#ue4-general
1 messages · Page 1143 of 1
im trying to make weapon sway while walking
how do i get sideways velocity
getvelocity gets the world velocity which changes wildy depending on which way im facing
im just trying to see how fast i am moving left or right
i got it
in case anyone is wondering, get right vector and get velocity, dot product those 2 then thats your sideways velocity
does anyone know if I can compile all shaders for everything in my project without having to open a level with the assets in it? I am not sure if there is a compile all type button to just compile 10,000+ shaders and let me just sit back and relax for the next 40 min
Hello, does anyone know how someone can go about creating a material like this? I found it interesting and can't really find any videos out there. That wavey line material*
you would need an image like this
from here you would need to use the white lines in this example as a mask for the blue emissive, and the background for the black shine.
I do not have the rights for this image I do not recommend using it, I posted this for an example of what you would need if you want to make that type of design easily
I think I had something similar to this when playing around with wave node in blender material, maybe unreal engine had similar to this or maybe it's possible to bake it into texture
If you want it procedural, you can start with a noise and then some strategic use of mod
that could be true, I never played around with blender nodes much, but for unreal I do know I have seen a tutorial for something with a wave like texture from nodes in the material editor.
Anyone know a video tutorial or guide to replicate the FOV/view distance/ or what ever you wanna call it. I have a video here of what i'm after. I was basically a max view if my camera is on my character center that the max distance is just inside the screen area. and want if behind a "wall" vision gets blocked, and anything outside the radius wont be shown but the terrain still is?
Oh! thanks alot, this information helped me alot. 🙂
This is just a mockup in fusion, but the math is the same
Image 1: noise range 0-1
Image 2: (noise%0.1)*10
Image 3: RemapValueRange to be a little more visually pleasing
Oh cool, and very interesting indeed!
I was getting ready to do a jam on the office environment where I shot some iPhone LIDAR and shot a HDRi of the space and was about to pose the camera and do some incamera Virtual Production, and then for about 1.5 I battled making a CubeMap DDS with some janky tools, can anyone guide me to an approach from equilateral lat long HDRi to HDRi cube map correctly oriented and lighting the scene in Unreal?
What is difference between SkeletalMesh and SkinnedMesh
Anyone had the crash report 'Unreal Engine is exiting due to D3D device being lost' on EVEGA 3080 ?
Hey everyyyoneee
I love how 90% of the questions here do not get answered :)
- no one is currently looking at these channels
- google can answer most
- there are better channels than general
edit to add:
4) no one uses the search function or reads pinned messages
Maybe 😄
Scince people don’t look at pins
My bad, sorry @thin python appreciate it though. Ill try to keep looking at pins alot more. Bad habbit
Lol dw it was joke, I miss pins all the time since they aren’t in a obvious place on my phone
- Not everyone wake up 24/7 🙃
- Google first before asking/while waiting for answer
- Some pros don't hang out in this channel
- Nobody reads pinned messages
🙃 Yeah I get that its just funny cause I always look here and it's like "50 unread messages" and they're all questions 
(That I cannot answer cause I suck at UE4 right now lol)
generally people will try to help out if they are around/have the time.
i would try to solve by myself if i can, but most of the time i found some of sollution at unreal online learning 🙂
how would i add this widget to only the camera?
*ignore that I have it set to nothing
I think you have to manually add the check yourself
When adding the widget to viewport all players can see it
so theres multiple player huds
He’s using plugin
not a plugin
just replaced some editor files
Is their a way to set the origin on the object?
you need to put the model at 0/0/0 in your modelling software, unreal uses it as your pivot, you could also add a cube and group it in editor with your mesh it will change the pivot to one that both objects share.
@plush yew
Hey Guys, I use a font that does not support Russian. how do I localise that, do I change the font at runtime or how do you go about that?
Use Sub Font Family feature in Font Assets. That'll allow you to assign different font for specific unicode range.
oh okay the asset itself, big thanks man.
ok thanks!
@plush yew freeze all transformations and center to world grid
@thin python unfort that didn't work either. I wonder if Windows 11 is causing it to be an issue?
Heyy there guys! Did anyone manage to implement Steam Achievements using blueprints?
I checked quite a few tutorials online, but can't seem to get them working.
Used print string to check and in Unreal they pass successfully. My steam recognizes the game when I launch it.
But I can't get the achievement on Steam.
you can use this function
its built in
you do need the exact name of the achievement
like for example : ACH_EXAMPLE_ACHIEVEMENT
yeah I did that 😦
this is the defaultengine ini
I also set up the Steam Achievements, added them in Steamworks and all, activated the plugin in Unreal
My AppID is a demo, but it's public on Steam
yea that should work
Hey guys, any one using Smooth Sync here ? I'am having this weird issue, when I use a blueprint Actor with a static mesh in it, when the Host/server is running around on the said mesh, the clients see him all glitchy, but running anywhere else is perfectly fine, and when clients do the same, everything is fine in everyone's view.
Here is a short video showing the issue
yeah, but they don't.
odd
The strange thing is: I tried with the 480 test one, and it gives me achievemets.
perhaps you have the achievements setup wrong?
When I launch my game, Steam shows that it's running, the print string gives me that it succeeded, but they do not activate on Steam.
Checked also the names, they are the same.
you want the other one
which one?
Hmm, something's not right. When I check my account, they're locked.
does the function print the string?
yeah
Right-click on the project and Launch
thats really odd
I mean they have been implemented in the demo too, but even streamers don't get anything
wait I dont think demo's can have achievement's
can they?
lemmi check
try changing the app ID to the main
and then launching it
it should still work
thats how i tested my game at least
but I remember having achievements on that
with a demo*
ok just started it, Steam says main game launched - the moment of truth
Nope.
Doesn't work 😦
Rip
and it gives the print stirng
yea i think you should contact steam support in that case
bc this is starting to seem like a API issue
ahh, okay. I'm gonna reach out to them right away
A quick question - @dense knoll , how did you set up the Steamworks sdk? I mean which version and where did you put the files?
i just used the one included in my engine build
most UE versions do have pre compiled binaries built in
from what I know at least
hmm, okay, I wrote to Steam will see what they'll reply
Hey guys, random question. Is there a way to make Unreal's editor preview not run like total trash, when tabbed out of the screen?
When you press play, and it creates it's own window, that window runs like absolute trash while I'm tabbed over to the actual editor. This is especially annoying when I'm trying to visually watch bp pins do their thing,
So, i'm following this Tutorial: https://hippowombat.medium.com/tutorial-line-of-sight-visualizer-for-unreal-engine-f32113b1f6f3
I am stuck at the attached photo below. But where or how do I attach the BP we created to simulate Fog of War to my character. Now my project had a player controller start point as I can spawn as different classes/races.
Hi, I am using the legacy sequencer rendering because of crash issues, and I noticed foliage disappears in “cinematic view” but not default…I can’t get it to render not using the cinematic view, any solutions???
Anyone know how someone might go about building bicycle in Unreal?
This is a vehicle I scripted for ET:QW. It was a lot more difficult to create than it seems, since there was no real reference for a two-wheeled vehicle in the game. object…
If I am making a map in World Machine for UE4, Do I want to export it with RAW16 or PNG?
am I the only one who suffers with unreal engine ocean ?
i got the model in sketchfab, is their a way to download the model with the skeletal mesh?
What, like it just up and disappearing? yeah.
yes and some performance issues
I wonder if you disable and reset it until needed in frame and paying attention to continuous runtime... I feel like it is a run-away problem, for large values of n(t)
But I chalk all performance issues up to my unfortunate platform option (mac os)
So i exported a model in ue4 from sketchfab and exported the textures, how do i make the textures look high quality?
It looks like this
compared to the original
Of course it's still experimental.
Here we go again...
do i need to make my own water ?
@plush yew I would recommend you taking beginner courses in Unreal Online Learning. The links are in the pinned messages.
oh dont worry about that one
i forgot to delete
i figured out that its a mesh not a skeletal
upload to mixamo for rigging
Yes, or use those made by others.
If you hate yourself, or not planning to use any animations from the marketplace, then Mixamo's auto rigging is the way to go.
any ideas why this happens? for some reason its showing no material where my UV seams are when it looks fine in my painting program
yea i just used Mixamos and it worked
The white part, or what?
all the white lines around my seams
Are you using Substance painter
marmoset
Can someone help me link an actor to my character? I need a BP for Fog of war (tutorial im following) and need it to stick to my character as i move around but it's not. You can DM me anything helps
how do i add skylight to a level without making a new level?
you go to the left menu and drag it into your level
anyone know why I don't have these checkboxes to hide certain pins? on the righthand side
i draged sky light in and it didnt do anything
this is my problem, im looking at a show case level from the market place and its all dark , i need the view port light up, not all black like this
i tired bp sky sphere which light the level up like i want, but now its all hazy
how do i make ist just all white
excuse me
how can i maya's spotlights into unreal4 ? (no livelink)
is it possible to import lighting done in a scene in Maya 2022 to UE4?
잼잼 can you tell me how to have a lit room instead of a dark room, the only thing i can do is add bp_sky_sphere
im tryign to make my viewp ort lit up as oppsed to darkness
@pine remnant https://www.unrealengine.com/ko/onlinelearning-courses/lighting-essential-concepts-and-effects
hi ...
i want to clone latest ue 5 ...
and i want to use .gitdepsignore method to get minimal version of ue ... i need that just for architectural rendering ...
so, does exists any templates or suggestions for that?
thanks.
any suggestions?
also make sure you omit some platforms in setup.bat
although currently I think the VR plugins will error out in a build
why all the meshes I put on the map appear very far?
someone can help?
how can i fix it?
Hey guys, how do I package my game to run on intel HD processors?
I read that there are some mobile optimisations but the articles just talks about them existing, not how to actually implement them
I mean there seems to be something to do with OpenGL ES3.1, stuff like that. But it's not very well explained at a noob level so I'm not entirely sure on what's the "right" way to do it. Since this isn't meant to be a public package, the way the options are presented doesn't matter, just need a quick and dirty way to implement it so that something like an Intel HD chip would run it.
Having said that, I suspect the only thing I can play with is engine scalability, yea? In which case, it doesn't look good.
there's also the problem where whenever I try to run the PIE for mobile preview, it always crashes
hey there, I am trying to make a switch from unity to unreal, trying to get an android app running but it is failing in the compiling to a local device. Something about the DX missing from the build tools, I reinstalled but I get the same error (and recommendation to reinstall it) I am using all the advised versions from the online guide
no lol still windows. Basically I want it to run on my grandma's PC, but that does not have a dedicated card. So it's like a "how can we try and do this?" situation so I'm exploring options. Since i have no idea about ES3.1 and stuff, all I read online was that it made a dramatic improvement on machines running on integrated graphics, so that's all I know so far
seems i needed to manually rename d8.bat and d8.jar to dx
Hello Guys , anyone is familiar with deploying Unreal Project in AWS ? I want to ask about something
I'm getting this crash on every Unreal Engine project on both UE4 versions I have. The project opens then I get this
Guys I need help
So basically I've created this whole Blueprint script that should work as a fog plane but when I add it to my map it doesn't work
Well we need to see the blueprint, otherwise we dont know whats wrong, and you might be better off in #blueprint
Alright I'll send the the pictures there
lol.
Anyways, what is the last stable version for Unreal? I'm currently using the last one, 4.27.2 and it's quite difficult to work with.
From FAQ
If you’re currently developing a game, please continue to use Unreal Engine 4.26.
I suppose this is the answer I was looking for.
Hi I'm new to unreal engine, UE5 has those features that I require for my game, however I don't understand how to port over animations from other rigs to MetaHuman rig. I like the diversity of metahuman control rig but don't wanna change it and use entire MetaHuman AS IS in game and design gameplay around it.
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.
If you have an idea on procedural worlds it would be even better 😬
given where the unreal technology is at these days,
with the dynamic 'LOD' system
how viable would a minecraft be of thousands of instanced static cube meshes, textured
when it can cleverly work out whats visible and what not?
I think not sure as far as I've seen since nanite works on the meshes that are placed in the scenes, I don't think it will work on the world generated on runtime.
ah nanite, the name escaped me
you have to test it out in UE5 to see if this theory works xD
4.27.2
yea there are many pieces of that puzzle im missing still
i do think any static mesh can be nanite though right
i dont know if nanite works in a way that when something is obscured completely that it becomes essentially free in gpu cycles though
ES 3.1 is indeed reserved for mobile.
If you want to gain some performance, go with Forward Shading. Or, if you're using Deferred Shading, use Temporal Upsampling and keep the graphics settings reasonably low, except the TAA.
That's the one I'm currently using and the Editor gets very funky after 40 minutes of use.
Like the menus won't open or just show and hide instantly.
Spoiler alert
|| Minecraft world isn't actually consist of bunch of cubes present all the time. If the cube underneath is obscured by tiles in all directions, it won't get rendered, but the data related to stuff in the 3D space is remembered, so it knows what cube to render when player digs or placing stuff around. ||
Are you NVIDIA user?
Yes, that's right.
yea but im trying to figure out a performant way to emulate something like it
Figured.
You are not alone. See pinned messages, because it is a common issue with newer NVIDIA drivers.
Thank you! I'll try this ASAP!
like in bare essence all you need is a 3d array that holds an index number to a type of cube
and figure out what's visible or not, you know, in principle
but working that out in UE, especially blueprint, is interesting :p
Think about it, the way the world streaming replicates across players is an easy subject to lag machines.
Definitely go with C++.
yea that's presumably because you're sharing complex geometry
but shooting a compressed 3d array of bytes over the network is simple enough in theory
Just BP alone will result in occasional stutter, as it is slower than compiled C++ code
I can't help but imagine how lots of BP instructions hog frame time for single threaded Game thread for generating MC world.
Just buy voxel 😛 best plugin. For any type of landscape.
^^
cryptomarket taking a dump on me does not help as far as funds goes for plugins :p
Yeah if you want a minecraft clone use voxel plugin, otherwise write your own system that makes a procedural mesh from noise data
^ this is the plan
Using a bunch of static mesh cubes aint a great idea for an mc clone, if you want to be faithful to the original
This sentence make stock trading seem more alluring.
yea understandable
hoped nanite would've been a magic solution XD
the stock market is showing the same signs of methodical and sentiment trading
the markets as a whole are in distress it seems because of people doing the same things
triangles and lines instead of organic/realistic
Nah, Nanite is useless for a bunch of cubes.
i imagined it would stop rendering obscured geometry at all 😄
in that case, even though cubes are simple geometry, that would've helped
Yeah iirc nanite reduces triangle count in places, with occluded geometry being first, but you cant really reduce much more than a face
that together with the fact that instanced meshes, in an ideal world re-using the same textures, etc
would save a lot of memory
maybe im too stupidly optimistic / naïve
I also seem to remember seeing that nanite needs fairly new hardware to do its job, which might make it worse than a procedural mesh split into chunks
seemed to work fine on my 1060 and old generation intel cpu
Lumen on the other hand, that really packs a punch, i had to disable it
Im talking old gtx cards and stuff, i think i heard nanite doesnt work on old hardware but i could be wrong
Frustratingly, Lumen does things that GTA V did when it comes to reflection (and maybe GI), but with worse performance, at least per January '22 commit.
well, gta also has hundreds of dynamic lights
no idea, i only understand it as a laymans terms concept ^^
but apparently nvidia and epic are working on something that may support similar amounts in unreal
Ive been wanting to tinker with ue5, but my time is split between my first steam project and uni atm so probs wont get to soon
And it got good performances even on lower end hardware, by today's standard.
to the same amount of accuracy though?
GTA seemed rather cartoonish to me especially in terms of shadows and light
very rough estimates
Yeah gta is surprisimgly performant if you ignore the old 3min loading
RTXDI offers realistic lighting of dynamic scenes that require computing shadows from millions of area lights. Until now, this hasn't been possible in video games in real-time. Traditionally, game developers have baked most lighting and supported a small number of “hero” lights that are computed at runtime. With RTXDI, lighting artists can rende...
same as niagara, the whole grid logic, to me that's next level
i have a buddy who's in uni for a engineering phd and he's like "oh that makes sense"
but to me it seems genius what they're working on
a decade and a half ago i would play with C++ and DX8
these days i would not even attempt writing my own engine with how advanced these solutions, especially UE has gotten
At least you can still try writing retro 3D game engine.
^ xD
If you want more challenge, you can step into demoscene realm and make 3D renderer in 64KB or less
yea i used to enjoy watching those
that too is in the realm of brainiacs, out of my reach
i had this problem with windows where right-clicking my desktop could not throw the context menu anymore
turned out it was an nvidia driver update that i required too
funny intertwined world of oddities these days
Simple question, how do I make a Parent object? for example attached a Camera to a null so I can use the null to control ?
Also, how do I change the Axis direction of an object ?
How should i go about organising this? As in, should I have a separate copy with the forward shader enabled? Things like that?
Regarding ES 3.1, should I bother with it? Why does using it crash?
ok, I might try that if it persists. Just that I wasn't having problem with my current driver version before
Funny you mention that because there was a problem with Unreal context menus that was also Nvidia driver related. It's in a pinned message here somewhere
😮
If nothing is wrong don't worry though
i imagined it had something to do with the nvidia option showing up in the context menu
not sure what the deal in UE is though
No clue. The fix was a registry change...
I know it's a setting, but I mean how am I supposed to package it? Because I have one that is to run on normal PCs with a dedicated GPU and I imagine a separate build for the ultra low config using forward shader?
LOL i just right-clicked my desktop figured i'd make a screenshot to show the nvidia option in the context menu
and behold, my desktop froze on me
thought it was fixed
okay so there's no chance then since everything was made for dedicated GPU settings to begin with
Intel HD iGPUs can cope with most of the raster render stuff UE4 has to offer.
Minus mesh distance fields
haha
I know, I've always had a quick setting to change engine scalability to lower levels if things are challenging. But considering I take a hit on a 3080 in challenging scenes as well, it's very unlikely any amount will work on an igpu
I've already set aggressive LOD settings for all assets from the beginning foreseeing possible issues even on high end machines
I have optimised it, but it's not meant to be a game-game, it's more of an arch viz hybrid thing
especially with current prices and availability of hardware
people are lagging behind in hardware
yes yes it's not meant for the average gamer, or even public release so no worries there
it's just that I'm looking for possible ways to make it run a bit better than 'unplayable' but considering everything it seems almost impossible. Once I know which igpu I'm dealing with I'll know better but high chance it's nothing from recent years which means it's gonna be pretty awful versus something from Alder Lake
had to reboot thanks to this little guy
time to find if i can regedit it out of there like someone suggested
no need apparently
if someone needs it, there ya go
Can someone please explain why in my viewport of my metahuman character, the hair looks very crisp and fluffy, but in game it is dull and thin. My game is on high scalability. Could it be because in game my fps drops when I look a the metahuman. Also when I put it in the third person default level, the hair looks normal
lol that's trippy to watch
wild guess from someone who doesnt know
some kind of dynamic LOD as the engine deems appropriate which may or may not be configurable based on distance/context (scene/viewport)
but again not a clue
Hi. I am trying two merge templates. The weird thing is whenever I change the input of the INVENTORY to "I" key in the project settings. When I start the game it goes back to TAB. Even if I click tab, it shows the same stuff (console) as the tilde key. Thank you
I checked the defaultinput.ini. there is +consolekeys=tab should I delete it?
I am getting problem with Android packaging.
Thanks bro
If I move a folder, and run clean up redirectors, and ue doesn't kill the original; it tends to ignore requests to delete the folder in the editor. Is it safe to delete these ghost folders outside the editor?
Can you screenshot the delete dialogue box?
I get the same issue, there is ni delete dialogue, it just ignores the keypress
does anyone know what might be preventing "Viewport Realtime is ON" from toggling? in GPU Lightmass window last night I could turn it on and off but somehow after playing around with a lot of stuff in my project file, the button just doesn't work anymore, the hotkey CTRl+R which was also supposed to work doesn't do anything.
@drowsy snow There's nothing really. Delete Folder 'FolderName'? I click yes. It seems to work but the folder remains
Mostly comes up when I want to move an imported library from Content root into an Imports folder
Does the folder have .uasset files visible in File Explorer?
At a glance it looks like a tiny amount of data related to a map. There's a .umap file associated with a level. 2kb file.
This file doesn't appear in the ue editor.
Interestingly if its something like
module
/maps
/map.umap
/blueprints
/whatever
Trying to delete module won't change anything, but trying to delete blueprints and whatever will work since they're individually empty
I think .umaps are more stubborn than .uasset
anyone got a good .blend -> ue4 process?
1 set up your exports correctly https://odederell3d.blog/2021/01/02/b3d-to-ue4-tips/
or 2 check this plugin out https://www.unrealengine.com/en-US/blog/download-our-new-blender-addons
I do both right now
is foilage painting just randomly refusing to work on landscape a "normal" problem in UE 4.27? i have mostly used UE5 and never had that issue there.
strange, must be something on my side then. Have tried every solution found on google. Migrating the project worked for a while but then the problem came back 😦
nm, somehow world static collision on landscape had been set to ignore rather than block.
@dense knoll just saw your question. What do you mean right? They are like in the photo you set. It's just one-time achievement (not with progress).
can i make sub-levels streaming work in PIE?
or can i instance sub-levels with blueprints?
Yea it should still worj
I just realized something about Unreal that has been bothering me for a long time and I just put my finger on it now:
If I'm editing the graph for an actor, and I wanna see how the components are actually arranged, I click the Viewport tab in the normal tab row...
...But if I'm editing a widget, I click the "Designer" tab in the top right of the editor!
Why is that different!
Because it's a UI designer.
is there a way to open assets in the editor directly on a new tab in the editor window instead of making a new window for that asset
Guys how do I attach audio to a rendered sequence
I already have audio in the sequencer but when I render it there's just video in the avi file
There is, I think, a setting in editor prefs, buuuut doesn't always work. One thing that does work is to open something and dock it, after that things will dock automagically
There is a setting in the editor settings that asks you where you want to dock it.
It's like the opening section when you open the editor settings too.
Bumping this question, because I gotta mighty need
is this checked?
Hey, I'm trying to reduce the amount of size the engine takes up. It seems like I should just be able to build my project in order to only build what my project uses, but do I need to have a full version of the engine compiled before doing this
(i.e., do I: clone the engine repo > generate files > build engine > build project > remove cloned engine repo or do I: clone engine repo > generate files > ??? > build project > profit)?
qucik question do i need Unreal engine 4 to upload Project made on unreal engine 4 on unreal engine 5 ?
No, you shouldn't.
thx
@blazing bough Please do not cross post
idk maybe u should make a room called ask : ) pls
Maybe you should just read the rules and be patient
This entire server is meant to "ask".
Anyone have experience with control rig? I'm having a heck of a time trying to get basic IK working. I'm getting twisting behaviours when its hooked up. I have a feeling it has to do with the primary/secondary axis not being correct, but I've adjusted them both within the basic IK function, and tried exporting from blender with different axis parameters.
if you model works with mannequin, you can copy and paste the example on epic lib
why unloading the level does not work??
it doesn't unfortunately, i'm using a one legged model
well, they made a short video (30 min) of setting a rig for a robot with 2 legs, still, is way simple than the mannequin
i've watched that video a few times, along with some others
Im trying to delete 4 components in my Construction Script.
But it only deletes one. I also assigned a Tag to the ones i want to delete, Front.
But its not working 😦
@plush yeware you tryin to unload it when you stop overlapping? if so you never hooked up the wires
oh, that makes sense
still, it does not work
i noticed that one, target is Level Streaming Dynamic and the other (unload) is Gameplay Statics
beyond that i do not know what to do
well I cant see all of the code, you may be using the wrong nodes
the fact they are different seems like that may be it
well one is a level instance node ,the other is a streal level node
i tried to deactivate context sensitivity but it does not show the option to unload levels
I am thinking these should be the pairs you want
as your load level gives you a reference, chances are you have to use it later to remove it. There are also only 4 nodes for level streaming in BP so... chances are this is the right one
if the level doesnt need to be an instance, your just loading and unloading part of a map, then you would use the stream level nodes
activating the bool does not make it even load
and letting it unchecked, does nothing regarding unload
i am trying to find a way to use my Editor to only edit parts of my map chunks
that wasnt the correct way to use it, i was just showing you how the nodes are connected
this 2nd screenshot shows an in use example
usually level streaming could be used for that, but if your using level streaming as it is now then just opening up the individual parts should let you do that
you can always just unload and load part of the level if using level streaming in the editor
as far as I know tho the level instance code is intended to create new instances, like actually creating new copies of something if you need it
yeah
you might be trying to use level streaming incorrectly
ok, your second screenshot made it work, thanks
now, if i understand what you typed, loading levels in stream, still, make them stay at the memory, right?
if you load them yes, it should load them into memory
how can i unload them? the eye icon?
that is just visibility if you are in the world outliner
hm, i expressed my self badly then
let me screenshot something
if i add a Level here, it will be loaded into memory when i am on edit viewport,right?
Is it possible for me to have multiple Animation Blueprints function on a single Character Blueprint? ie. I have a Anim BP dedicated to getting in Cars and a second AnimBP dedicated to locomotion but they both can feed into the player character.
@plush yewall I can say is this is the memory use (top right) with this level loaded
and this is the use with it unloaded and garbage collection ran
so it does appear to remove it from memory when its not visible, atleast part of it. I never really had an issue with memory so I never cared. It does remove it from visibility which is the bigger issue normally
@grim ore cool! that does not look like much difference as i thought it would consume
well most of those items are instanced so they dont use much memory
if my computers starts to lag and i decide to use my method,
does the functions Unreal provide are mostly the same or there is way more magic happening on the background to be more efficient/faster
is it possible to anchor actors on the player attached to the camera so it stays in the same position no matter the resolution? im having an issue with things shifting with the size of the camera
Hiya, how can I get vertex normals from a triangle?
anyone ever work with unreal engine media player ( https://docs.unrealengine.com/4.27/en-US/BlueprintAPI/Media/MediaPlayer/ ) and oculus quest(1/2) it doesn't seem to record audio when recording through the quest, but audio works fine.
Media Player
I'm trying to implement barycentric coords but not sure how to get the vert normals, ideally from a raycast onto a triangle
can you make them child of camera in the blueprint?
For those that make maps(tiled maps to be more specific), do you prefer making your base map in something like World Machine and then exporting to RAW16 and then into UE or do you prefer just creating the base in UE4?
I prefer making it from scratch in UE4.
Isnt this supposed to destroy all Static Meshes in my Blueprint of the tag Front? It is only destroying 2 of them? Is this an issue of the loop somehow? When debugging I printed it, and it prints the right objects. But deleting only deletes 2 at the time.
Try storing the getter function result into variable.
Is the max size still 20km x 20km?
Yes.
It's not a problem for me, since mine is 6km x 6km.
yup that deletes them all. but why is this? why do i have to create a variable just for this? Isnt the loop the same as the one before?
I suspect the getter function got called again when iterating through the array.
thats what it seems to me. its probably deleting an iteration then it will iterate on nothing
use a foreach backwards loop node when you delete/destroy things, not sure if this will fix your current issue, but still it's good practice
Gotcha. Yeah, I'm working on a survival style game. And I want to make it a larger tiled map to give people spread out space. I know I don't have to go that large, but I want something like the Chernarus+ map size from DayZ. Maybe a little larger.
the problem you are facing is that the for each loop internal uses the index of the array, you destroy the first component, it reruns the getter and gets a shorter array
yup. thats the problem
but its working now by just making a variable for it
yea, it's the same, but starting at the end going to front
so in this case i need to use a for loop. not a for each loop?
and make last index 0 ? and first index length
no
there's a for each backwards node
where you don't need to specify the length and start index
cant find it. i dont have it
unless you are using some ancient unreal version
4.27.2
my bad, sorry
You sir, are an absolute legend. That's the one I needed! It's never been an issue for me before, but I'm recently working on a laptop. Single screen changes everything. Thank you MASSIVELY
I had a feeling it was a tick box, too. It's ALWAYS a tick box.
anyone online?
any idea how to import .ANIM files into EU4 vers 4.27?
or either how to convert them into .FBX?
How do you know when your work is good enough.? I struggle with perfectionism. I never know when the product is okay enough to move on
If it's working.
Kind of broad there
Makes sense to me. I was told to always expect that you can and will do better as your skill improves.
Anybody done multiple platform packaging? E.g. I am on Windows but want to package for mac. Which means without a mac my best option is to use a virtual machine. But having said that, what do I need to consider? My project has multiple plugins. So will a simple copy of the project and opening it work? Or do I need to install these plugins separately into the mac version of the engine?
Where'd the other reply go?
Cross compiling from Windows to Mac isn't really feasible, and yes, that'd mean to have compile the project in Mac VM.
I swore someone else posted a response
I mean to ask what do I need to be mondful of when setting up the project in the vm.
Mindful*
I don't think not much special things going on, aside from Mac things.
#macos could be of use if you're lost in the process of porting the project to Mac
i made a little bullet projectile with a capsule component
but it spawns the wrong way, like this | instead of like this ->
I cant edit the default rotation of the item i dont think, but is there a way to roate it on spawn? i am using the transform of my gun but idk how to add 90 degrees too it
Anyone know if UE4 is able to handle a map seed system like what Rust has? Would it just be incredibly tedious or what?
Thanks will check it out
If you know how to assemble it, then yes. It's just that there's no built in ready to use functions for that specific purpose.
Gotcha, thanks. I figured it could be built. Google here I come. lol
does anyone know how to fix this error
I do not want it to be moveable but it thinks it should be
Well, are you trying to move it...?
So any reason why these all just started appearing in the Content Browser? I don't remember changing any setting that would have done this.
something enabled "View C++ classes" in the view options of the content browser on the right
¯_(ツ)_/¯
perfect, thanks. Fixed it.
Thanks to whomever it was that showed where to go and then removed their comment. lol I appreciate it as well. Everyone here has been really helpful and I am extremely appreciative of it.
why does the game splash screen does not show on packaged project?
for example when you open the project in editor it shows you the splash screen for a moment until the project loads up
but on a packaged one it doesnt show
Absolutely possible. And mostly tedious! 😛
There were some really good tutorials on youtube about similar systems a while back. I don't remember which they were, but definitely worth looking into
Yeah, I figured it would be. Pretty much just getting the structures and pads to generate each seed and then trying to make sure that structures don’t spawn half way it a hill side and such. lol
Yep. Lot of math involved. It will definitely be an undertaking. But it's not impossible, so that's good news 😛
Lol right
I just wish software came a little more naturally for me. I’m more of a “I can build anything with my hands and see how they go together with out the instructions” kind of guy. And with all the possibilities with software my brain just goes derp.
yo anyone know how to make the lighting the same as how it looks in the editor? im new so idk
in editor
in game
anyone know a good way to hide skeletal mesh bones while still making them cast shadows?
Anybody?
On static meshes there is a checkbox called "hidden shadow"
Not sure if it exists on skeletal meshes
does that work for bones that are hidden individually at runtime?
Can someone help me link an actor to my character? I need a BP for Fog of war (tutorial im following) and need it to stick to my character as i move around but it's not. You can DM me anything helps
🤷♂️ no idea, i've only used it on static meshes
the setting is typically not used on the visible model, but on a reduced complexity model, so you can use LOD4/5 as the shadow caster, while LOD0 is the visible model
so in that case, if it works on skeletal meshes, it SHOULD work, but again, i've never used it on skelmeshes
just tested, it's working on a vehicle skelmesh
in 4.24
Why are literally all attached images on forums.unrealengine.com missing? I always find people with issues similar to mine, but the solution is very often "Do this: image link" -> "Oops! That page doesn't exist or is private."..
Epic migrated the forums to a different platform and borked a lot of stuff 😦
Hi all. I want to create something similar to this system in GTA sa ...like you go to the gym operate the equipment by pressing buttons as shown in screen,so that player strength will increase. Any idea how to do that.
Nobody.
Please do not crosspost across channels without redirected.
i see u have a race track can u tell me which grass mesh u using here? cuz i wanna get the same look on mine
@coarse vine it's that asset
my spa track
Honestly don't get how a company like epic can get it that wrong (I even can't open a lot of links just to the thread, image storage I can understand eventually they don't work anymore but it's a pain to find the actual question thread atm)
But well it is epic 😂
Anyone know how to use UDIM virtual textures in material instances?
I can assign the VT texture in base material but when making an instance i can't assign it anymore.
hey everyone 🙂 new here just thought I'd say hi
hi!
I've been working on my game for 2 years now but I've only just got the PC I needed and Unreal is a huge beast so I definitely needed a community to talk to about it 😆
Wish I found this yesterday though I had a day full of headaches lol got it sorted though in the end I'm not one to give up
Hi, do you know why with my cinema camera actor, it's impossible to set the aperture below 1.2 ?
Ok, i found it nevermind -_- it's been 10 min i was searching, and going to the discord was the last option, but i found it in submenu
it's not by searching "aperture" but "FStop"
haha only been here a few minutes and I've learnt something already
thanks lol
it's called aperture in post process and in the sequencer, but not in the camera settings ^^ it's weird they doesn't keep consistant naming
Could you make it clear for me? What is the name of the tecnic, which is used in the Chrome Dino game, for example. When the actor is going forward and other stuff spawns randomly in front of the actor?
infinite sidescrolling ?
Anyone knows how to make the normals preview smaller?
i think there was a hotkey...but i may be confused by lots of the apps i have
the way i do if it's not in the menu or the documentation : Reimport the model bigger
that's definitely not a proper solution
or just explore the normals in blender (there is a slider for size)
i need to explore them in ue4, to make sure they are all correctly imported, cause seems they are not
I'm not aware of others solutions
but i'm not a pro user of ue
maybe someone have a better answer
I have looked everywhere and cant find how to make this more than 60fps, I have a 144hz monitor and a 3080ti so it shouldnt be an issue whatsoever, does anyone know how to do this?
Hello, I want to make Unreal Engine Content Browser a tool that can be accessed via the repository browser and controlled remotely, just like in hero engine, not as a tool that can be accessed from within the engine. I'm still working on customizing the engine, but if you have any suggestions, I'd really like to hear them.
and cvar?
cvar?
This didnt work
What numbers should I put inafter them
nothing changes unfortunately
I can go in voice chat if that could help?
Hi guys!
I'm pretty sure this has come up here at some point; Has anyone encountered an issue between the landscape and the spline mesh track where some random collisions appear out of nowhere and you can't explain why that happens?
I have simple landscape with a simple spline track on it on a dedicated spline layer, set to block all collisions. The mesh has custom UCX collisions on it and nothing else.
I am using the normal vehicle class, not the chaos vehicle (should I change to chaos vehicle, would it fix anything?)
Can you guys, please help me with this?
I tried 1 and 0 and it didnt change the framerate unfortunatelyt
HI Guys, i try package but the movies lie ingame videos not introvideos are not showing.... how is the normal procedure? i Placed them in a Movies Folder but in packed version it dont show
Does anyone know if the website cgtrader is a good website to use free assets from?
What i mean by that also is do i need to have permission to use them or can i just use them with / without giving credit?
CGTrader is kind of okay, but I felt the models were mixed quality, even paid ones
@rose sleetthe license generally mentioned under the asset description
@sullen cloud try adding them to this array
Anyone know if there is an option to have subtractive BSP brushes visible in the viewport, even if not selected?
:no_entry_sign: jake8854#3973 was banned.
how can you set character to t-pose? I'm trying to retarget animation
is it normal to have my flappy bird game around 220 mb (not zipped) and 80 mb (zipped)?
That's huge honestly.....
I don't have much experience with animations in unreal but, in blender, I easily do that using an addon called "auto rig pro"
You can do it manually even with a tutorial or something.
or you can actually make the animations that only work on a T pose, to also work on an A pose.
I only know how to do this in blender unfortunately, so can't really help in unreal.
im using animation packs
one more, i try to hide the Third Person Spotlight /Flashlight/ from the Player but not for other Players in Multiplayer. dont work
Don't use GetPlayerController0 in a Multiplayer scenario
Hi! Can anybody tell me how to solve if I cant login to quixel bridge in unreal5? Ive tried everything there is on the internet
when I'm in retarget search window it shows only one model variation
how can I change it to another model?
got it somehow
but might read it to fully understand
it's pretty simple after doing it once
sometimes it's more complex you need to use a pose asset
if the anim is par with the epic skel then gg's, this is why they changed all this in ue5 😛 so much easier to go from skel to skel with out the pose assets
yeah
took a while to get it lol
atleast now I can place characters in scene doing something
😄
next step is play multiple animations and sound effects with them
Ahh that's easy you can create an anim BP and use the random sequence node and attach each anim
wanna drop a bp example of that? 😄
damn, good luck
thanks bud.
FIND ME AT https://twitter.com/DoryStentorian De-dum-de-diddly-dum-de-dum...
I want to copy some of the assets from my ue5 game to my ue4 game and I cant. please help
unless its a mesh or something, cause you could export it as an fbx then import it into the project as normal
i would like the animal models
sad thing is that they don't come with an animation bp / ai
but beside of that it's a good pack
thankfully that that stuff for things like the deer for simple behavior is very easy with blackboard and the behavior tree and sensing
depends...
there are some videos on YT which describe how to add AI to them (iirc the deer from the same pack is used)
but i wasn't satisfied with the result
tweak it. alot of tutorials are there as more of an introduction or to give you a meh base to go off of. it shouldnt be to hard once you graph how everything intereacts together, then its just up to you to figure out ok what looks good and how do i want this to react
i'm not saying that it's impossible, it would just be neat if those packs would actually include that
instead of forcing everyone to make their own implementation
then instead of it being free, add $20+ to the price
Imagine a free product not having everything you need
Simply unacceptable /s
that also applies to all paid packs of the author
and he is still offering the fox for $16 as single piece
I deleted some of the "engine content", will that break my unreal? because I think it did...
only if you want to use the engine...
anyone experienced with implementing blockchain into UE4
run a verify from the launcher to try and fix your engine
how do I do that? Could you elaborate?
launcher -> your library for UE4 -> click the drop down arrow next to the engine install you want to verify -> verify
hi all, probably a really simple question, but how do i access a variable from the last frame?
yeah that's the thing im confused with, how would i store a variable from the alst frame on tick?
how are you getting the variable or checking it on the tick?
It is greyed out, is that normal?
hmmmmmm
What about redownloading part of the engine? like the part I deleted.
How would I do that?
I have a limited data plan and I am waiting for the full UE5 to upgrade to.
No cafes around you with free wifi?
you might just be in a bad situation then
Nope
dang bro that stinks 😦
yep
I will be waiting for the ue5 lol
and will try to manually fix this, somehow
how do i see whats taking up my gpu/ what is taking my performance?
if in UE? run the profiler or use the stats commands
where can i find the profiler?
stat gpu in the console should give you a decent amount of info
it's just a vector3 variable i need from the last frame in order to update the end point of a beam emitter
is there any black magic to run the physics simulation while in editor without entering any play mode variation?
that's what I meant by "play mode variation" 😅
hi ...
what is the best branch to get latest ue5?
i tried to get latest of 5.0 branch but got compiling errors!
You have to compile ue5?
@sullen cloudoh, if they are not startup, i think you need to link them somewhere else iirc, was it in packaging?...probably
There is a way
Although it is quite long-winded
Dm me if you want the specifics
full ue5?
Hey anyone know how to set a metahuman character as the playable character
@oblique tanglewhat I mean is how are you updating it, or how are you using it... how are you setting it? etc.. If it's just a variable your working with before you modify it just save it to another variable called LastFrameValue or whatever. then you have the last frame and the current one to work with
@autumn flame5.0 should compile without issue, I updated an hour ago
i got derived data cache error ...
theres a fix for that in #ue5-engine-source but... I didnt encouter it, what are you compiling?
like I literaly pulled down all changes an hour ago from 5.0, did a rebuild, and no issues
i'm using vs 2019 on win 11
im using 2022 and win 11
with win 11 sdk or win 10 sdk?
.net 4.6 or 4.8?
I don't think version or VS is problem here.
4.8 and 10sdk, no idea why it compiled fine for me
i didnt do a clean, build but just a rebuild so... perhaps that was it but it shouldn't be
nope its fine, I added a space after that line and built again. it found the change and recompiled without issue
Maybe a toolchain difference? Using Visual Studio 2022 14.30.30709 toolchain (C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Tools\MSVC\14.30.30705) and Windows 10.0.19041.0 SDK (C:\Program Files (x86)\Windows Kits\10).
call me a noob but where is that listed?
when you staring the compilation
during the build, or you can check your vs installer
I'd do a full clean and rebuild if I wasn't on the laptop lol
😢
might be the sdk.
yep near identical, I just have a newer 10 sdk
weird. oh well it works now.
yep if it works it works, curious if epic will "fix" it or if its supposed to work
hey, learning unreal currently and going through the learning courses!
Hoping to be able to do work as a lighting artist through it soon
Trying to figure out why my player is not actually physically spawning through here
drag a player start
i do have one on the platform currently which is the confusing part
attach character to world settings
Im brand new to making games in general, what are the best places i can go to get started on an fps game
its loading nothing, the character wont be loaded in unless you tell the engine this character needs to spawn
@last pagodadid you start with a template?
Yeah, the unreal learning kit games
thats not a template
ah, never mind then
your game mode is probably not set, I beleive you should have started with the third person template
^^
If not you need to add game content. Add either the third person or first person example.
Hi where can I get help with vehicles in ue5?
Hey guys are there anyway to use Voice recognition or voice input in UE4?
with C++ yes, with bluprints, probably
depends what you want to specialize in if any for making games!
hi!, someone knows how to cast from a c++ to a bp?
@fiery tangle https://www.youtube.com/c/CobbDev/videos https://www.youtube.com/c/underscore00/videos https://www.youtube.com/c/TheSargKyleMC/videos https://www.youtube.com/c/vPoly/videos
Game development in Unreal Engine, 3D art, and other gaming-related content.
Underscore is the channel of producer Bev, a game developer, artist, and scotch lover from South Australia.
The best way to get in contact directly is via Discord: https://discord.gg/27xAR5j
Part Time Game Developer, And Full Time Technical Consultant And Hardware Technician @ Heartland Macs heartlandmacs.com . I Use Unreal Engine 4 to make all of my games, so ask away! I also have experience in unity!
If You would like to donate, please do not use the donate button at the bottom of the page. If you do, i will not be able to receiv...
Ever wanted to be a game developer? Well now you can with our extensive library of FREE courses!
On our channel you will find numerous courses teaching you how to use game engines and software to create your very own game from the ground up without any experience.
These coures will allow you to fully utilize engines to create any game you dre...
Not the best practice, but good for learning.
@pallid mulch Do not cross post
google says you can do it if you google what you asked
sorry
https://gyazo.com/02eb90cfc4fbcdb02185380a24f60e4a
Hey guys, dummy question im setting up a "progressbar" and i want it to display health as integer instead of float, i mean if its float it shows 1.0 as 100% right ? so therefor i want to mix with health of units +- and its much easier with integers or am i understanding it wrong ?
you would need to do math and figure out the percent based on your current health compared to your max health.
that would give you a float from 0 to 1 and that you can feed into your progress bar
current health / max health = percent of health 0..1
so its not possible to set "max helath value as 100% and current health with different integers ?
like instead of % the % is the max value and the current % is the current health
show what you mean? you can use integers or floats as long as you do the math right
you have to give a progress bar a float, you just have to use math to convert ints to floats if needed
hm
and i cant mix with the "input / output" of the function ?
to make it simpler ?
that return value is for what?
if i return value as integer cant i set that to "max health variable (integer)
wont that set the "max" limit ?
max limit of what
your uh... not being very clear
your question was about a progress bar vaue, it needs a float. you cant change that
you can do math to convert integers to float to feed into that if you want
I literally answered that in my first reply
yeah i understand i didn't know it has to be float
had*
i thought u could change that somehow
but i get what your saying with the math like max hp/100 and current life /100 and put it in somehow
i suppose or
well ik there is different specializations however im going to be working on a solo project hence everything ig
thanks
current health / max health = a float between 0 and 1, its a percent you can put into your progress bar
I would make a structure holding the data for each float. Or even a stucture for almost all your needs.
that would return back what you need yes,but you shouldnt be binding if that is what you are doing
and i have to divide by 100 also ?
how do i open a new map tab so i can keep my game level up on while om working on another level, i need 2 view ports?
oh right i calculated with max health/current but your right current/max dose give with decimals
@pine remnantyou don't, if you really need that you can open 2 editors (which might lead to saving issues), or you can try and use level streaming to load up 2 levels in the same map
"you shouldnt be binding if that is what you are doing" what dose that mean ?
how are you using that function?
so the button that says bind...
you can do it but... its silly unless you need to change the players health every frame
is there a snap to object tool, i asked the other day but i was told i needed a plugin. im duplicating floor panels and it would help me to have them snap to each other
oh so i can like make it update "when taking damage only" or so ?
so now its like "every 0.01 cast" always updating ?
instead of does this you can make the material a world aligned material and stretch the object as far as you want.
@untold yachtyes the more efficient way is when damage is done it updates the ui
ah gotcha, but that next level stuff i have to stick to the basics first untill i learn abit more i figure
thats not next level, its the basics. Epic does have a UMG course on their learning site that covered the basics
ok, i will look into that for sure!
hm the progress dont work, it displays 100% but when i pickup item that reduces "playerhealth -25" the bar goes to 0 :/ ?
ohhh
hm so can i covert it to float in a divide or :/ ?
why ? i mean increasing health as float will always be % based then ?
that is the correct answer
use floats, just ignore the fraction
take a look at that project and learn from it
Hi can someone help me fix my vehicles? Controlling them doesn't work and the wheels flop around in all directions.
I followed all the steps of this guide https://docs.unrealengine.com/4.27/en-US/InteractiveExperiences/Vehicles/VehicleUserGuide/
if you want to use ints, convert the ints to floats before you do the divide
but... using floats you avoid that
but if i use floats and i increase health like + 30 then again +30 + 70 =130 the float will bugg out ?
the float will be 2.3 then
Using floats wont cause anything to bug out, for a health bar, the formula should always be current health / max health, seeing as current health can never be over max health, that will always return a value under 1
whihc you need for percentage
how do i make a world material? material a world aligned material and stretch the object as far as you want
how would using floats be any different than ints in that case...
if you go over max health using a float or an int the result will still be going over
hmm
just do the conversion before the divide and move on, its probably easiest for you
30.0 + 30.0 + 30.0 + 30.0 = 120.0 and 30 + 30 + 30 + 30 = 120
so if i only use float and set health to 1.32 lets say then i will have "132" health and the max value is 132
its the same, just one has a fractional portion
lol ofc
why would you set it to 1.32
why though
but why would you do that
you subtract 25 or you subtract 25.0 your health is 100 or its 100.0
the progress bar is just a display, it has nothing to do with this
i suppose im dumb but if i have 1x variable "float" as player health set to 1.0
and i have an item that increases health by lets say 30
isent 1.0 100% by default ?
your trying to confuse yourself
your progress bar being a 0 to 1 range should not be a concern for your players health
i come from wc3 editing it makes sense there >)
This has revolutionised my use of tileable textures inside UE4. Its like using conventional Frontal Mapping but so much better. I no longer need to fiddle with UV maps when it comes to Seamless tiling, "WorldAlignTexture" to the Rescue. Hope it helps you as much as it has helped my workflow. This makes Archviz workflow so much more simple.
yes but dont base your health system off of the way the progress bar functions, use a normal health, e.g. health = 100.0, then convert that down to what the progress bar uses
ohhh
so i will have 2x variables floats 1 for progress bar and 1 for health both as floats but i convert 1 float in progressbar Bp
?
it might just be easier to not worry about this until your next game
^
get a bit more experience under your belt and it might click
it sounds like you need to learn some unreal, and basic gamedev stuff before you tackle this
floats are just integers with a decimal point
thats why im im her
yeah thats what i have now dsa but i have them as integers instead of floats
so yeah i get what your saying now...
im saying you need to take a course online or something, there is some in the pinned messages, we cannot walk you through all of basic gamedev
using a float at 100 would be a lot eaiser all you would need to do is subtract the overall float value by the max value
yeah i know
aye it was just a question and i got the help i was looking for so thanks !
and what would these files be extracted from?
Anyone please
Sorry we cant help you pirate games assets.
?
It looks kinda like git actually
they are files
You need to explain a bit further then.
It's the objects folder of the .git folder, isn't it?
i am "trying" to "datamine" that is visible. I dont pirate anything
is that also restricted?
decompiling assets is illegal iirc
would i be able to ask a blueprinting question here or is there a better place?
what does iirc stands for?
if i remember correctly
if i remember correctly
#blueprint but you could probs post it here
blueprint will give better answers tho
ah okey so its not 100%, like. i dont even use those stuff
thanks, ill ask there
im not a gamedev. just looking trough what devs are left over 🤷♂️
yeah i mean datamining isnt explicitly against the rules, but it's still a legal issue, im pretty sure
so you wont find any help here, especially since it isnt ue4 related
btw the game "should be " build on UE4 so far i know but it uses very weird formats
like .ANIM .GRAPH .SKELETON .CACHE .BTS
decompiling other peoples games is pretty frowned upon since its usually for stealing assets
i dont think its an easy task nowadays either
(even if its a chinese company)
this, also if i knew how to datamine (i don't) i still wouldnt share the info as it is cracking open copyrighted material, whihc is a big no no
Why can't you just accept that you won't get help here with data mining / pirating game assets. Whether it's a triple A game or a free Chinese mobile game
No
i do accept it lol
thank you for the responses. I think i will leave for now, but good to know such discord exist. If i ever will do anything with UE4 I will head back. until that . bye and good luck further
how i make this in unreal?
honestly i would say its just easier to make a settings menu
amount of people datamining these last few months has been weirdly high.
makes my ban-finger twitch.
"Hey guys how can i open Borderlands3.exe in ue4, i made the project a few months ago but lost the project files smh"
that is because this discord is still inside the epic games launcher. just by scrolling down a bit
In which channel can I get help with vehicles?
depends whats wrong
That's what I'm trying to find out
if its the physics then maybe #legacy-physics otherwise maybe #blueprint
but it's dangerous, if the person's computer can't handle the game with the graphics at the maximum, she won't even be able to get to the settings, already that way she can put the graphics to the minimum before opening the game
I believe it's a physics issue
true but that doesnt appear to be a problem for 99% of games, and you could always make the settings menu accessible before anything else
if you have a blank main menu then you should be able to access it when you relaunch anyway
Just tell him what he wants to know
He doesn't want to know how to make an efficient settings menu
He wants to know how to make a pre launch settings menu
I do not know, thats why I say its easier for a settings menu, I have not found away of passing things like that to the game
alright chill ya beans
Hey niko
Theres an app called ask fm
You can find the nikson guy who made the game on there
He might answer your question
always worth a shot
... like is it my fault that devs leave their files wide open?... my curiosity increases over time 🤷♂️ it sits there on my phone and just wait for the time to get my mind in action
Their files arent wide open tho, they have nonsense names and proprietary filetypes
They are encrypted
If it was called "ReallyCoolGameCodeHereComeAndLook.txt" then maybe id understsnd
They have to put their files somewhere. Being able to open the game folder does not allow you to use their stuff outside the intended ways
The FBI also has their headquarters out in public but i aint boutta go rifling through there
It's like walking into a jewellery store and taking whats on display. But they shuda just put it somewhere else then.. is not a defence 😄
Idk why fbi is always the first organizatiin i think of.
Im british for petes sake
Disgrace to my country
MFI then 😄
anyways, lets drop it.
Maybe not these. But some are. Like clips. Voicelines. Item descriptions are. You can open them with notepad. Is that considered "illegal" as well?
The orange person has spoken, the topic is dropped
Thx for clarification. I dont want to "hack" just take what is left there.
For exmaple its an tpp game. Everyone suggest fpp mode. In their files their is a folder called "fps" with bunch of animations. (.ANIM file extension). I would the map itself is "wide open"
Got it ! Sorry didnt see your msg yet
Is there a way to see what's up for the March sale?
Yeah but there's an asset pack I'd like to have and I don't wanna buy it now at full price just to see it discounted in a couple days
¯_(ツ)_/¯

Just become pro and model them yourself
Yes if you fit them all in 1
Alright. I'm a coder, not a 3d artist. What are the steps to become a professional 3d artist?
start learning blender
fail
cry
try again
make a portfolio (big)
get an internship (hard)
legally put modelling director for a multi million dollar company on cv
lose job
K brb
There is only so much you can use from the maketplace. Then you start to realize most of this stuff is all the same and you can create it yourself. (Except for animations without a mocap suit and code plugins)
Just gonna buy that asset pack for $125 
the joy of being an indie dev is you get to learn all of the skills while feeling inadequate in all of them
Yay!
I feel ya lol
Can you help me for this problem?
looks like a copy and pasted code
Right click on that function and refresh nodes?
Make sure you have all required variables / functions / nodes
your going to have to look at the original bp.
that looks like it might be trying to call an event dispatcher that doesnt exist
look up the same node and recall it and relink
if it does not exist then you will have to recreate it.
Hello please help me! I have no sound in VR Preview Mode. If I play in selected window or simulate the sound is working
it's a long a complicate journey until you become specialist
How do i add my source build to the unreal engine launcher? something i always wondered.
How likely is it that a solo dev can sell a game at triple A prices?
Easy. How likely is it that someone will pay for it? If your game is good enough then sure.
local brewery makes a nice beer: beer-fans: omg, must pay way more than for regular beer, its a small local brewer, must support.
indie dev makes a nice game: game-fans: omg, how dare he ask for more money than a AAA studio XD
Are there any best practices for UI text size in Unreal, or is it basically the wild west out there
How do i change the material of a decal at runtime ? Set Material isn't working.
triple a prices only work because they are large companies with huge marketing budgets, people tend to view indie games differently, so it would be nigh on impossible to get an active playerbase with that price
can i please get some help getting the zombies over the windows pls ?
Im completely new to this. Would i be able to run Unreal engine on a Mac?
Not really my area, but try looking into dynamic material instances.
Look into Nav Links, that should help.
yes i tried but really really really hard to use this in my project
hey, im trying to replicate this effect from photoshops levels in unreal, im using 3pointlevels node but im really not sure what values to go with to get the same effect as in photoshop
alright i think i got it lol
So this 100% means ".uasset has malformed tag" that this is fubared and can not be recovered right? I hate the fact that i have delete all this hard work 😢
is it possible to launch to a windows tablet from the editor?
when I plug it in I don't even see it as a device
I'm inclined to think you have to use LAN/WiFi to have networked sharing
Ill look into that, thanks
I can't seem to figure this out, I tried entering the device local IP and name manually, connected it to my wifi and enabled private sharing/disabled firewall
Hello
i'm working on a horror game, and i'm struggling a lot with the mechanics, so i'm thinking on using horror engine, but i don't know if it's better doing it for myself if i pretend to sell the game, what do you think??
how i make this on ue4
TBH never use a premade blueprint, use it to study on how to accomplish what they did. Learn from it. If you want it get it. tryt to understand the tutorials and watch other videos online to guide you through the process.
but the fact is that i don't find any tutorials of what i want to do
and i asked in other groups and no one helps me😩
I know, not super specific to horror, but you can apply what you learned from UOL to almost any kind of project in Unreal Engine.
there is not many ways for us to help your own creative game. you need to do that yourself. what ever you are looking for like an example flashlight can be found on youtube. volumetric fog is another thing, lighting, lights that turn on and off, random sounds plays, its all there 🙂 You just need to think about what you want and apply it.
well what i need it's not specific to horror either, i want to do a camera to take photos and make a menu to see them
i'm taking a look thanks!
how can i read variables from actors that trigger an animnotify?
i need to pick the correct shell casing to spawn when this notify is recieved and i handled that by having a variable within my weapon blueprint which i manually select to be a specific shell actor
btw im trying to do this for guns that npcs are using
cant just cast to my character
Is it possible to have the viewport reflect what is happening in play mode, when the game is running in separate window?
you need to set it to realtime.
It is set to realtime, but when I go to into playmode it becomes unchecked and gives me the option to disable the override but that doesn't seem to do anything
It says it is currently overridden by "Play in Editor"
for the most part no, if you mean you want to see the editor viewport at the same time you are playing the game then no unfortunately you cant see the "scene" and the "editor" at the same time like Unity @main palm
Ahh I see, thanks. Definitely something I'll have to get used to coming from Unity
yep it's weird for sure, if you play in the editor you can eject and edit/view but not really both at the same time
How do you keep a consistent frame no matter the mobile device ? The camera currently leaves gaps around the border when the viewport is resized. I've searched high and low for answers on this topic and have tried many things regarding aspect ratio, field of view and dpi scaling...
usually the frame would be UI, which you can anchor to the edges. IF you are trying to get your camera as part of the world respect the world...
The frame is part of the gameplay and has actors interacting with it. My current fix is to yeah, feed a scene capture component into a widget and anchor it to fill the screen but this will cause stretching at wider ratios.
thats just how it works, if your box is a square and your camera is a rectangle...
literally what can you do without showing the edges outside of the box?
it's a rectangle - and yeah, that is the million dollar question.
you would have filler on the outside, or you design it differently
see if you can find another game that does something like what you want, and see what they do
yeah, fair enough - thanks for your help.
How do i set assign Tag to a component during runtime?
may i ask how to create this loading screen before launch game?
that is not a UE product, but the splash screens for UE are in the project settings
do you have tutorial step by step to show me? thanks
did you look in the project settings?