#ue4-general

1 messages · Page 1143 of 1

plush yew
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the viewport

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i couldnt find out how to set it back to default

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but now i know thanks to atomik

timid spade
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im trying to make weapon sway while walking

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how do i get sideways velocity

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getvelocity gets the world velocity which changes wildy depending on which way im facing

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im just trying to see how fast i am moving left or right

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i got it

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in case anyone is wondering, get right vector and get velocity, dot product those 2 then thats your sideways velocity

plush yew
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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

devout whale
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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*

plush yew
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you would need an image like this

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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.

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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

vivid locust
# plush yew you would need an image like this

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

proven aspen
plush yew
ionic bridge
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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?

devout whale
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Oh! thanks alot, this information helped me alot. 🙂

proven aspen
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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

devout whale
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Oh cool, and very interesting indeed!

proven aspen
mossy depot
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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?

tardy halo
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What is difference between SkeletalMesh and SkinnedMesh

tawdry wren
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Anyone had the crash report 'Unreal Engine is exiting due to D3D device being lost' on EVEGA 3080 ?

thin python
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Hey everyyyoneee

plush yew
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I love how 90% of the questions here do not get answered :)

thick herald
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  1. no one is currently looking at these channels
  2. google can answer most
  3. there are better channels than general

edit to add:
4) no one uses the search function or reads pinned messages
Maybe 😄

tawdry wren
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My bad, sorry @thin python appreciate it though. Ill try to keep looking at pins alot more. Bad habbit

thin python
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Lol dw it was joke, I miss pins all the time since they aren’t in a obvious place on my phone

drowsy snow
plush yew
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🙃 Yeah I get that its just funny cause I always look here and it's like "50 unread messages" and they're all questions LUL

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(That I cannot answer cause I suck at UE4 right now lol)

fierce tulip
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generally people will try to help out if they are around/have the time.

bleak zodiac
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i would try to solve by myself if i can, but most of the time i found some of sollution at unreal online learning 🙂

dense knoll
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how would i add this widget to only the camera?

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*ignore that I have it set to nothing

drowsy snow
dense knoll
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When adding the widget to viewport all players can see it

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so theres multiple player huds

plush yew
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is that UE5? 👀

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I havent messed with it yet but those nodes look good

dense knoll
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its ue4

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just have some custom UI

thin python
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He’s using plugin

dense knoll
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not a plugin

thin python
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O

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Ok

dense knoll
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just replaced some editor files

plush yew
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Is their a way to set the origin on the object?

round hemlock
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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.

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@plush yew

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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?

drowsy snow
round hemlock
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oh okay the asset itself, big thanks man.

bleak zodiac
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@plush yew freeze all transformations and center to world grid

tawdry wren
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@thin python unfort that didn't work either. I wonder if Windows 11 is causing it to be an issue?

smoky timber
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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.

dense knoll
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you can use this function

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its built in

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you do need the exact name of the achievement

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like for example : ACH_EXAMPLE_ACHIEVEMENT

smoky timber
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yeah I did that 😦

dense knoll
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did you connect a player controler?

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and add the user ID?

smoky timber
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this is the defaultengine ini

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I also set up the Steam Achievements, added them in Steamworks and all, activated the plugin in Unreal

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My AppID is a demo, but it's public on Steam

dense knoll
smoky timber
dense knoll
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yea that should work

vital dust
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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

smoky timber
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yeah, but they don't.

dense knoll
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odd

smoky timber
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The strange thing is: I tried with the 480 test one, and it gives me achievemets.

dense knoll
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perhaps you have the achievements setup wrong?

smoky timber
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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.

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Checked also the names, they are the same.

dense knoll
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so you are using "API Name Progress Stat Name right?"

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this

smoky timber
dense knoll
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you want the other one

smoky timber
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which one?

dense knoll
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but it looks like you do have them

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the API names

smoky timber
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Hmm, something's not right. When I check my account, they're locked.

dense knoll
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does the function print the string?

smoky timber
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yeah

dense knoll
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odd

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wait are you running from PIE?

smoky timber
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Right-click on the project and Launch

dense knoll
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thats really odd

smoky timber
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I mean they have been implemented in the demo too, but even streamers don't get anything

dense knoll
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wait I dont think demo's can have achievement's

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can they?

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lemmi check

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try changing the app ID to the main

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and then launching it

smoky timber
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hmm let me try

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but the main is not published on Steamworks?

dense knoll
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it should still work

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thats how i tested my game at least

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but I remember having achievements on that

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with a demo*

smoky timber
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ok just started it, Steam says main game launched - the moment of truth

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Nope.

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Doesn't work 😦

dense knoll
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Rip

smoky timber
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and it gives the print stirng

dense knoll
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yea i think you should contact steam support in that case

smoky timber
dense knoll
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bc this is starting to seem like a API issue

smoky timber
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ahh, okay. I'm gonna reach out to them right away

fierce tulip
smoky timber
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A quick question - @dense knoll , how did you set up the Steamworks sdk? I mean which version and where did you put the files?

dense knoll
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i just used the one included in my engine build

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most UE versions do have pre compiled binaries built in

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from what I know at least

smoky timber
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hmm, okay, I wrote to Steam will see what they'll reply

dense knoll
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👍

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wait you have these values set right?

dreamy perch
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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,

ionic bridge
charred halo
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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???

red birch
indigo steeple
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If I am making a map in World Machine for UE4, Do I want to export it with RAW16 or PNG?

winter stream
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am I the only one who suffers with unreal engine ocean ?

plush yew
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i got the model in sketchfab, is their a way to download the model with the skeletal mesh?

worthy urchin
winter stream
worthy urchin
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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)

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But I chalk all performance issues up to my unfortunate platform option (mac os)

plush yew
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So i exported a model in ue4 from sketchfab and exported the textures, how do i make the textures look high quality?

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It looks like this

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compared to the original

drowsy snow
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Here we go again...

winter stream
drowsy snow
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@plush yew I would recommend you taking beginner courses in Unreal Online Learning. The links are in the pinned messages.

plush yew
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i forgot to delete

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i figured out that its a mesh not a skeletal

fleet sparrow
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upload to mixamo for rigging

drowsy snow
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If you hate yourself, or not planning to use any animations from the marketplace, then Mixamo's auto rigging is the way to go.

ancient lotus
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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

plush yew
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yea i just used Mixamos and it worked

ancient lotus
fleet sparrow
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Are you using Substance painter

ancient lotus
ionic bridge
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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

pine remnant
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how do i add skylight to a level without making a new level?

muted imp
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anyone know why I don't have these checkboxes to hide certain pins? on the righthand side

pine remnant
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i draged sky light in and it didnt do anything

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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

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i tired bp sky sphere which light the level up like i want, but now its all hazy

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how do i make ist just all white

full locust
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excuse me
how can i maya's spotlights into unreal4 ? (no livelink)

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is it possible to import lighting done in a scene in Maya 2022 to UE4?

pine remnant
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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

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im tryign to make my viewp ort lit up as oppsed to darkness

full locust
autumn flame
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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.

torpid sable
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any suggestions?

modest trench
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although currently I think the VR plugins will error out in a build

shrewd barn
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why all the meshes I put on the map appear very far?
someone can help?
how can i fix it?

neon magnet
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Hey guys, how do I package my game to run on intel HD processors?

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I read that there are some mobile optimisations but the articles just talks about them existing, not how to actually implement them

neon magnet
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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.

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Having said that, I suspect the only thing I can play with is engine scalability, yea? In which case, it doesn't look good.

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there's also the problem where whenever I try to run the PIE for mobile preview, it always crashes

flint yew
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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

neon magnet
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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

flint yew
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seems i needed to manually rename d8.bat and d8.jar to dx

astral verge
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Hello Guys , anyone is familiar with deploying Unreal Project in AWS ? I want to ask about something

naive dune
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I'm getting this crash on every Unreal Engine project on both UE4 versions I have. The project opens then I get this

tulip shadow
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Guys I need help

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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

oak patio
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Well we need to see the blueprint, otherwise we dont know whats wrong, and you might be better off in #blueprint

tulip shadow
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Alright I'll send the the pictures there

acoustic flame
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lol.

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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.

oak patio
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Wow they really put it in every channel

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Spam bots be dedicated

acoustic flame
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From FAQ
If you’re currently developing a game, please continue to use Unreal Engine 4.26.

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I suppose this is the answer I was looking for.

outer moss
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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.

wispy heart
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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.

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If you have an idea on procedural worlds it would be even better 😬

pearl sonnet
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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?

outer moss
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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.

pearl sonnet
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ah nanite, the name escaped me

outer moss
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you have to test it out in UE5 to see if this theory works xD

pearl sonnet
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yea there are many pieces of that puzzle im missing still
i do think any static mesh can be nanite though right

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i dont know if nanite works in a way that when something is obscured completely that it becomes essentially free in gpu cycles though

drowsy snow
acoustic flame
# drowsy snow 4.27.2

That's the one I'm currently using and the Editor gets very funky after 40 minutes of use.

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Like the menus won't open or just show and hide instantly.

drowsy snow
drowsy snow
acoustic flame
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Yes, that's right.

pearl sonnet
drowsy snow
acoustic flame
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Thank you! I'll try this ASAP!

pearl sonnet
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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

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but working that out in UE, especially blueprint, is interesting :p

drowsy snow
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Think about it, the way the world streaming replicates across players is an easy subject to lag machines.

drowsy snow
pearl sonnet
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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

drowsy snow
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Just BP alone will result in occasional stutter, as it is slower than compiled C++ code

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I can't help but imagine how lots of BP instructions hog frame time for single threaded Game thread for generating MC world.

pearl sonnet
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yea

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i guess there is no way around it than digging in deeper

kindred depot
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Just buy voxel 😛 best plugin. For any type of landscape.

pearl sonnet
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^^

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cryptomarket taking a dump on me does not help as far as funds goes for plugins :p

oak patio
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Yeah if you want a minecraft clone use voxel plugin, otherwise write your own system that makes a procedural mesh from noise data

pearl sonnet
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^ this is the plan

oak patio
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Using a bunch of static mesh cubes aint a great idea for an mc clone, if you want to be faithful to the original

drowsy snow
pearl sonnet
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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

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triangles and lines instead of organic/realistic

drowsy snow
pearl sonnet
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i imagined it would stop rendering obscured geometry at all 😄

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in that case, even though cubes are simple geometry, that would've helped

oak patio
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Yeah iirc nanite reduces triangle count in places, with occluded geometry being first, but you cant really reduce much more than a face

pearl sonnet
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that together with the fact that instanced meshes, in an ideal world re-using the same textures, etc
would save a lot of memory

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maybe im too stupidly optimistic / naïve

oak patio
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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

pearl sonnet
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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

oak patio
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Im talking old gtx cards and stuff, i think i heard nanite doesnt work on old hardware but i could be wrong

drowsy snow
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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.

neon bough
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well, gta also has hundreds of dynamic lights

pearl sonnet
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no idea, i only understand it as a laymans terms concept ^^

neon bough
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but apparently nvidia and epic are working on something that may support similar amounts in unreal

oak patio
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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

drowsy snow
pearl sonnet
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to the same amount of accuracy though?
GTA seemed rather cartoonish to me especially in terms of shadows and light

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very rough estimates

oak patio
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Yeah gta is surprisimgly performant if you ignore the old 3min loading

neon bough
naive dune
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why do you say that? XD

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and how can i fix it? 😛

pearl sonnet
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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

drowsy snow
pearl sonnet
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^ xD

drowsy snow
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If you want more challenge, you can step into demoscene realm and make 3D renderer in 64KB or less

pearl sonnet
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yea i used to enjoy watching those
that too is in the realm of brainiacs, out of my reach

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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

wary knot
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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 ?

neon magnet
naive dune
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ok, I might try that if it persists. Just that I wasn't having problem with my current driver version before

modest trench
pearl sonnet
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😮

modest trench
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If nothing is wrong don't worry though

pearl sonnet
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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

modest trench
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No clue. The fix was a registry change...

neon magnet
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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?

pearl sonnet
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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

neon magnet
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okay so there's no chance then since everything was made for dedicated GPU settings to begin with

drowsy snow
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Minus mesh distance fields

pearl sonnet
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haha

neon magnet
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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

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I've already set aggressive LOD settings for all assets from the beginning foreseeing possible issues even on high end machines

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I have optimised it, but it's not meant to be a game-game, it's more of an arch viz hybrid thing

pearl sonnet
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especially with current prices and availability of hardware

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people are lagging behind in hardware

neon magnet
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yes yes it's not meant for the average gamer, or even public release so no worries there

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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

pearl sonnet
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had to reboot thanks to this little guy

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time to find if i can regedit it out of there like someone suggested

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no need apparently
if someone needs it, there ya go

untold cipher
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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

pearl sonnet
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lol that's trippy to watch

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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

strong schooner
#

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

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I checked the defaultinput.ini. there is +consolekeys=tab should I delete it?

mystic robin
#

I am getting problem with Android packaging.

mystic robin
#

Thanks bro

grizzled carbon
#

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?

drowsy snow
oak patio
#

I get the same issue, there is ni delete dialogue, it just ignores the keypress

pine vessel
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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.

grizzled carbon
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@drowsy snow There's nothing really. Delete Folder 'FolderName'? I click yes. It seems to work but the folder remains

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Mostly comes up when I want to move an imported library from Content root into an Imports folder

drowsy snow
grizzled carbon
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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.

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This file doesn't appear in the ue editor.

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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

drowsy snow
#

I think .umaps are more stubborn than .uasset

pure burrow
#

anyone got a good .blend -> ue4 process?

modest trench
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I do both right now

vagrant lichen
#

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.

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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 😦

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nm, somehow world static collision on landscape had been set to ignore rather than block.

smoky timber
pearl sonnet
#

does anyone know why it wont show?

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might should ask in another channel

plush yew
#

can i make sub-levels streaming work in PIE?

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or can i instance sub-levels with blueprints?

split jasper
#

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...

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...But if I'm editing a widget, I click the "Designer" tab in the top right of the editor!

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Why is that different!

cedar wave
#

Because it's a UI designer.

mellow turret
#

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

tulip shadow
#

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

thick herald
cedar wave
#

There is a setting in the editor settings that asks you where you want to dock it.

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It's like the opening section when you open the editor settings too.

dreamy perch
grim ore
#

is this checked?

tidal jewel
#

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)?

blazing bough
#

qucik question do i need Unreal engine 4 to upload Project made on unreal engine 4 on unreal engine 5 ?

tidal jewel
#

No, you shouldn't.

blazing bough
cedar wave
#

@blazing bough Please do not cross post

blazing bough
cedar wave
#

Maybe you should just read the rules and be patient

#

This entire server is meant to "ask".

raw beacon
#

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.

plush yew
#

why unloading the level does not work??

raw beacon
plush yew
raw beacon
#

i've watched that video a few times, along with some others

fossil nexus
#

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 😦

grim ore
#

@plush yeware you tryin to unload it when you stop overlapping? if so you never hooked up the wires

plush yew
#

oh, that makes sense

plush yew
#

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

grim ore
#

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

plush yew
#

the picture i posted show the whole code, it is an Actor with a Box Collision

grim ore
#

well one is a level instance node ,the other is a streal level node

plush yew
#

i tried to deactivate context sensitivity but it does not show the option to unload levels

grim ore
#

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

plush yew
#

and letting it unchecked, does nothing regarding unload

grim ore
plush yew
grim ore
#

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

#

you might be trying to use level streaming incorrectly

plush yew
#

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?

grim ore
#

if you load them yes, it should load them into memory

plush yew
#

how can i unload them? the eye icon?

grim ore
#

that is just visibility if you are in the world outliner

plush yew
#

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?

wintry sundial
#

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.

grim ore
#

@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

plush yew
#

@grim ore cool! that does not look like much difference as i thought it would consume

grim ore
#

well most of those items are instanced so they dont use much memory

plush yew
#

does the functions Unreal provide are mostly the same or there is way more magic happening on the background to be more efficient/faster

cobalt nimbus
#

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

celest creek
#

Hiya, how can I get vertex normals from a triangle?

unreal hedge
celest creek
#

I'm trying to implement barycentric coords but not sure how to get the vert normals, ideally from a raycast onto a triangle

plush yew
indigo steeple
#

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?

drowsy snow
fossil nexus
#

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.

drowsy snow
indigo steeple
drowsy snow
#

It's not a problem for me, since mine is 6km x 6km.

fossil nexus
drowsy snow
fossil nexus
neon bough
#

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

indigo steeple
neon bough
#

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

fossil nexus
#

but its working now by just making a variable for it

neon bough
#

don't do that 😄

#

remove the variable and use foreach backwards

fossil nexus
#

for each backwards?

#

oh i see

#

so i start from the length

neon bough
#

yea, it's the same, but starting at the end going to front

fossil nexus
#

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

neon bough
#

no

#

there's a for each backwards node

#

where you don't need to specify the length and start index

fossil nexus
#

cant find it. i dont have it

neon bough
#

unless you are using some ancient unreal version

fossil nexus
#

4.27.2

neon bough
#

that should have it

#

reverse for each loop

#

does that exist?

fossil nexus
#

reverse for each loop

#

thats the name 🙂

neon bough
#

my bad, sorry

fossil nexus
#

yes that works great. thats better because i save on variables

#

thank you all

dreamy perch
# grim ore is this checked?

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.

zinc charm
#

anyone online?

#

any idea how to import .ANIM files into EU4 vers 4.27?

#

or either how to convert them into .FBX?

plush yew
#

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

plush yew
indigo steeple
#

Makes sense to me. I was told to always expect that you can and will do better as your skill improves.

neon magnet
#

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?

plush yew
#

Where'd the other reply go?

drowsy snow
plush yew
#

I swore someone else posted a response

neon magnet
#

Mindful*

drowsy snow
#

#macos could be of use if you're lost in the process of porting the project to Mac

shadow estuary
#

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

indigo steeple
#

Anyone know if UE4 is able to handle a map seed system like what Rust has? Would it just be incredibly tedious or what?

neon magnet
drowsy snow
indigo steeple
limber tartan
#

does anyone know how to fix this error

#

I do not want it to be moveable but it thinks it should be

autumn flame
#

Well, are you trying to move it...?

indigo steeple
#

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.

modest trench
#

¯_(ツ)_/¯

indigo steeple
#

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.

neon grove
#

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

dreamy perch
#

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

indigo steeple
dreamy perch
#

Yep. Lot of math involved. It will definitely be an undertaking. But it's not impossible, so that's good news 😛

indigo steeple
#

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.

teal narwhal
#

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

dusk nebula
#

anyone know a good way to hide skeletal mesh bones while still making them cast shadows?

real heath
#

Not sure if it exists on skeletal meshes

dusk nebula
ionic bridge
#

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

real heath
#

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

pine siren
#

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."..

tame marsh
#

Epic migrated the forums to a different platform and borked a lot of stuff 😦

wanton violet
#

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.

drowsy snow
drowsy snow
coarse vine
real heath
#

@coarse vine it's that asset

coarse vine
#

my spa track

pure void
#

But well it is epic 😂

vagrant lichen
#

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.

gloomy lodge
#

hey everyone 🙂 new here just thought I'd say hi

fierce tulip
#

hi!

gloomy lodge
#

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

calm crow
#

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"

gloomy lodge
#

thanks lol

calm crow
#

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

jolly oasis
#

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?

calm crow
#

infinite sidescrolling ?

next badger
#

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

calm crow
#

the way i do if it's not in the menu or the documentation : Reimport the model bigger

next badger
#

that's definitely not a proper solution

calm crow
#

or just explore the normals in blender (there is a slider for size)

next badger
#

i need to explore them in ue4, to make sure they are all correctly imported, cause seems they are not

calm crow
#

I'm not aware of others solutions

#

but i'm not a pro user of ue

#

maybe someone have a better answer

wispy kindle
#

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?

carmine stone
#

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.

next badger
#

@wispy kindlecheck if those are not enabled

#

also t.MaxFPS in console

next badger
#

and cvar?

wispy kindle
#

cvar?

wispy kindle
next badger
#

r.VSync ?

#

r.VSyncEditor as well

wispy kindle
#

What numbers should I put inafter them

#

nothing changes unfortunately

#

I can go in voice chat if that could help?

ruby sand
#

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?

wispy kindle
#

I tried 1 and 0 and it didnt change the framerate unfortunatelyt

sullen cloud
#

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

rose sleet
#

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?

drowsy snow
next badger
#

@rose sleetthe license generally mentioned under the asset description

#

@sullen cloud try adding them to this array

sullen cloud
#

even i they are not startup movies?

#

@next badger

thick herald
#

Anyone know if there is an option to have subtractive BSP brushes visible in the viewport, even if not selected?

buoyant graniteBOT
#

:no_entry_sign: jake8854#3973 was banned.

plush yew
#

how can you set character to t-pose? I'm trying to retarget animation

grave fjord
#

is it normal to have my flappy bird game around 220 mb (not zipped) and 80 mb (zipped)?

grave fjord
#

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.

plush yew
#

im using animation packs

sullen cloud
#

one more, i try to hide the Third Person Spotlight /Flashlight/ from the Player but not for other Players in Multiplayer. dont work

autumn flame
#

Don't use GetPlayerController0 in a Multiplayer scenario

pulsar grotto
#

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

plush yew
#

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

kindred depot
#

it's pretty simple after doing it once

plush yew
#

😄

kindred depot
#

same thing goes for meta humans

#

Is that the abandoned school asset pack?

plush yew
#

building

#

i mean you just have to make that default skeleton as humanoid

kindred depot
#

xD

kindred depot
plush yew
#

one from the character itself

#

and one from the animation pack

kindred depot
#

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

plush yew
#

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

kindred depot
#

Ahh that's easy you can create an anim BP and use the random sequence node and attach each anim

plush yew
#

wanna drop a bp example of that? 😄

kindred depot
#

very busy atm 😦

plush yew
#

damn, good luck

kindred depot
#

thanks bud.

molten prairie
#

I want to copy some of the assets from my ue5 game to my ue4 game and I cant. please help

oak patio
#

unless its a mesh or something, cause you could export it as an fbx then import it into the project as normal

sharp oasis
neon bough
#

sad thing is that they don't come with an animation bp / ai

#

but beside of that it's a good pack

ancient lotus
neon bough
#

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

ancient lotus
#

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

neon bough
#

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

ancient lotus
thick herald
#

Imagine a free product not having everything you need

urban orbit
#

im unable to change the project version

#

i get "command error error "

cedar wave
neon bough
#

that also applies to all paid packs of the author

#

and he is still offering the fox for $16 as single piece

grave fjord
#

I deleted some of the "engine content", will that break my unreal? because I think it did...

grim ore
#

only if you want to use the engine...

fiery tangle
#

anyone experienced with implementing blockchain into UE4

grim ore
#

run a verify from the launcher to try and fix your engine

grave fjord
grim ore
#

launcher -> your library for UE4 -> click the drop down arrow next to the engine install you want to verify -> verify

oblique tangle
#

hi all, probably a really simple question, but how do i access a variable from the last frame?

neon bough
#

store it somewhere for the next frame

#

or read it before updating it

oblique tangle
#

yeah that's the thing im confused with, how would i store a variable from the alst frame on tick?

grim ore
#

how are you getting the variable or checking it on the tick?

grave fjord
grim ore
#

yes, your engine is not up to date according to that

#

so it cant verify it

grave fjord
#

hmmmmmm

#

What about redownloading part of the engine? like the part I deleted.

#

How would I do that?

grim ore
#

you dont

#

you uninstall it and reinstall it, or you verify it

#

why dont you update it?

grave fjord
kindred depot
#

No cafes around you with free wifi?

grim ore
#

you might just be in a bad situation then

grave fjord
kindred depot
#

dang bro that stinks 😦

grave fjord
#

I will be waiting for the ue5 lol

#

and will try to manually fix this, somehow

glossy mica
#

how do i see whats taking up my gpu/ what is taking my performance?

grim ore
#

if in UE? run the profiler or use the stats commands

glossy mica
#

where can i find the profiler?

ancient lotus
oblique tangle
wild aspen
#

is there any black magic to run the physics simulation while in editor without entering any play mode variation?

wild aspen
#

that's what I meant by "play mode variation" 😅

autumn flame
#

hi ...
what is the best branch to get latest ue5?
i tried to get latest of 5.0 branch but got compiling errors!

plush yew
#

You have to compile ue5?

next badger
#

@sullen cloudoh, if they are not startup, i think you need to link them somewhere else iirc, was it in packaging?...probably

plush yew
#

Although it is quite long-winded

#

Dm me if you want the specifics

next badger
#

full ue5?

fiery tangle
#

Hey anyone know how to set a metahuman character as the playable character

grim ore
#

@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

autumn flame
grim ore
#

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

autumn flame
grim ore
#

im using 2022 and win 11

autumn flame
void kraken
#

I don't think version or VS is problem here.

grim ore
#

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).

kindred depot
#

call me a noob but where is that listed?

next badger
#

when you staring the compilation

grim ore
#

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

kindred depot
autumn flame
#

😢

kindred depot
#

might be the sdk.

grim ore
#

yep near identical, I just have a newer 10 sdk

kindred depot
#

weird. oh well it works now.

grim ore
#

yep if it works it works, curious if epic will "fix" it or if its supposed to work

last pagoda
#

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

kindred depot
#

drag a player start

last pagoda
#

i do have one on the platform currently which is the confusing part

kindred depot
#

attach character to world settings

last pagoda
#

when i click play - i get this

#

ah okay ill look into that, thank you 🙂

fiery tangle
#

Im brand new to making games in general, what are the best places i can go to get started on an fps game

kindred depot
#

its loading nothing, the character wont be loaded in unless you tell the engine this character needs to spawn

grim ore
#

@last pagodadid you start with a template?

last pagoda
#

Yeah, the unreal learning kit games

grim ore
#

thats not a template

last pagoda
#

ah, never mind then

grim ore
#

your game mode is probably not set, I beleive you should have started with the third person template

kindred depot
#

^^

#

If not you need to add game content. Add either the third person or first person example.

finite mica
#

Hi where can I get help with vehicles in ue5?

runic fern
#

Hey guys are there anyway to use Voice recognition or voice input in UE4?

grim ore
#

with C++ yes, with bluprints, probably

last pagoda
pallid mulch
#

hi!, someone knows how to cast from a c++ to a bp?

kindred depot
#
#

Not the best practice, but good for learning.

cedar wave
#

@pallid mulch Do not cross post

grim ore
#

google says you can do it if you google what you asked

pallid mulch
untold yacht
#

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 ?

grim ore
#

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

untold yacht
#

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

grim ore
#

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

untold yacht
#

hm

#

and i cant mix with the "input / output" of the function ?

#

to make it simpler ?

grim ore
#

that return value is for what?

untold yacht
#

if i return value as integer cant i set that to "max health variable (integer)

#

wont that set the "max" limit ?

grim ore
#

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

untold yacht
#

oh ok

#

ok with what math,

#

if u got time *

grim ore
#

I literally answered that in my first reply

untold yacht
#

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

fiery tangle
grim ore
#

current health / max health = a float between 0 and 1, its a percent you can put into your progress bar

untold yacht
#

like so ?

kindred depot
#

I would make a structure holding the data for each float. Or even a stucture for almost all your needs.

grim ore
#

that would return back what you need yes,but you shouldnt be binding if that is what you are doing

untold yacht
#

and i have to divide by 100 also ?

grim ore
#

why do you assume you need to divide by 100... do you have a calculator?

#

use it

pine remnant
#

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?

grim ore
untold yacht
#

oh right i calculated with max health/current but your right current/max dose give with decimals

grim ore
#

@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

untold yacht
#

"you shouldnt be binding if that is what you are doing" what dose that mean ?

grim ore
#

how are you using that function?

untold yacht
#

like so :/ ?

#

im brand new as u can tell*

grim ore
#

so the button that says bind...

#

you can do it but... its silly unless you need to change the players health every frame

pine remnant
#

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

untold yacht
#

oh so i can like make it update "when taking damage only" or so ?

#

so now its like "every 0.01 cast" always updating ?

kindred depot
grim ore
#

@untold yachtyes the more efficient way is when damage is done it updates the ui

untold yacht
#

ah gotcha, but that next level stuff i have to stick to the basics first untill i learn abit more i figure

grim ore
#

thats not next level, its the basics. Epic does have a UMG course on their learning site that covered the basics

untold yacht
#

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 :/ ?

grim ore
#

the issue is in your math

#

look at your divide node, it returns an integer

untold yacht
#

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 ?

grim ore
#

that is the correct answer

kindred depot
grim ore
#

use floats, just ignore the fraction

kindred depot
#

take a look at that project and learn from it

finite mica
grim ore
#

if you want to use ints, convert the ints to floats before you do the divide

#

but... using floats you avoid that

untold yacht
#

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

oak patio
#

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

pine remnant
grim ore
#

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

untold yacht
#

hmm

grim ore
#

just do the conversion before the divide and move on, its probably easiest for you

untold yacht
#

aye fixed that

#

im just thinking about what your all saying

grim ore
#

30.0 + 30.0 + 30.0 + 30.0 = 120.0 and 30 + 30 + 30 + 30 = 120

untold yacht
#

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

grim ore
#

its the same, just one has a fractional portion

untold yacht
#

lol ofc

grim ore
#

why would you set it to 1.32

untold yacht
#

if base health is 1 and i increase by 0.32

#

"float"

oak patio
#

why though

grim ore
#

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

untold yacht
#

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

grim ore
#

again why would it be 1.0

#

your player would have 100.0 not 1.0

untold yacht
#

isent 1.0 100% by default ?

grim ore
#

your trying to confuse yourself

#

your progress bar being a 0 to 1 range should not be a concern for your players health

untold yacht
#

i come from wc3 editing it makes sense there >)

kindred depot
# pine remnant how do i make a world material? material a world aligned material and stretch th...

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.

▶ Play video
oak patio
#

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

untold yacht
#

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

#

?

grim ore
#

it might just be easier to not worry about this until your next game

oak patio
#

^

grim ore
#

get a bit more experience under your belt and it might click

oak patio
#

it sounds like you need to learn some unreal, and basic gamedev stuff before you tackle this

untold yacht
#

lol yeah, integers im more used to

#

agree

oak patio
#

floats are just integers with a decimal point

untold yacht
#

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...

oak patio
# untold yacht thats why im im her

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

kindred depot
#

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

untold yacht
#

yeah i know

#

aye it was just a question and i got the help i was looking for so thanks !

kindred depot
#

and what would these files be extracted from?

kindred depot
#

Sorry we cant help you pirate games assets.

zinc charm
#

?

proven mauve
#

It looks kinda like git actually

zinc charm
#

can you just explain what i see?

#

im not pirating

oak patio
#

they are files

kindred depot
#

You need to explain a bit further then.

proven mauve
#

It's the objects folder of the .git folder, isn't it?

zinc charm
#

i am "trying" to "datamine" that is visible. I dont pirate anything

#

is that also restricted?

oak patio
#

decompiling assets is illegal iirc

zinc charm
#

okey

#

i only wanted to open them , but it seems like thats not okey either

wild warren
#

would i be able to ask a blueprinting question here or is there a better place?

zinc charm
wild warren
oak patio
#

if i remember correctly

oak patio
#

blueprint will give better answers tho

zinc charm
#

ah okey so its not 100%, like. i dont even use those stuff

wild warren
#

thanks, ill ask there

zinc charm
#

im not a gamedev. just looking trough what devs are left over 🤷‍♂️

oak patio
#

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

zinc charm
#

it harms no one, does it?

#

i see

oak patio
zinc charm
#

btw the game "should be " build on UE4 so far i know but it uses very weird formats

#

like .ANIM .GRAPH .SKELETON .CACHE .BTS

wild warren
#

decompiling other peoples games is pretty frowned upon since its usually for stealing assets

#

i dont think its an easy task nowadays either

zinc charm
#

(even if its a chinese company)

oak patio
finite mica
#

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

zinc charm
#

i see, well thx for the info than

#

btw, is this official epic discord?

finite mica
#

No

oak patio
#

but there is epic staff here

#

not official tho

zinc charm
#

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

plush yew
#

how i make this in unreal?

oak patio
#

honestly i would say its just easier to make a settings menu

fierce tulip
#

amount of people datamining these last few months has been weirdly high.
makes my ban-finger twitch.

oak patio
#

"Hey guys how can i open Borderlands3.exe in ue4, i made the project a few months ago but lost the project files smh"

kindred depot
#

that is because this discord is still inside the epic games launcher. just by scrolling down a bit

finite mica
#

In which channel can I get help with vehicles?

oak patio
#

depends whats wrong

finite mica
#

That's what I'm trying to find out

oak patio
plush yew
finite mica
#

I believe it's a physics issue

oak patio
#

if you have a blank main menu then you should be able to access it when you relaunch anyway

lament ledge
#

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

oak patio
#

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

lament ledge
#

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

oak patio
#

always worth a shot

lament ledge
#

And he responds really quickly

#

@plush yew

zinc charm
oak patio
#

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

finite mica
#

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

oak patio
#

The FBI also has their headquarters out in public but i aint boutta go rifling through there

thick herald
#

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 😄

oak patio
#

Idk why fbi is always the first organizatiin i think of.

Im british for petes sake
Disgrace to my country

thick herald
#

MFI then 😄

fierce tulip
#

anyways, lets drop it.

zinc charm
oak patio
#

The orange person has spoken, the topic is dropped

zinc charm
# oak patio They are encrypted

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"

zinc charm
finite mica
#

Is there a way to see what's up for the March sale?

fierce tulip
#

its not even march

#

and sellers are not allowed to disclose when sales happen.

finite mica
#

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

fierce tulip
#

¯_(ツ)_/¯

finite mica
oak patio
#

Just become pro and model them yourself

finite mica
#

Oh I haven't thought about that

#

May I just ask 3,282 follow up questions

oak patio
finite mica
#

Alright. I'm a coder, not a 3d artist. What are the steps to become a professional 3d artist?

fierce tulip
oak patio
#

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

finite mica
#

K brb

kindred depot
#

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)

finite mica
#

Just gonna buy that asset pack for $125 feelsbadman

oak patio
#

the joy of being an indie dev is you get to learn all of the skills while feeling inadequate in all of them

#

Yay!

kindred depot
#

I feel ya lol

coarse crane
#

Can you help me for this problem?

kindred depot
#

looks like a copy and pasted code

finite mica
#

Right click on that function and refresh nodes?

#

Make sure you have all required variables / functions / nodes

kindred depot
#

your going to have to look at the original bp.

oak patio
#

that looks like it might be trying to call an event dispatcher that doesnt exist

kindred depot
#

look up the same node and recall it and relink

#

if it does not exist then you will have to recreate it.

coarse crane
#

I use motion ik

#

And I think its about motion ik

dire sleet
#

Hello please help me! I have no sound in VR Preview Mode. If I play in selected window or simulate the sound is working

bleak zodiac
kindred depot
#

How do i add my source build to the unreal engine launcher? something i always wondered.

finite mica
#

How likely is it that a solo dev can sell a game at triple A prices?

thick herald
#

Easy. How likely is it that someone will pay for it? If your game is good enough then sure.

fierce tulip
#

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

split jasper
#

Are there any best practices for UI text size in Unreal, or is it basically the wild west out there

fossil nexus
#

How do i change the material of a decal at runtime ? Set Material isn't working.

oak patio
timid meteor
#

can i please get some help getting the zombies over the windows pls ?

teal pawn
#

Im completely new to this. Would i be able to run Unreal engine on a Mac?

thick herald
thick herald
timid meteor
plush yew
#

dead chat

#

wait no

#

it isn’t for once

timid meteor
#

it is xD

#

they dont even do this

stoic cobalt
#

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

kindred depot
#

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 😢

rustic panther
#

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

drowsy snow
rustic panther
#

Ill look into that, thanks

rustic panther
#

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

hollow tusk
#

hello, i'm new here

#

🙆‍♂️

plush yew
#

Hello

hollow tusk
#

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??

pallid mulch
#

how i make this on ue4

kindred depot
hollow tusk
#

and i asked in other groups and no one helps me😩

drowsy snow
drowsy snow
kindred depot
#

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.

hollow tusk
#

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

hollow tusk
timid spade
#

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

main palm
#

Is it possible to have the viewport reflect what is happening in play mode, when the game is running in separate window?

kindred depot
#

you need to set it to realtime.

main palm
#

It says it is currently overridden by "Play in Editor"

grim ore
#

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

main palm
grim ore
#

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

verbal moon
#

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...

grim ore
#

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...

verbal moon
#

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.

grim ore
#

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?

verbal moon
#

it's a rectangle - and yeah, that is the million dollar question.

grim ore
#

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

verbal moon
#

yeah, fair enough - thanks for your help.

fossil nexus
#

How do i set assign Tag to a component during runtime?

minor badge
#

may i ask how to create this loading screen before launch game?

grim ore
#

that is not a UE product, but the splash screens for UE are in the project settings

minor badge
#

do you have tutorial step by step to show me? thanks

grim ore
#

did you look in the project settings?