#ue4-general

1 messages ยท Page 1142 of 1

autumn flame
#

So if you print string it before the interface, is it fine?

surreal eagle
#

it says it's coldiging

#

but i turned off the replication

#

it's the ecact same!

#

still fails

autumn flame
#

Oh i mean, print string the struct before the interface

#

See if it's valid right there

surreal eagle
#

ok

surreal eagle
#

still doesn't send data

autumn flame
#

What's on the other side of the interface?

surreal eagle
#

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

autumn flame
#

So if you print string the struct directly on the other side, what happens?

surreal eagle
#

seems to read in the player bp properly

autumn flame
#

So the interface is not the problem

surreal eagle
#

now checking the child "gun manager" bp of the player

#

this is where the player sends it's data

echo kindle
#

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?

surreal eagle
#

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

loud valve
#

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?

plush yew
#

how do you make timed jumpscares, events, room element/mesh changes, sound effects as you walk around the same place over and over again?

modest trench
#

if not you can find where it's stored and copy it to the project's plugins folder in its directory

loud valve
#

@modest trench Thank you for answering ๐Ÿ™‚ 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?

modest trench
loud valve
#

I know, but you still are able to update those to within the launcher.

modest trench
#

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

loud valve
#

okay, so it adds or changes to the current files it already saved in cache right?

modest trench
#

I assume so, yeah

#

I doubt it touches the ones in your project content folder

void mural
#

@modest trench, Hello

loud valve
#

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?

modest trench
#

I honestly don't know how it would work for art assets

#

I wonder if reimporting them maintains the asset settings?

loud valve
#

If you don't update you are missing out.. I asked this before and everyone gives different answers lol

#

yeah me too

modest trench
#

it's very context specific

loud valve
#

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.

modest trench
#

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

sour night
#

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.

modest trench
#

you could just stretch its scale I guess

sour night
#

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.

modest trench
#

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

sour night
#

Thank you, i will try that out ๐Ÿ™‚

loud valve
#

@modest trench Thanks, will for now just test it in a test project, and do the caveman thing.

urban dirge
#

Most textures flicker. I don't understand why this happens.

thin tendon
#

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?

thin tendon
#

damn

#

Would be a cool tool for them to add

flint dagger
#

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.

thin tendon
#

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.

flint dagger
#

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?

thin tendon
#

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

flint dagger
#

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.

thin tendon
#

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

flint dagger
flint dagger
#

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

thin tendon
#

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

flint dagger
#

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.

thin tendon
#

That looks super useful for what I want thanks ๐Ÿ™‚

flint dagger
#

You're welcome, and for real - best of luck, that seems like a nightmare to handle for a game project :p

thin tendon
#

yeah building huge maps are a bit of a pain sometimes

sour night
#

Is there a way to drag shortcuts onto the main tab?

drowsy snow
flint dagger
plush yew
#

are there any tutorials for Horror Engine that's from marketplace?

#

seems like simple drag and drop assets and events

thin tendon
#

Is there any reason why a decal would ignore my landscape but project onto everything else?

flint dagger
plush yew
#

ok, thx

frozen whale
#

When i start new project with vehicle and press Play it starts driving on it's own anyone know how i can fix this?

flint dagger
frozen whale
#

Yes just unplugged it still doesn't work

flint dagger
#

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

frozen whale
#

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

sour night
#

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.

neon bough
#

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)

drowsy snow
sour night
sour night
#

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.

plush yew
#

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

thin tendon
#

@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

flint dagger
brittle tundra
#

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

fading tartan
#

Is there a way to create dynamic stretchy ik bones?

flint dagger
brittle tundra
#

I do agree ... just saw that ALS dude has his attachment facing Y !

#

that's what I thought thanks

red pond
flint dagger
red pond
flint dagger
red pond
#

OK, certainly

#

thanks!

flint dagger
#

Actually not sure if that violates cross-posting rule. Still relatively new here, maybe someone can confirm.

fierce tulip
#

if redirected, its fine.

flint dagger
#

Good to know, thank you fren โค๏ธ

fierce tulip
#

np fren!

sullen shoal
#

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?

drowsy snow
#

ใฎ

queen kiln
#

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!

sour night
#

Its not the easiest place to get help, but others are busy with theire own thing aswell๐Ÿ˜…

plush yew
sturdy smelt
#

only Set Anchors is not the Same, like that

#

Nvm found it out, just get viewport size node resolves my Problem in this Case

tender fiber
#

Otakudes39 โ€” Today at 8:13 PM
The Weapon Does not spawn at the WeaponSocket Location
Image
Image

peak falcon
# tender fiber

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

wild aspen
#

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

summer quest
#

Uh what do I do if I got the gpu crashed or d3d device removed error?

small vault
#

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?

jovial quarry
small vault
jovial quarry
small vault
jovial quarry
#

What kind of hard drive do you have?

dusky hedge
#

i seem not to be able to find a way to disable the clear undo history on save, any ideas?

echo kindle
#

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.

stray smelt
#

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

sturdy smelt
#

Thanks BRO!

meager lion
#

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?

wanton otter
#

looks like normal maps are wrong

meager lion
#

just unplugged them, its more than just the normals

wanton otter
#

Try in blender edit mode, mesh, normals, recalculate outside then try import again

#

also smart uv could help

meager lion
#

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

#

๐Ÿ˜…

wanton otter
#

lol

distant totem
#

I thought answerhub posts were supposed to be migrated to the forums, yet I'm still getting a ton of dead answerhub links

echo kindle
#

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?

lime maple
#

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?

harsh pulsar
#

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.

ruby salmon
#

Anyone know if any foresty map example one can download for the editor to get some inspiration and perhaps learn from?

silver surge
#

Does anyone know why this is happening?

plush yew
#

how do you make a map for a 3rd person game (without code because i dont know how to do that) ๐Ÿ™ƒ

frigid ether
#

Is i5-1135g7 and 20gb ram and 1tb ssd good for unreal engine 5??

plush yew
#

@frigid ether

plush yew
hollow tundra
#

is it better to start with unreal engine or unity as a beginner ?

grim ore
#

no

oak patio
#

I wouldnt say one is fundamentally better, unreal is easier for beginners, but generally you wanna pick one and stick with it,

plush yew
grim ore
#

either one works

#

we dont know your game, or your requirements, or goals. both are options.

plush yew
#

ok

plush yew
grim ore
#

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

tough perch
#

How to make this cap smaller?

grim ore
#

what is the parent for those items?

tough perch
grim ore
#

the parent thost items are in, the container, i am guessing a uniform grid panel perhaps?

tough perch
#

yup uniform grid

grim ore
#

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

tough perch
#

okay! ty

grim ore
#

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

remote badge
#

how can I move this point?

#

It's stretching the root out of position in UE

wild cloud
#

hey how would you guys go about creating an enum you can edit from blueprints?

tender pecan
# wild cloud 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

wild cloud
plush yew
#

i have downloaded a map i found on the marketplace. how do i get it on my game

tender pecan
wild cloud
#

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}

tender pecan
wild cloud
#

aight cheers then :)

tender pecan
#

Example:
'Create project', or 'Add to Project', then follow the Prompts.

plush yew
#

i added it

#

there is nothing there

tender pecan
#

Which marketplace project did you add?

plush yew
#

Stylized Character Kit: Casual 01

tender pecan
#

ok, one sec, I also have that one

wild cloud
#

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

tender pecan
#

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.

plush yew
#

so where do i go for the content browser

#

im really sorry for all this trouble

#

i just dont know

tender pecan
#

Window/ContentBrowser

tender pecan
wild cloud
#

thanks :)

plush yew
#

ok thanks, i think i can do it now.

tender pecan
# wild cloud thanks :)

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.

wild cloud
tender pecan
#

maybe that works

frigid ether
#

Can i take camera from the demo and add it to my game?

grim ore
#

yes? no? possibly? what demo...

echo kindle
#

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?

frigid ether
drowsy snow
grim ore
#

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.

frigid ether
drowsy snow
#

I have yet to see an Unreal project actually reinvent the wheel and made custom camera class lmao

high mountain
#

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?

hollow stream
#

how can I make it so that it starts at the back and avances foward ?

devout mason
#

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 ๐Ÿ˜„

drowsy snow
unreal comet
#

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?

fierce tulip
#

@hollow stream job offers are only allowed in the job channels. as Makoto mentioned, please read the #instructions and #rules

drowsy snow
unreal comet
#

This is a packaged game

wraith dune
#

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.

plush yew
#

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?

wild cloud
#

guys do i need to hit hot reload recompile on live coding every time i change code?

oak patio
#

Do not hot reload

#

Ooh boy

#

Every time you wanna recompile, close the editor

worthy urchin
oak patio
#

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

worthy urchin
#

Okay, wow.

plush yew
#

How do you guys check for collision between two objects?

#

Or actors

oak patio
#

Not really done much of that myself, but event hit might do it, if the object has simulate hit events on

plush yew
oak patio
#

sure, lemme fire up ue real quick

willow drift
#

Hey guys, does anyone know why when I place my static mesh into the landscape grass type it fails to generate anything?

oak patio
#

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

oak patio
#

yeah theres multiple ways of doing it tho, thats just one

plush yew
#

Man I'm such a noob

oak patio
#

nah you're learning

plush yew
#

People have told me to learn a Udemy course

#

But haven't committed to one yet

#

Seems like backtracking

oak patio
#

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

plush yew
#

Along with getting help from tutorials and others

oak patio
#

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

wild cloud
#

so i have this UProperty, but i cant see it in the editor

#

im using live coding thing

oak patio
#

dont use live coding

#

its bad

wild cloud
#

so what i just hit compile

oak patio
#

while the editor is closed yes

#

rebuild the project

#

dont compile in editor

wild cloud
#

that cannot be the expected workflow

oak patio
#

it is

#

hot reloading can cause a lot of corruption issues

wild cloud
#

still isnt there

#

i reloaded the proj

oak patio
#

might be better off in #cpp lot of guys there a lot better at unreal's api than me

wild cloud
#

aight cheers

timid spade
#

how do i make camera child objects follow a camera shake

plush yew
#

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? ๐Ÿ˜„

#

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

hollow narwhal
#

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?

plush yew
real patrol
#

thats odd, theres no option to remimport csv datasets

#

whatever happened to it

#

nevermind, i see i can just drag and drop it

hollow stream
#

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

lament lance
#

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.

plush yew
# lament lance so ive been wanting to learn unreal engine 4, does anyone know where i can find ...

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...

โ–ถ Play video
lament lance
#

thanks

#

is there a tutorial on how to do it from the beginning?

#

like how to make a landscape from a flat plane

plush yew
#

yeah, but you need to learn how to mix landscape materials

lament lance
#

oh, like i said, im completly new to unreal.

plush yew
#

lol

lament lance
#

i went there and the first 5 lessons were just the guy talking\

#

yeah but he wasnt showing me how to do anything

wheat root
#

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?

prime willow
#

@plush yew pokkiss

#

you have large brain

#

i has question

nimble warren
#

does anybody know any move to nodes that support Nav Queries/Nav Areas?

prime willow
#

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?

tardy hedge
#

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

drowsy snow
plush yew
#

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?

drowsy snow
#

I don't get the deal with Horror Engine. Was it a monolithical system or template?

plush yew
#

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

flint dagger
tender pecan
plush yew
#

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.

flint dagger
plush yew
#

yeah

flint dagger
#

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?

plush yew
#

yeah, it's dead over there

#

i guess i'll just make levels in the engine project itself

flint dagger
#

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.

plush yew
drowsy snow
#

Felt like people had horror stories with Horror Engine.

plush yew
#

it won't ruin the project and levels in the project?

drowsy snow
#

๐Ÿฅ

plush yew
#

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

tender pecan
prime willow
#

big thx โค๏ธ

plush yew
#

added a flashlight to character blueprint and got the movement bugged out lol

#

still kinda fun, living for moments like that ๐Ÿ˜„

#

got it working, you just need to pick up items instead of messing with the character

simple narwhal
#

NEED URGENT HELP WHICH FBX VERSION TO CHOOSE FOR UE4

#

pls help

honest vale
#

try

modern sinew
#

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 ...

โ–ถ Play video
vapid rune
#

hallway

drowsy snow
plush yew
#

how can you disable or fix the project spawning you with a character and it's settings by default?

#

im using reloaded horror engine

analog loom
#

Downloading a asset/package from the marketplace, is there any way to pick what gets imported?

plush yew
#

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

wild aspen
#

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

opal coral
snow marlin
#

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?

plush yew
drowsy snow
opal coral
#

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

tired bear
#

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!

craggy ore
#

Why isn't there a separate thread for pixel streaming? Is it like so out of trend?

rose sleet
#

What would this part on a wall be called.

#

Beginner question I've just gone mind blank aha

spice ruin
#

That's a good question.

snow marlin
modern sinew
plush yew
# modern sinew ?

I just answered the comment with a random word so I can save it to watch the video later

modern sinew
#

oh ok

modern sinew
#

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

plush yew
plush yew
ornate leaf
#

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

fair herald
#

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?

drowsy snow
fair herald
#

Thanks @drowsy snow
do you happen to know how I can get this permission?

pearl minnow
#

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

drowsy snow
fair herald
pearl minnow
#

@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?

drowsy snow
pearl minnow
#

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 :/

high mountain
# tender pecan Hi, if you provide a bit more detail we can maybe try and help, "some changes in...

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.

pearl minnow
pearl minnow
# high mountain Sorry for the lack of details, I'm very confused It looks like the same version ...

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.

high mountain
pearl minnow
#

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.

lime maple
drowsy snow
pearl minnow
#

@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 ๐Ÿค” more testing required

drowsy snow
#

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?)

harsh pulsar
#

@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 ๐Ÿ™‚

tender pecan
drowsy snow
#

Well, that was less lengthy than I anticipate...

drowsy snow
# harsh pulsar <@!261756515252305920> Re: cost. Pixel streaming (with ue) as a concept is dedi...

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.

lime maple
drowsy snow
calm geyser
#

Is there a way to make Reflection Capture Actor to be realtime? (As in Unity)

drowsy snow
#

We're getting into heretic comparison eh.

drowsy snow
calm geyser
#

but what's the approach?

drowsy snow
#

AFAIK Lumen does use lower LOD for the reflection environment, however this is not a thing with vanilla UE4 configurations.

calm geyser
drowsy snow
#

I tested it.

calm geyser
#

Unity manages to do it fine, So I don't think it's impossible.

drowsy snow
drowsy snow
high mountain
plush yew
#

Hey is there any Moderators here?

drowsy snow
plush yew
#

I need to speak to one

lethal hull
#

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?

drowsy snow
plush yew
#

no its not anything about the server

#

am i allowed to ping mods?

drowsy snow
plush yew
#

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

spare kernel
#

OK revoked the ban

plush yew
drowsy snow
plush yew
plush yew
#

nvm

#

wrong one

willow raven
#

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

drowsy snow
willow raven
#

no, never disabled it

drowsy snow
#

Can you create the same nodes again?

willow raven
#

yeah if I refresh it'll come back to life

drowsy snow
#

So problem solved then?

willow raven
#

not really because when i restart the editor it'll break again

obtuse path
#

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

pearl minnow
#

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 ๐Ÿ˜ฑ so something is causing trouble in my code

plush yew
#

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?

grim ore
#

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

plush yew
#

idk how to fix either one of those

hollow girder
#

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.

plush yew
#

how can you copy the material parameter which plays sound to another material?

#

or where do you choose which material is which

knotty osprey
#

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?

plush yew
#

thanks ๐Ÿ‘

pearl minnow
#

worked out my massive game freeze - I have 40 keyboard keys on the screen, each with a super complex Event Tick node ๐Ÿ˜„

plush yew
#

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

pearl minnow
#

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

obsidian peak
#

anyone knows how to use keybindings when keyboard is not american?

#

anything with shift or CTRL doesnt seem to work

lilac sail
pearl minnow
#

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? ๐Ÿ˜„ @lilac sail

lilac sail
#

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

pearl minnow
#

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 ๐Ÿ˜„ so that's nice )

lilac sail
jolly oak
#

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

pearl minnow
#

Note to self: Do not create 40 dynamic material instances for 40 different actors in event tick.

#

back down to sub 10ms ๐Ÿคฉ

willow raven
#

ยฏ_(ใƒ„)_/ยฏ

pearl minnow
#

@willow raven you could try next time "Fix up Redirectors in Folder" or something similar

willow raven
#

yeah I did that

#

didn't work

#

don't ask me lmao

pearl minnow
#

did you also try moving the folder from inside the editor?

willow raven
#

yeah

pearl minnow
#

hrm

willow raven
#

hrm indeed

#

hahahahahahahahahahahaha

pearl minnow
#

shrug memey

willow raven
#

my project seems to be haunted

pearl minnow
#

ghosts emerge when humans try to understand complex systems ๐Ÿ˜„

plush yew
wicked frigate
#

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?

glossy mica
#

how do i make direct lighting more smoother/blurred

grim ore
#

@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

plush yew
#

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

wicked frigate
grim ore
#

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?

plush yew
#

can't put 2 of them in output

wicked frigate
grim ore
#

ok, so what do you want? what are you trying to do

plush yew
#

i want to put multiple effects on audio

grim ore
#

so like this ?

plush yew
#

oh lol

#

yeah

#

๐Ÿ˜„

grim ore
#

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

plush yew
#

i couldn't find looping option when I dragged just a wav file in level

grim ore
#

its in the wave asset itself,

plush yew
#

ok, but does it make any difference?

#

if I use wav I can't add effects

grim ore
#

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

plush yew
#

ok, thx

#

can I combine all audio files in one cue file?

grim ore
#

for what purpose?

#

you can put more than one, and then you can randomize them or select one to play yes

plush yew
#

to add reverb

#

to make it sound like one full sound

grim ore
#

you still only have one output of one sound at a time from the cue

plush yew
#

@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 ๐Ÿ˜„

grim ore
#

so if you have more than one wave in it, it still has to somehow pick one of them and then output that one

plush yew
#

alright, guess it's better to use daw for that

grim ore
#

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

plush yew
#

collect all the sounds in one cue and add reverb to them all

grim ore
#

ok so you have them all in the cue, they all have reverb, now what plays?

plush yew
#

all the wav, cue files

#

main cue

#

with all the wav files

#

or all the cues that are put together

grim ore
#

so when you say "play cue" then it will play sound 1, then sound 2, then sound 3, then sound 4, etc..?

plush yew
#

all at once

#

like ambient sound

grim ore
#

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.

plush yew
#

yeah

remote badge
#

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

dense knot
trim nacelle
#

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)

remote badge
#

idk decal maybe

plush yew
#

i can't increase my indirect light bounces

#

(the lamp is dynamic)

glossy mica
plush yew
#

can you not do it with dynamic lighting?

remote badge
plush yew
#

yep i see

mystic elk
#

@plush yew Thank you! Will do that!

#

Awesome Thank you! I did not know that discord had live voice chat, that is pretty cool

craggy flax
#

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

plush yew
craggy flax
#

ill read through that thanks

plush yew
#

nope it did not

plush yew
#

how do you make a starting screen

plush yew
#

but first how do i actually use my character ingame after ive bought it

terse forge
#

dumb question but is the blueprint syntax the same with the c++ syntax?

narrow igloo
autumn latch
#

How can i hidden icons in editor with shortkey

mossy patrol
#

#unreal can somebody tell me how to optimize multiple scene capture actors in a level, i am seeing huge fps drops...

narrow igloo
mossy patrol
#

ya but how to do that

#

i am using 8 capture actors max

narrow igloo
#

Well you can lower res in the texture they write to

mossy patrol
#

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

narrow igloo
#

If you only have one at a time, then only have one texture and always write to the same one.

mossy patrol
#

more textures just means more memory, but i want to reduce overhead

#

fps goes from 120 to 35

#

with 8

narrow igloo
#

so you can uncheck capture every frame on the capture camera

mossy patrol
#

ya tried that

#

but that makes images dark like no gamma

#

doing it cpp only

narrow igloo
#

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

mossy patrol
#

i need dynamic ones

#

๐Ÿ˜ฆ

#

cpp ony

#

only

narrow igloo
#

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

mossy patrol
#

so uncheck captureeveryframe is only wy to stop update???????

neon bough
#

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

drowsy snow
#

What's the intention behind that jank setup?

neon bough
#

why jank?

#

i have something similar

drowsy snow
ashen sky
#

wap

#

i should really test out if that microwave object already has a way for me to open it in vr

oak patio
#

Damn you still doing the microwave

ashen sky
#

reconsidering

#

was told by a blender beginner some stuff

#

so now i am just thinking if its true or not

oak patio
#

Whats that

drowsy snow
ashen sky
# oak patio Whats that

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

drowsy snow
#

But holy shit does Scene Capture + Render Target Canvas is a massive perf hog

neon bough
#

thats how i solve the framedrop, only capturing 30fps / active cameracount

#

so with 10 cams each only gets 3fps

ashen sky
#

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

neon bough
#

hm, that sounds interesting

#

does that affect the actual capture part, or the rendering in the UI?

#

sounds like later

drowsy snow
#

I've been going back and forth with this, still indecisive about it.

neon bough
#

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 ๐Ÿ˜„

keen tulip
#

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.

neon bough
#

you need a reference to your player character, which you could pass in your interaction event

keen tulip
#

Thanks that was helpful. Now I am having trouble casting to disable the character's movement.

neon bough
#

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

ornate monolith
#

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

timid spade
#

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?

ornate monolith
high mountain
fossil nexus
#

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?

ornate monolith
timid spade
#

another question

#

is it possible to get the rotation of a bone at a specific time in a montage thats not playing yet

oak patio
#

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

keen tulip
neon bough
#

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

keen tulip
rustic panther
#

is there a way to fix the dead links on the forums??

oak haven
#

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?

rancid lynx
#

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.

timid spade
#

is it possible to get the rotation of a bone at a specific time in a montage thats not playing yet

mossy depot
#

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?

plush yew
#

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

oak patio
#

Reexport and you shouod be good

plush yew
#

cool, thanks

torpid sable
kindred depot
#

just add sockets for the lights if so ๐Ÿ™‚ OR be a cheap guy and use emissive.

#

xD

plush yew
plush yew
kindred depot
pine vessel
#

hello, is it possible to change the audio source for a microphone and add some filters like noise gate or noise suppression?

rose sleet
#

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

fierce tulip
#

^ and free content on the marketplace.
generally on other websites I have the feeling that if its free, its potentially questionable.

modest trench
#

Orbital market is a nice site for searching the marketplace

drowsy snow
#

Generally avoid sites like Cadnav, DeviantArt, and alike.

#

(I know full well how DA is hell for 3D CG creations)

rose sleet
#

Thanks.

#

i was looking at this website called Turbosquid and they seem off

modest trench
#

Artstation, sketchfab

#

DDC specific stores

#

Like blender market etc

#

I'm not very experienced with how reliable they are though

drowsy snow
oak patio
winged pewter
#

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

dim saddle
#

Saturday question fro me: is it best to get a emission through blender or unreal engine?

plush yew
plush yew
#

and the emmisive material did not import correctly from blender

dim saddle
plush yew
#

not sure

#

i just did fbx

dim saddle
#

Mhm

stiff bane
#

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?

drowsy snow
stiff bane
dense knoll
#

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

teal tulip
#

the water isn't the same material or mesh passed x range

dense knoll
#

how do i increase the X range?

plush yew
#

how do you make it so that you arent the default character but another one that you have downloaded

kindred depot
#

Wow i just created fortnite ramps on accident. Is it just a line trace, with a mesh attached? o.O With gathering resources. damn...

upbeat tendon
#

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

sinful tendon
#

Is there a Live Link Channel?

shrewd hornet
#

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)

noble barn
#

Hey there. Where do I best ask questions regarding materials? In Graphics? Or Visual-FX?

cedar heath
#

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

noble barn
#

@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

pine pecan
#

How much would you rate unreal engine, optimization wise when it comes to making a total war like game in it?

plush yew
#

hello guys, I have this widget :

#

and i get this ingame :

#

what seems to be the issue

kindred depot
#

I don't remember, My UI days are months past. lol

plush yew
#

nope you can see there in hierarchy

#

there's no borders

grave nebula
#

@pine pecanI would rate it U for it all depends on who is using Unreal Engine.

kindred depot
#

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.

plush yew
#

ighty ill add one

#

but like

#

@kindred depot

#

borders cant have multiple children

#

okay i fixed it

kindred depot
#

@plush yew Mind explaining how you fixed it? I'm Curious ๐Ÿ˜›

plush yew
#

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

tight crystal
#

anyone wanna make a game with me

desert verge
#

How can I reduce the size of the lfs folder?

#

afterwards I should just push?

tight crystal
#

?

gaunt tide
#

Anyone else experiencing crashes more often?

#

Ig itโ€™s just my rig than

tight crystal
#

ok

velvet jasper
#

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

kind dew
#

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

timber scroll
#

is there a way to make the isometric vies(top, bottom, left, right) zoom closer?

#

views

kind dew
#

i just really want this to be a component and there's no Collision components

timid spade
#

could it be possible that the mesh i attach the rendertexture to is backwards

timber scroll
#

but really, is there a way to zoom closer from isometric views?

#

super anoying

flat snow
#

Yo

ashen sky
#

Yo

flat snow
#

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

tight crystal
#

anyone need models 4 your game im bored and willing to make u sum 4 free

tight crystal
flat snow
#

damn

#

alright bro thanks anyways

drowsy wigeon
#

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?

lucid grove
#

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%.

hollow tundra
#

hey guys does anyone know if me and my friend can work on the same project from different locations?

plush yew
#

Yo?

#

Whtโ€™s the coding language unreal uses?

olive orchid
#

Once again, Iโ€™m running into this issue.. I make a 3rd person game, move the mannequin & itโ€™s stops being able to be be used.. when I hit play my cam view is back at the original location & I canโ€™t move.. How to I reset it to the mannequin so I can walk around?..

olive orchid
#

@plush yew C++ I believe

plush yew
#

Thanks

plush yew
worthy urchin
#

Also python if you want to script the editor.

drowsy snow
drowsy snow
# plush yew Whtโ€™s the coding language unreal uses?

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.

sand edge
#

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

stiff bane
calm pike
#

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.

olive orchid
#

So I got my mannequin moving again but I had to move the entire landscape to the mannequins position.. This doesnโ€™t seem like an actual fix tho.. anybody got any ideas?

calm pike
#

Are you moving the mannequin via a Player Controller? If so, you can use the Camera Manager to automatically track the possessed pawn.

plush yew
#

I have the base of a shooter game with a menu and class/weapon select screen but I just donโ€™t have any reason to keep going

#

Iโ€™m just bored with this for now and donโ€™t know what to do

mortal jacinth
#

Anyone active?

drowsy snow
mortal jacinth
#

aight

#

lol

#

Anyway you can help me for a sec?

#

i just have a question for the particle system

drowsy snow
mortal jacinth
#

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

dusk nebula
#

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?

mortal jacinth
#

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

drowsy snow
mortal jacinth
#

i don't think so here ill send a image

dusk nebula
#

you mean the engine default damage system, right?

mortal jacinth
#

oh wait your werent talking to me lmao

#

my b

#

lemme go to the vfx

drowsy snow
dusk nebula
drowsy snow
dusk nebula
#

actually, I'm tracing for objects anyway, so I could just have some things take no damage

drowsy snow
dusk nebula
#

fair. thank you

prime willow
#

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

calm pike
sick patio
#

so I can have a million of these in unreal engine 4? and still have 200fps?

prime willow
#

probably

calm pike
#

Very specific question

#

Depends on your hardware, but I am just gonna go ahead and say no..

sick patio
#

I just now, need to get that knocking / rattling sound

sick patio
#

wait, no there was a ue4 one too

calm pike
#

Yeah but you said UE4 Kappa

sick patio
#

you saw nothing

calm pike
#

Impressive

timber shadow
#

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?

sick patio
#

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?

gaunt abyss
tawdry narwhal
#

blue drake took my video and "narrated it" let's put it this way - I dont mind

plush yew
#

how do I call this event from within another blueprint?

remote badge
#

just call it like you would any other function

remote badge
#

drag off the target node and type in the function name

plush yew
remote badge
#

it's not that complicated

plush yew
remote badge
#

you literally just grab your object which owns the function, and drag off it then type in a function in the search

remote badge
#

There's no timeline in your picture

plush yew
sick tangle
# plush yew

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.

clever harbor
#

You guys, can I delete StaterContent folder?

sick tangle
sick patio
minor grove
#

this does not happen on smaller landscapes

oak zinc
#

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) ?

drowsy snow
oak zinc
#

And for Perforce ?

drowsy snow
clever harbor
rugged patio
#

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?

rugged patio
#

Thanks

pine remnant
#

what channel do i go to so i can ask questions to leanr about unreal engine?

plush yew
#

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.

pine remnant
#

hi lonesome rider, can you help me

plush yew
#

i can try

pine remnant
#

do you have a mic and speak english?

plush yew
#

no

pine remnant
#

ill dm you directly

modest trench
dusk nebula
#

How do I change the pivot point for an actor?

pine remnant
#

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

brisk galleon
#

hmm.. i think holding F should let you orbit around selected object

modest trench
modest trench
brisk galleon
edgy anchor
#

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

edgy anchor
#

@thick pine thank you very much, I will check this out.

drowsy snow
#

(and please don't DM me)

wispy heart
#

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.

brisk galleon
#

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

drowsy snow
brisk galleon
drowsy snow
brisk galleon
drowsy snow
#

Yes.

brisk galleon
#

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

drowsy snow
brisk galleon
#

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

drowsy snow
brisk galleon
#

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.

real heath
#

DFAO seems to do a decent job of shadowing trees too

drowsy snow
brisk galleon
#

yeh but i cant find out what can be wrong with bush lod's or what option-setting could affect it..

spark mason
#

can someone help me with this weird water glitch? appreciate it :))

kindred depot
#

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

plush yew
#

damn

spark mason
grave fjord
#

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.

kindred depot
grave fjord
plush yew
#

Can nanite be used on trees? Activating it runs out of materials

kindred depot
# plush yew Can nanite be used on trees? Activating it runs out of materials

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...

โ–ถ Play video

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...

โ–ถ Play video
plush yew
kindred depot
plush yew
earnest root
#

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

kindred depot
#

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)

exotic radish
#

why could Unreal Insights not show my running debug session? ๐Ÿค”

#

ok nvm got it. had to start the project in standalone mode in editor

tender fiber
#

this code reloads automatically when ammo is zero, how can I stop auto reloading

hexed badger
#

@tender fiber in condition " if(CanReloadAmmo() you can add another condition like if(CanReloadAmmo() && Someothercondition == true)

#

Reload()

sick patio
#

"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"

pine remnant
#

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?

plush yew
#

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?

plush yew
plush yew
#

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

kindred depot
plush yew
#

oh thank you so much!

ionic bridge
#

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

severe hound
#

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?

bleak zodiac