
^^ Or have to go through a long process with a support team
^ and free content on the marketplace.
generally on other websites I have the feeling that if its free, its potentially questionable.
Orbital market is a nice site for searching the marketplace
Generally avoid sites like Cadnav, DeviantArt, and alike.
(I know full well how DA is hell for 3D CG creations)
Artstation, sketchfab
DDC specific stores
Like blender market etc
I'm not very experienced with how reliable they are though
I'll wholeheartedly agree if you mean Turbosquid's UX is terrible.
Its best to read the license terms, iirc turbosquid is fine to use the models in stuff like games, you just cant sell them directly. Check the licenses on anything, if it doesnt say a license, dont use it
Does someone here understand the bone driven controller node?
I want a morph target value to gradually go to 1 when the leg bone rotates upwards to 90 degrees
but I don't understand how to set the parameters
Saturday question fro me: is it best to get a emission through blender or unreal engine?
i am also new to unreal, but working with emission in unreal was pretty clear to me
i was trying this yesterday, it just did a bloom for me in unreal engine, no "lighting"
and the emmisive material did not import correctly from blender
Was it 'cause it was a fbx, psk?
Mhm
hey, i moved a asset from a folder to another folder, when i try to remove the old folder it still has the references in it from the asset i moved, how i fix this?
Right click on the old folder and choose Fix Up Redirectors in Folder
awesome that worked thanks!
my water material seems to cut off at a certain distance, there a way to fix this or is this just an engine limitation?
a lot of things just stop rendering on the material at that range
the water isn't the same material or mesh passed x range
how do i increase the X range?
how do you make it so that you arent the default character but another one that you have downloaded
Wow i just created fortnite ramps on accident. Is it just a line trace, with a mesh attached? o.O With gathering resources. damn...
hey everyone, im needing some help im trying to create a wire puzzle like the one in among us whhere you have to connect the right wires together but making it in unreal i dont know exactly where to start if someone can help that be amazing
Is there a Live Link Channel?
hey anyone know how to fix a crash whenever you are moving around in the viewport?
Crash : Assertion failed: FVector::Distance(Initializer.ViewRotationMatrix.GetScaleVector(), FVector::OneVector) < (1.e-4f)
Hey there. Where do I best ask questions regarding materials? In Graphics? Or Visual-FX?
bro I wish I could program so I could make an RPG man
but just 3d modeling, texturing and animation is a lot for one man
@cedar heath start with something small, like a super simple 2D game. Its not feasible to think one person alone could make a great RPG as a first project
How much would you rate unreal engine, optimization wise when it comes to making a total war like game in it?
I know
I believe you have to add a border in the canvas panel? and the text inside the border?
I don't remember, My UI days are months past. lol
@pine pecanI would rate it U for it all depends on who is using Unreal Engine.
Yes add one tho.
and stretch it to the width and height.
did you center it with an anchor? and set up the alignment correctly? You can also try spacers.
ighty ill add one
but like
@kindred depot
borders cant have multiple children
okay i fixed it
@plush yew Mind explaining how you fixed it? I'm Curious ๐
i sent a message how i fixed it but it didnt get sent so ill just send it again
i scaled both anchors to fit both texts
anyone wanna make a game with me
?
ok
Guys i can change application scale it is okey. but i cant save it ...
when i open ue5 its back 1.00 again
really?
Is everyone working at 1:00?
1.00
i wanna work with 0.7
Does anyone know of a good method for checking if something is no longer being overlapped by a line trace? Just like OnComponentEndOverlap just for line traces
is there a way to make the isometric vies(top, bottom, left, right) zoom closer?
views
i just really want this to be a component and there's no Collision components
why is my scope inverted
could it be possible that the mesh i attach the rendertexture to is backwards
yeah, try fixing the UVs
but really, is there a way to zoom closer from isometric views?
super anoying
Yo
Yo
So i am trying to import a WAV file
But the sound won't play
I went to audacity and exported as 16 pcm
still nothing
anyone need models 4 your game im bored and willing to make u sum 4 free
im not good with sounds and stuff so idk
FText::FromString(TEXT("Some constant text")) - is this correct way of creating FText? Isn't this unnecessary conversion and some other way to create FText directly?
Hi! Is it right to use dynamic navmesh for the open world? The last time I tried to use dynamic navmesh, I felt a drawdown in the frames by about 20%.
hey guys does anyone know if me and my friend can work on the same project from different locations?
Once again, Iโm running into this issue.. I make a 3rd person game, move the mannequin & itโs stops being able to be be used.. when I hit play my cam view is back at the original location & I canโt move.. How to I reset it to the mannequin so I can walk around?..
?
@plush yew C++ I believe
You can use blueprint
Also python if you want to script the editor.
Okay, actually C# is only a little bit relevant when dealing with Build.cs files, or tools from the engine source. Not saying much, since Build.cs files act more like configuration files than fully fledged C# script.
For gameplay, C++ and Blueprint is the main programming language you're going to use.
Python is there, but it's only for the editor.
Cool..
how do I hide an object in play mode? the eye icon in the world outliner hides it in the scene but then reveals it again when I hit play. I want to keep some objects in the scene for reference but I don't want to see them in play mode
if its a blueprint you can check a box 'visible in game' if its a static mesh there is maybe a away to hide it on begin play in the level blueprint dragging that object in and try to look for 'hide mesh' or something like that, dont know if the second method works tho
Does anyone know what affects the engine's ability to resolve strings to asset paths when importing a JSON file as a Data Table? It seems like it works sometimes, and other times it doesn't. Not sure what I'm doing wrong because my JSON file matches what is being expected from the Data Table and its Rows.
So I got my mannequin moving again but I had to move the entire landscape to the mannequins position.. This doesnโt seem like an actual fix tho.. anybody got any ideas?
Are you moving the mannequin via a Player Controller? If so, you can use the Camera Manager to automatically track the possessed pawn.
I have the base of a shooter game with a menu and class/weapon select screen but I just donโt have any reason to keep going
Iโm just bored with this for now and donโt know what to do
Anyone active?
No.
aight
lol
Anyway you can help me for a sec?
i just have a question for the particle system
Any UNREAL ENGINE 4 experts around who are willing to commit into looking into my problem, whatever that may turn out to be, even if it's not actually related to UE4 or if someone who doesn't know anything about Java could actually answer my question?
crap i missed one
in checking if something should be damaged, should I just use "does implement interface" with a BPI for that, or is there a better way?
on a hit result, for example
I just want to know how to make a snow go through the whole scene
since I'm making a open world game
ill go ask in the vfx area too
Are you using built in damage interface?
i don't think so here ill send a image
I haven't used anything in this new project but I probably will
you mean the engine default damage system, right?
Yes, which is basically just an interface.
You can use it to send damage on other actors and its On Damage event
I'm aware of it, yeah, but I'm wondering if I should use something other than this setup
Well, I don't think it's that efficient for checking a particular interface, as you can use the built in damage interface, and have the receiver do nothing.
as in, still have it try to damage the environment anyway? That's more efficient than that interface check?
actually, I'm tracing for objects anyway, so I could just have some things take no damage
Yes. At least skipping the check and save some instructions
fair. thank you
I know how dumb this might sound
but @drowsy snow I really hate enum based blueprint control
i really really really dislike having to use enums to lock in and out movement stuff using enums for my devil may mirrors edge game
can i just use booleans and suffer lol
or is this really stupid design because not liking how a system works
guess i'm diving into the source
so I can have a million of these in unreal engine 4? and still have 200fps?
probably
Very specific question
Depends on your hardware, but I am just gonna go ahead and say no..
I just now, need to get that knocking / rattling sound
but but but epic says
wait, no there was a ue4 one too
Yeah but you said UE4 
you saw nothing
now the real question is
can i have them move ... shake their heads, independently?
Impressive
Hey guys quick question from a newbie. My project builds mesh distance fields each time i get in the project. Trying to save after its completed doesn't do anything. Every time I get in the project it rebuilds it. Any ideas?
i have only done animations in blender, (really simple ones, like ocean moving, balls dropping) do i make the animation in blender and then send it to ue4 or do i do it in ue4?
@tawdry narwhal Isn't this your stuff? โ๏ธ
๐
it is
blue drake took my video and "narrated it" let's put it this way - I dont mind
how do I call this event from within another blueprint?
just call it like you would any other function
idk how
drag off the target node and type in the function name
would an event dispatcher also work?
it's not that complicated
yes it is because timelines aren't compatible with functions
you literally just grab your object which owns the function, and drag off it then type in a function in the search
can you just join me in VC?
There's no timeline in your picture
guess I forgot to include it, sorry
Well you can call the event if you have an object reference to whatever blueprint it's in, or component if that's what it is.
Or yeah you could set up an event dispatcher that that binds to that event based on whatever you want to call it.
You guys, can I delete StaterContent folder?
Yeah, you can also create a project without it.
Hello senpai
this does not happen on smaller landscapes
How does Source control work ? I want to work with somebody on a project using source control. Does his pc need to be turned on for the server to work (if he is the owner) ?
If you're using sites like GitHub or Azure DevOps, no, you don't need to have your own server on at all times.
And for Perforce ?
๐คท
I don't use Perforce, so no idea.
#source-control might know more about it
Alright understood
Hey guys,
Not sure if it's the good channel or not but, do you know how to reduce build size of custom engine compilation / installed engine?
Thanks
what channel do i go to so i can ask questions to leanr about unreal engine?
How can I fix it or lower down the light of flashlight? I have rect lights in scene surrounding the scene from right and left, but I guess it's not how they are supposed to be used. Also the scene has blur over it in post process.
hi lonesome rider, can you help me
i can try
do you have a mic and speak english?
no
ill dm you directly
read the pinned messages here
How do I change the pivot point for an actor?
what can i press to snap interior level tiles together?
so i have 2 tiles, i have ot manually brign them together, i just want to snap them
hmm.. i think holding F should let you orbit around selected object
temporarily this can be done with the middle mouse in editor
that will focus on it, you can alt drag to orbit around it
hmm.. oh alt left click, okay
Hello everyone
someone here had the same issue as me ? I use UE4.27.2, Nvida rtx, problem with popup menu in the editor, flicking popup menu, I'm no longer able to do anything and force to restart the editor each time.
I reinstall my gpu driver, rollback the another driver, same thing
try that :
#ue4-general message
@thick pine thank you very much, I will check this out.
See pinned messages on this channel for learning resources.
(and please don't DM me)
Hey guys, need a few game developing experts (especially some who are oriented towards level editing in unreal engine) to do a small survey (conducted by me) for my final year project, if there are any volunteers please drop me a private message and I will get back to you, it'll be a big help.
graphics department here fails to care or know, let me try here once.
Ideas to what might cause lower LOD bushes not getting light baked? (looks like)
Not moved, all LOD levels have lightmaps as i checked.. are there options to say "dont lightbake lower lod's" ?
4.27
I don't think you should bake lighting on foliages anyway.
u like the blank looking one more? ๐
If you don't want to use Volumetric Lightmaps, then yes.
in the game, as seen on picture i showed, the blank looks prettier for you?
Yes.
okay, not for me or target audience, I would like the blank also have a calculated lightmap as it's higher lod version in foreground has
It can be made prettier with Volumetric Lightmaps and stationary dynamic/lights thrown in, but you do you.
yes, thank you, i know that more computar power thrown at it can solve the problem. I need to solve it with static lightmaps with my current limitations
no dynamic lighting, and things do not move
It's not really the matter of "target audience", rather that foliages usually have swaying, and baking static light on it usually is not an option. And for god's sake, you don't need NASA quantum supercomputer to make use of it.
and why we even discuss alternative lighting methods, the issue at hand is, why doesn't lower lod levels get lightbake? Ignore it being a bush and artistic values.
DFAO seems to do a decent job of shadowing trees too
No dynamic solutions, remember.
yeh but i cant find out what can be wrong with bush lod's or what option-setting could affect it..
can someone help me with this weird water glitch? appreciate it :))
this could be the resolution of your landscape if i am not mistaken.
lower res = blockey. even with the gizmos
just add to the button from the project inputs and play montage
that's pretty much what you are saying with that sentence, not to sound rude or anything.
or you can add a notify when the player is using that selected button and the animation has a notify on it to play a different animation after inside the animation itself
the way i just explained above. you need to add the button, and a notify then. the selected animation needs a notify to say hey he is pressing this button lets switch to attack 2.
project size before and after using megascans. oO
damn
oh okay thanks
Any way to make unreal engine show up as an activity in discord?
I was able to enable the "unreal editor", but it looks unofficial and doesn't even load the icon.
I think the only way is it set unreal engine to run under steam, and lauch it from steam. all steam games show up the titles
Oh well, I am not going to do that since I don't use steam much.
But thanks for the answer.
Can nanite be used on trees? Activating it runs out of materials
nope.
https://www.youtube.com/watch?v=loFhp4uWZ1U https://www.youtube.com/watch?v=5J9uGacgMIA&ab_channel=FeluccaStudios
UE5 have NANITE but not is supported for Foliage, so if you have plants, trees, all types of foliage not is supported in Unreal Engine 5, you need to use the normal tecnique for render this types of assets!
Coupon: https://www.udemy.com/course/unreal-engine-octahedral-imposters-create-lod/?couponCode=UNREALENGINE5
"Nanite only works for mesh w...
4.22 Issue: https://github.com/ictusbrucks/ImpostorBaker/issues/10
Forked Fix Here: https://github.com/LucianoJacomeli/ImpostorBaker
Discord: https://discord.gg/G3ye3Jm
Watch live at https://www.twitch.tv/feluccastudios
This video goes over how to install and use the octahedral Impostor system created by Ryan Brucks from Epic.
how to install...
Thank you very much, I'll take a look at it right now ๐ .
I was following a LandScape tutorial and my fps are literally crying, so I was curious if nanite could be used for these things.
i added a second video for you! Hope this helps!
thanks ๐
Hi All,
So there was a little problem that I fixed.
- Some faces were flipped which caused some textures to disappear. The first fix was to make the texture 2 sided and that would fix the problem ''See upper floor in the picture''
- The second solution is to flip the faces manually in the blender editor and that also fixed the problem. The second solution is the more optimized one but it creates a weird seam between the floors ''see the lower floor in the picture''. Does someone know why this seam appear? It's
the exact same floor with the same textures.
Thanks you in advance.
Kind regards
Im looking for a video tutorial on how to make a vehicle have suspension when a pawn jumps on top of it. Is there anything out there for something like this? (never done vehicles before)
why could Unreal Insights not show my running debug session? ๐ค
ok nvm got it. had to start the project in standalone mode in editor
this code reloads automatically when ammo is zero, how can I stop auto reloading
@tender fiber in condition " if(CanReloadAmmo() you can add another condition like if(CanReloadAmmo() && Someothercondition == true)
Reload()
"Some files could not be copied" After getting a "this module isn't compatible with that version of engine" I made a project it was compatible with 4.26 and then tried to migrate it to my 4.27 project, which all the youtube tootorials says is how you fix it. but got that error
I've tried everyting and it still says "some content could not be copied"
i have a question
i accidently ran 3 projects at once. i was trying to run a project. and i moved it from 4.26 to 4.27, so i had engine 4.27 had to copy my 4.26 project. i acidently made 4.27 copy my prject 3 times and it was compliling shaders 3 times, my whole computer froze. i have 10 fans on my computer and my card is a standard rtx 3050 or 60 , i cant rmemeber but. could my computer be damaged from running 3 shader compliers at once if it didnt over het?
Do you guys have any clue why it would appear that UE4 randomly opens like 100 windows that have no contents and then closes them immediately?
This has happened since I created a new project. It might be a bug in the update but it is very annoying and doesnt let me use the editor at all for a few seconds.
What is a good and easy way to export an alpha mask ? Im having trouble with the Cryptomatte export, i only get 1 layer and now im trying to manually key out that color, but i feel there must be a better way to get a nice clean alpha matte
So i clicked on ALT H to try and hide an object but then this happened (edited)
How do i go back to the original viewport?
dunno quite, but have you tried this one in the top right corener
top left in viewport where it says front. Change to prospective.
oh thank you so much!
in the top down template, when moving, if my mouse goes over a wall or top of a wall the character stops moving. How do I make it so it will move in the direction of the mouse even if it's on something it can't navigate up on
Anyone have experience with having media players in your game but they don't close automatically and so if the player closes the game, the application is actually still running because for whatever reason even on destroy actor you cant stop the mediaplayer, you have to call manually before player closes the game, anyone have experience with that?
what do you mean? the orthos?
