#ue4-general

1 messages · Page 1144 of 1

minor badge
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yup

grim ore
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and.... couldnt find the splash screen?

minor badge
grim ore
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yes? it's asking for your image

minor badge
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no need to add blueprint?

grim ore
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no. it's part of the project settings

minor badge
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ok

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thanks

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not working-.-

grim ore
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which one did you change

plain crypt
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Why isn't any options appearing here? how do i select one

minor badge
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Windows

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can set the splash screen time longer?

grim ore
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splash screen worked for me

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the splash screen time is loading time, so no you dont want it longer

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@plain cryptthose are active instances of the object, are you running the game with any of them loaded?

plain crypt
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The game has to be running

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That makes more sense

minor badge
grim ore
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you might have no loading time is why, so no need for the splash

minor badge
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how to set loading time?

dawn plume
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before and after clearing the output log

plush yew
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does anyone know where I can get the unreal engine logo but in a 3d format like fbx? I cannot find one from the company, not sure if it is something I can get

verbal pelican
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Hey everyone ^^

mint raptor
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Is it possible to maintain game input even while game window isn't focused?

verbal pelican
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I doubt it, I've heard of very, very few non-UE4 apps that can do that

plush yew
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I export sketchfab props into my project and when i save and quit and then load the project later, all the props textures just disappear and the texture is now the default
its only the props i downloaded from sketchfab tho
does anyone know how to fix this?

mint raptor
verbal pelican
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VR is different

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I'm not an expert on the subject and I am happy to be corrected here, but from my understanding VR apps are basically always in focus because they're being sent to your headset as a separate display

mint raptor
verbal pelican
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Just curious, why is this a functionality you need?

mint raptor
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Lets say a joystick/controller to control of a game (maybe it is windowed) while you are not focused on the game itself. No reason why you can't play the game on one monitor while you have another window focused

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Unreal offers Set Inputmode Game/UI/Both but nothing for this scenario/use case?

verbal pelican
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I'm going to be honest, personally I've never thought of or heard of someone playing a game when it's not in the active window. I myself just have other stuff in the background while I play, not the other way around

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So I'm not really sure how I would set such a thing up

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Hopefully you can find the answer you're looking for, though! 🙂

summer quest
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is the capsule collision same as the physics collision?

plain crypt
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How can i get the length of a animation?

bright sigil
finite mica
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How does actor visibility work for multiplayer? Can I make actors invisible for individual clients or are they like serverside?

sullen oxide
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I have a general workflow question, I am developing under both OS Linux and windows, compiling from source the engine.

Do I need to have Unreal 2 time one for Windows with the Setup.bat etc and one for Linux using Setup.sh etc, or can I use the same folder?

So when doing my coding I can point the project to the same Unreal Folder

Thx a lot!

summer quest
plain crypt
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how can i reference an Anim Sequence?

brave fable
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Hi Guys,

i am trying to get depth from backbuffer directly, but depthstencil view comes as NULL, here is the code …

     [this, dx11Texture, Context](FRHICommandListImmediate& RHICmdList) 
     {
         ID3D11DepthStencilView* View = nullptr;
         Context->OMGetRenderTargets( 1, nullptr, &View );
         Context->Flush();
         if (View)
         {
             View->GetResource(&m_TargetDepthTexture);
             Context->Flush();
         }
     });```

please guide me how to get depth from backbuffer directly … is there any faster way then scenecapture and using a render target texture , even this is problemetic RTF_R32F is not working so i was using PF_rgbaFLOAT, how ever, i want to get depth buffer with depth value in range of 0 … 1.

is there a possibility.

thanks …
worn pecan
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how do i fix this?

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@here

finite mica
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I mean that error literally tells you how

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By not attaching root components to other components in the same actor

quaint stirrup
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whys it so fucking hard to export blender textured items to unreal engine

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i swear to fucking god so annoying

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idk how to do it my shit is white

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fuck

finite mica
quaint stirrup
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fuck you

rain badger
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@quaint stirrup Hey, not sure if this will be exactly what you're looking for, but I hope it helps! You got this! lol
https://www.youtube.com/watch?v=zA-krE0qmDM

In this tutorial you will learn how to import models into Unreal Engine 4 from Blender.

Cool Add-ons for Blender:

Human Generator:
https://bit.ly/3rBjJXy

Massive Cars And Vehicles Add-On:
https://bit.ly/3cuWF8N

1100 Textures in Blender:
https://bit.ly/2QEJ7yN

Flip Fluids Simulation Addon:
https://bit.ly/2Pbu5QR

HDRI Maker Addon:
https://bi...

▶ Play video
quaint stirrup
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I tried that 100 times it hasnt work

thin python
quaint stirrup
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i gave up

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i spent so many fucking hours on this road block

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no more

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it shouldn't be this fucking difficult to slap different textures on a square

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fuck unreal engine

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fuck blender

oak patio
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Idk man works fine for me

quaint stirrup
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dont give me drag and drop

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you think i didnt try it

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i drag shit

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its fucking black

oak patio
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Or if the blender model is important and mot actually a square, just keep the white material, import the texture and fix the mat in ue4 anyway

quaint stirrup
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what its suppose to be

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i tried uv mapping

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ive done all the fucking videos

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im so sick of it

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everytime someone is like you need to do this

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and its another 30 minute video

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that doesnt help

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what in unreal engine?

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i was going to goto the gym today

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but this shit made me so mad

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whose the ceo of blender

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jeff bezos?

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im eating mcdonalds tonight because of him

obsidian nimbus
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what format is the texture?

quaint stirrup
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I double clicked it

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its fucking unknown

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it doesnt know what format it is

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can you believe that

oak patio
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Then reimport your texture file, and manually set it in the material

quaint stirrup
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in blender?

obsidian nimbus
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if you open the texture in unreal and just look at R / G /B

quaint stirrup
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I did that

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ive been doing that

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holy fuck

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literally for hours

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its black

oak patio
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You have a bigger issue if ue doesnt read pngs

quaint stirrup
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it comes up as fucking black

obsidian nimbus
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nah thats prolly not it

bleak zodiac
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greyscale, seems either it's roughness or specular

obsidian nimbus
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blender does have some texture buffer and it needs to get saved

oak patio
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Did you miss the part where it was unknown file format

obsidian nimbus
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can you share the .blend?

oak patio
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That isnt the issue here

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The guy cant import pngs

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His engine is broke

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The .blend isnt an issue here

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Also no images are loading help

quaint stirrup
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where do I verify integrity

oak patio
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Epic games launcher

quaint stirrup
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library

finite mica
quaint stirrup
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ok wish me luck

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gentlemen

obsidian nimbus
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i dont believe he cant import pngs

quaint stirrup
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it seems I cannot import pngs

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I just tried with other pngs and it doesnt work

tame marsh
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how bout jpegs?

finite mica
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What are you gonna get from McDonald's?

quaint stirrup
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they're all black

oak patio
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rolling stones plays softly in the background

quaint stirrup
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jpgs dont work either

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its all black

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unknown

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@finite mica diabetes

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4/27/2

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no its not the 4th of the 27th

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4.27.2

oak patio
obsidian nimbus
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hmm i can drag drop that texture no prob, how odd

tame marsh
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insert big smoke's order

quaint stirrup
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I dont think anyone has been driven to the point of insanity quite like me

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not in the history of this entire planet

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IN A WORLD

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WHERE SHIT ACTUALLY DOES WHAT IT IS SUPPOSE TO

oak patio
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your anger was misplaced at poor old blender smh

timid meteor
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people of the world ❤️

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learn me something ❤️

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topic is anything related to ue4

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got 6 ears of learning so i love advanced stuf

runic fern
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Hello guys is there anyway to convert world rotation from -180 -180 to 0-360 ? DEGREE xD

thick herald
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You learn, we teach. There ya go, that's a freebie 😄

tame marsh
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so is it fixed?

nova kayak
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hey guys, when I create a large mesh lets say a house out of modular pieces, I convert the whole thing into one static mesh to reduce draw calls as Epic suggest to do that when I do it though, my lighting uvs for each mesh get crushed together and I have black splodges all over, does anybody know how to fix this?

quaint stirrup
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this shit still uploading as invalid

dusky chasm
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hi there! I am not sure what's the best place to ask this, but could someone tell me if there is any specific legal information about UE4 that I should add to the Nintendo Intellectual property notices on the SLIM site for Switch?

quaint stirrup
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@oak patio I did it man

tame marsh
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Is there a way to run Simulate in a new editor window

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Or to run Simulate at a specific resolution

quaint stirrup
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I CAN IMPORT TEXTURES

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THE WORLD IS MINE

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NO ONE CAN STOP ME

finite mica
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Poor McDonald's ain't gonna get a dime from you

quaint stirrup
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It fails everytime I upload it so I have to double click the texture and re import it

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:]

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but I figured it out fellers all thanks to my fucking self

fiery tangle
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hey im pretty new to UE and i'm trying to make an FPS game, i have a character i made in metahuman and i would like them to be one of the playable characters but im not sure on how to set them as the person you control, all i can think of is to attach a camera that follows them from the eye's prespective but how do i make it so that character has a playable ragdoll/ skeleton?

finite mica
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Assign a skeleton, animation and blueprint

quaint stirrup
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gentlemen

fiery tangle
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yeah i get that, just how exactly im pretty much new to all this

quaint stirrup
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average is a choice

finite mica
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When you right click on a mesh in the content browser, you can assign a skeleton

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Make sure the skeleton actually works for your thing

fiery tangle
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cool ill get to work then

rain badger
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Is there a way to change a textures colour as a variable? I've got a button with a checkbox in a widget and I want the colour of the image that is displayed when checked to selected by the player. So I'm wondering if there is a way to do this without having to import 'x' number of the same image in different colours and then figuring it out from there? (I'm going to figure out the set up for that later)

dim merlin
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Hi, anyone knows how to create visuals like these:
(The red line)
Is this done by post process ?

quaint stirrup
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just to the directory at the bottom fam

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importing jpgs and shit what are you new

oak patio
quaint stirrup
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uv maps my friend

oak patio
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what

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you dont need to upload uv maps

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theyre in the fbx

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oh shit mb

quaint stirrup
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this the only way I could get it to work

oak patio
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you cant just drag a texture in? what are you new

quaint stirrup
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you're rude

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well it's true

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you pretended to not understand what I was talking about

oak patio
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👾
have a space invader

quaint stirrup
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well my shit blank

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when I upload it

oak patio
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yeah you can just drag textures in

quaint stirrup
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so how do you like them apples

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ok

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well

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do you use uv maps?

oak patio
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i'll have you know i upload them to git and pull every time i wanna import

oak patio
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all the time

quaint stirrup
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so

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we're in the same boat

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it doesn't really matter

oak patio
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i just have an fbx, nad a texture i drag in

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and it works

quaint stirrup
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i want to select a face in blender

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and then set it to a material

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but it don't let me do it that way dwahg

oak patio
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but it does

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because i have done that several times

quaint stirrup
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i have to use these shitty uv maps

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well it doesnt work for me

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you mc understanding what I am mcsaying

oak patio
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its better than maya

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and 3ds

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i had to use maya for 2 years, didnt like it one bit

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its just the ui that gets me

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plus blender makes things simpler in some aspects

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ah yeah that one is slightly annoting

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thats why you learn to rig

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😎

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very true, it is the one annoyance

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idk probs a plugin to fix or smthn

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I also dislike it's animation workflow

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maya was better in that regard

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but everything else

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maya doodoo

quaint stirrup
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what are your export settings for objects

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LEAK THEM

oak patio
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pretty much default

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just i tick selected objects only cause i dont wanna export references

normal echo
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hi, is it possible to export asssets from the compiled ue game?

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for example hud elements?

oak patio
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you want to get assets from an exe?

normal echo
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like

oak patio
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well depends, they updated the rule

quaint stirrup
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no one is smarter than me

oak patio
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even then itll probs be bypassed

when theres a will theres a way

quaint stirrup
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hehe just kiddding I think yall are really intelligent

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I hope you all make good games about the experience

oak patio
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oh mb i read it wrong lmao

normal echo
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there is this thing for fortnite called fviewer of smth

oak patio
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i read or instead of and

quaint stirrup
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because at the end of the day its the experience

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which makes our lives light up

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in the dark

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:3

oak patio
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✨ experience ✨

quaint stirrup
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roughly 32 experience points

oak patio
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oooh i can get Sharpness V

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oh wait

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points not levels

normal echo
oak patio
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you have scammed me

quaint stirrup
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hello could you please save my daughter from the mob I will reward you with 10 copper

oak patio
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idk whats with the influx of reverse engineering rn

quaint stirrup
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haha hackers

oak patio
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idk it still seems theres a lot of fnaf fan games atm

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fnaf sb really revived that one

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i give it 2 months before we have 10 people a day asking how to make crypto scams/malware in ue4

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its scary though

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nf..... jpeg

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i cant do it

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i still don't understand the whole NFT game thing

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do you get NFT's for playing? or do your NFTS go in game

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either way its silly

sick patio
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THEORETICAL QUESTION: should a horror game have a save game, or should it have a checkpoint save, and if you die / quit, you got to the last checkpoint... to preserve the difficulty of the game and integrity of puzzles?

oak patio
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it all depends, is it a survival horror? maybe save games are good for that, have a mode where you can only save at certain points too, or even limited saves like resident evil

is it a short indie horror that you can go start to finish in like 30mins, maybe checkpoints are better

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I always prefer the freedom of saving, but like systems that make me cautious about when I should
e.g. resident evil ink ribbons, or alien isolation save terminals

sick patio
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actually i'm making it ... 1 level at a time? so you "solve" the level... and even future DLCs will be more levels / floors of the building

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kind of like chapters

oak patio
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checkpoints might work better then, if its an enclosed level, id say if there were more options for backtracking, or if it was a more open experience, a la Metro games, then a save system would be good

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but also its preference

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you know how your game feels, and what environment you want

could it be easily save scummed with a normal system

is there not enough content for a limited save

sick patio
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also i'm trying to come up with the most ... open ended solutions to things, where invisible to the player, they check off 20 things like: fill the cup with water, pour water under the open wire, when the monster comes on and turns on the light, it fries the monster and they jump over the monster to get through the door. And I'm thinking if you were on step 5 and came back a week later, you'd forget what you were even doing. so starting at the beginning of the level would help you. and I don't think save would help

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anyway, you answered. thank you

oak patio
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a good solution to that may be a checklist

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you could reveal one step after the other in a UI

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or give hints

sick patio
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oh I didn't want it to be so mechanical

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i.e. multiple ways to solve it

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and there's ltierally just "get to the other side" as the "puzzle"

oak patio
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instead of it being "Pour the water in X spot"
it could be "Find a way to distract the monster"
with options being like

  • punch hole through wall
  • start a fire

but you dont show the options, you just give a vague hint the player could see on reload

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i know if i was playing, i wouldnt like it if i came back a week later and my level progress reset

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but that may be necessary idk

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i guess you could also have a hotbar of items, like if i come back after a week and see a cup of water in my inventory, and a broken wire, I will remember what i was trying to do with it

sick patio
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you're making me think I should go watch that robot game ... uh ... detroit something

oak patio
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detroit: become human?

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never played it honestly

sick patio
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yes that

oak patio
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heard its good tho

quaint stirrup
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it's not

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over rated

sick patio
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lol

oak patio
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are you just lurking waiting to strike

quaint stirrup
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you read me wrong

sick patio
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but they present multiple avenues of accomplishing the ... scenario

quaint stirrup
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I said it wasn't over rated

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so does minecraft

sick patio
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well sheesh minecraft is super ... what do you call it... open ended... with multiple options?

oak patio
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its all about the fine balance of knowing what to do while not detracting from the environment

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its a fine balance

kindred depot
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I have 128 gigs of memory in my pc. Unreal engine is only using 1/4th of the memorys power, how do i allow unreal engine to use at least 3/4 when doing certian things?

sick patio
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I tried searching for that, and only got tutorials on "open WORLD"

oak patio
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a good example is monstrum

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it tells you what to do without telling you WHAT to do

sick patio
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oh sandbox means open ended?

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Monstrum is a game?

oak patio
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it says "Hey you found the helicopter, go get these things" and if you find the submarine it says "Hey you found the sub, now go find this stuff"

kindred depot
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unreal engine should have an open world template with ue5 btw, someday 😉

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<File Name="Templates/TP_OpenWorld/Content/__ExternalActors__/Maps/2kmTemplate/E9/LG/QYXMBYO3S8OJOYJZSG9VG.uasset"

sick patio
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is there a "limited" or small sandbox?

oak patio
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so you could set it up to say, If you come across the broken wires, add something to the checklist that says "Find a way to bridge the gap" or if you find the noise making thing, it says "Find a way to trigger the distraction"

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and that points you in the right direction without giving too much away

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that would work with a save system

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if it is a really small level, sure restart it from the beginning, but if the puzzles are any way decently complex i think it would be good to have some form of checkpoints or saving

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with a notifier pointing you in the right direction

sick patio
#

ok

#

thanks you two

thick herald
# sick patio oh sandbox means open ended?

Sandbox basically means that within the level / map you can do what you like with the tools given to you as the player. It can be large massive open world style maps or tiny enclosed rooms.

sick patio
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oh ok

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so literally like the name suggests, do whatever, with your own imagination

kindred depot
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I mean that is complex lines of code you are talking about lol

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if you can do this, you should go work for a studio xD

sick patio
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me?

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but but but I hate humans

kindred depot
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Yeah you said do whatever, with your own imagination lol

kindred depot
oak patio
sick patio
#

wait, are you all suggesting sandbox is too hard for a loner?

oak patio
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no i think theyre saying what you said vs what you meant is a bit different

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what you want is possible, i think if i understand, you want a set number of ways to complete a puzzle but you choose

kindred depot
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To make tools like this to work at runtime, and mp is very complex.

sick patio
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ok is detroits multiple choice a sandbox?

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I've spent a month on stamina

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I've spent the same on sprint

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I should be done, in a bout 6 months

kindred depot
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i have been working on my game for over a year now. dang

oak patio
#

if you want a set number of ways to complete a puzzle, like start a fire, turn on the lights, or make a noise, - possible
if you want literally everything in the environment be used to complete the puzzle - not so possible

kindred depot
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kind of like breath of the wild or zelda puzzles in a open world?

sick patio
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ok i'll go look up what sandbox really is

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what i really want to do is make it like Hogan's Heroes wehre they literally have a task to do THIS and they setup 30 part thing to make it work

kindred depot
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Sandbox is a game like ark survival or any game that uses a characters behavior in that way. Or has a vast open world.

sick patio
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but i take it, i'm living in a fantasy

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ok goodnight

oak patio
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i mean if you have a set number of outcomes, and some setup required to complete them

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thats possible

sick patio
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and if i were a master and a genius

oak patio
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I woudln't call what you want a sandbox, id call it a puzzle with choices

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a video game or part of a video game in which the player is not constrained to achieving specific goals and has a large degree of freedom to explore, interact with, or modify the game environment

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thats the definition

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and you do have specific goals

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you just want multiple ways of achieving the specific goal

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so entirely possible

quaint stirrup
#

unintelligible nonsense

quaint stirrup
#

we are all going to be great friends I can already tell

tepid helm
#

I know that, at the moment, UE doesn't have deterministic physics (I mean, with Chaos they might be at least deterministic on one machine), but I have other questions regarding that.

(To simplify, from this point deterministic means "deterministic independently of machine" so full determinism from now on .)

  1. Are non-physics-related systems, like movement, also indeterministic?

  2. If yes then why? Is this the problem with floating point optimisations? Does making the framerate locked solve the problem?

2.5 If yes, then how does it work when a machine can't have the power to play with the locked fps value? Will it calculate few frames during one?

3 (a long one). I read an article that using fp-strict fpu instruction improves determinism drastically at the cost of performance... Is this an oprion even worth considering? On Intel's site I read fpu optimisations make calculations about 15% faster... It doesn't seem like a REALLY big performance throw if I would turn it off... Am I right? If yes, would this make the engine deterministic? Would it solve the physics indeterminism as well?

3.5 If yes, is this even possible to somehow compile the engine with these instructions? How?

Tl;dr is this even possible to make UE at least PARTIALLY deterministic regarsless of machine if we throw out physics?

Sorry for being a bit chaotic, it's much information to digest haha

oak patio
kindred depot
#

Hmmmm. I cant wait to see this in the ue5 main lol i might have to copy the code and put into ue5.0 😛

#

Forget aim assist and deadzones... here's a quick look at the new and improved gyro controls and flick stick Epic hired me to design and implement in Fortnite!

Try these features out on PlayStation 5, PlayStation 4, Switch, Android, and Windows (if you have a PS4 or PS5 controller plugged in).

Check out the Fortnite blog for more info: https:/...

▶ Play video
quaint stirrup
#

ew jyro controls

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what am I an airplane pilot

oak patio
#

wonder how it responds if you just launch the controller across the room

modest trench
#

I find the gyro kinda tires me out

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It's a great idea though

oak patio
#

it sounds like it's more suited to racing games, for if you cant afford a steering setup

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not sure how well it would work in a battle royale

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also great for accessibility

kindred depot
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It's the future for shooters. This makes it easier to have a more precise 1:1 with the aim on a default linear curve.

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Gyro might be the replacement for aim assist in future console or gamepad shooters.

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Having Gyro Aiming on disables aim assist whenever gyro is active. ```
gloomy lodge
#

Hey guys, how come the real-time preview setting on a node isn't working for me properly? Is there a setting elsewhere that I've missed?

The texture I'm using has a panner and a vectortoradialvalue connected, the real-time preview shows the radial node working but not the panning. I'm following a tut and the preview is panning for them but I can't get mine to work

#

I know that's a real trivial issue that doesn't really matter but I'm still learning unreal so every little helps 😅

quaint stirrup
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I am making a low poly elephant

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:]

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he looks really cute

wet obsidian
#

Hello. I am working on a VR project for desktop devices and try to package it. Everything seems fine but when i try to open it it doesn't work and i have this message ""Assertion failed: IsValid() [File:C:\Program Files\Epic Games\UE_4.26\Engine\Source\Runtime\Core\Public\Templates/SharedPointer.h] [Line: 890]""
Does anyone know what is this and what i am doing wrong?

crisp vessel
#

Hello. Is there any way to prevent Unreal Engine from closing on EXCEPTION_ACCESS_VIOLATION?
It's really annoying to restart engine each time I have an error.

grim ore
#

prevent the error itself, leaving it open could/would leave to unstability and you do not want that

#

if you get that type of error, its a bad thing to keep it running

crisp vessel
flat trail
#

Merch 😍

grim ore
#

Unity does crash on error, you have just never had it happen

sick patio
#

lately, in this project my right mouse clicks stop working. I saved and restarted and it worked. This has happened twice so far

#

like the window will pop up for .0001 seconds

#

how do i fix it?

drowsy snow
drowsy snow
sick patio
#

yes

wet obsidian
#

UATHelper: Packaging (Windows (64-bit)): C:\Users\chrismouz_local\Documents\Unreal Projects\MyoProject - Copy\Plugins\myo-ue4\ThirdParty\Thalmic\Include\myo\cxx\impl/Hub_impl.hpp(26): error C4530: C++ exception handler used, but unwind semantics are not enabled. Specify /EHsc

Does anyone know how can i solve this error?

gloomy lodge
tame marsh
gloomy lodge
sick patio
drowsy snow
sick patio
#

that doesn't quite cover mine, because the rest of the engine is fine

#

in fact all other operations are perfect

#

it's jut righ clicking, goes out at a certain point

wet obsidian
#

Could you help me with that? Sorry i am a new developer and i am not sure i understand what you said

#

I already done something like that on my plugins Hub_impl.hpp. But i had the same problem

#

is there another one?

#

throw?

#

i suppose i must go to the other script and make comment the throw

#

Ok. First of all, sorry for your time and thanks for the help? What you suggest? On the "Throw Script" to make the throw class as a comment or to use " UEBuildConfiguration.bForceEnableExceptions = true;" Inside my project.Build.cs

#

?

#

i tried that but it is dead. We have a myo arm band and try to create a VR app for research. But we stuck here

#

In editor mode it seems great but we didn't manage to package it

#

I didn't do any changes related to exceptions. I just install the plugin and then try to test it with a simple BP, This is all i try to do for now

#

Yeah i understand that. Thanks for the time any way

grizzled carbon
#

I have a system to detect objects within an overlap sphere, and if they have a visibility component, toggle their visibility.

Am I reducing the computational demands of this if I create a specific collision channel for this so that only relevant objects will be caught in this sphere?

Or am I actually increasing the complexity / doing nothing because the sphere is going to notice every object anyway under the hood and need to check its collision channel?

#

Or maybe more simply. Is there a computational cost when a collider begins overlap / hits another collider which its supposed to ignore? Or is it calculated in a way such that the collision is never noticed?

silk nimbus
#

guysss i need some help with UE5

#

why are all my textures looking shit and burry ?

#

they all look low res

#

those ones are 4k quality megascans downloads but i tried it with the nanite quality download and it was just as low res

#

my texture quality in engine scalability is cinematic to

#

and res scale is 100%

mental helm
#

Are you zoomed in close to a very large mesh? 4k textures won't hold up to focusing on one small part

#

You can use tiling detail textures to add some smaller details

grim ore
#

@silk nimbusopen the texture, look at what it is showing for the resolution(s) in the top right

#

im guessing its using the wrong mip detail levels

silk nimbus
#

like this ?

#

sry im new to ue5 so forgive my mistakes

silk nimbus
#

since like

#

i downloaded another asset off of bridge, to test this out, and downloaded it in the nanite quality, which im guessing is highest quality available, and it still looked low res to me

#

thats at its default size too

#

not scaled up

#

wait ill download another one now in high quality and test it

grim ore
#

yeah those are 2k textures

#

you can see in the top right

silk nimbus
#

is 8k the highest megascans goes ?

grim ore
#

no idea, I do know that mip maps can get wonky with them and it will show the wrong texture sometimes which is why I had you check that (is showing 2k which is fine)

silk nimbus
#

hm alr

#

ok last thing then check this screenshot;

#

is the res on this one looking fine for a 8k download

#

didnt scale that object up at all

mental helm
#

On the top of the viewport, your scalability is set to low

#

The yellow text

silk nimbus
#

yea i see, these are my engine scalability settings

#

anti aliasing makes the scene blurry tho isnt that an issue or na ?

grim ore
#

cinematic is noneed, you can keep it on epic

mental helm
#

Try epic for textures

grim ore
#

and is that an 8k texture on that mesh?

mental helm
#

UE5 has better sharper AA

grim ore
#

if you want to make sure the texture is showing completely without issue, go into the texture and change the mip gen settings to no

silk nimbus
grim ore
#

that will atleast prevent any possible mipping issues

#

and honestly, if its a large mesh even with an 8K texture there is still only so much it can do since it has to fit it over that space

flat trail
silk nimbus
#

but then how comes like the proffesional unreal demos n stuff have such clean textures n that on everything

#

or is that just the illusion from a distance

grim ore
#

does it, or do you just think it does?

mental helm
#

They use a lot of smaller assets or tiling detail textures

grim ore
#

yep. plus illusions like from a distance

#

some meshes are intended to be used for far away, for closer up you can use smaller meshes and bash the together

silk nimbus
#

alright cool thanks ill probs just try to avoid close ups on low res things then thanks

#

but ill also make sure i have all my close up assets downloaded at max res over 2k too

#

and keep 2k for distant stuff

silk nimbus
#

hey guys im back i need help with smt else hahah

#

i just rendered my first animation cinematic for testing purposes mostly

#

and i rendered it as a sequence of png files

#

so what now

#

coz now i got like 400-500 pngs but what do i do with these lol

#

was that the right way to render it out ?

#

ah dw i figured it out now haha

maiden sundial
#

Anyone knows why those tabs wont be open once i restart the editor ?

#

I've got this setting on here, maybe it's the wrong one ?

#

(I always restart via my IDE if that's important)

finite mica
#

I've opened a few assets

#

<@&213101288538374145>

#

Nitro scammers even in this server Serious

oak patio
#

Oh theres a few, they come and go

oak patio
finite mica
#

Yes worriedfrog

thick acorn
#

I am getting en error when I am trying to create my first project. In which channel should I ask?

grim ore
#

here is fine

thick acorn
#

I get this error despite having .NET framework 4.8 installed:

#
An error occurred while trying to generate project files.

Running C:/Program Files/Epic Games/UE_4.27/Engine/Binaries/DotNET/UnrealBuildTool.exe  -projectfiles -project="C:/Users/latsp/Documents/Unreal Projects/UnrealTest1/UnrealTest1.uproject" -game -rocket -progress
Discovering modules, targets and source code for project...
ERROR: Could not find NetFxSDK install dir; this will prevent SwarmInterface from installing.  Install a version of .NET Framework SDK at 4.6.0 or higher.
#

so what should i do?

#

anyone?

blissful trail
#

yo so some of my friends have this issue where ue4's menu's imminently close when opening them i think their version is 4.16/4.17

grim ore
#

@thick acornhow did you install your current framework?

#

what I am getting at is you can do it the same way, I would recommend using the VS installer myself. Click modify on your current install

#

@blissful trail is this when they click a menu at the top of the screen, or when they right click in a blueprint graph?

#

if it's when they click a menu, disable menu animations. If it's when they right click in a graph, its an nvidia driver issue and the pinned messages have some ideas.

blissful trail
#

they do have that disabled

#

it happens when they click a menu or right click the bp graph

viscid narwhal
#

Hello folks, is there a way to draw an array of floats as pixels in ue4?

civic flame
#

Hello everyone,
I am working with UE4 for a school project. I have a dialogue plugin that allows me to spawn things when that node is reached. What I need help with is a mechanic. I need to have four spheres spawn to represent the four answers. I need those spheres to come towards the player. For the selection we are using num keys 1-4. Once the number is selected I need the other three spheres to go away and I need that selection to continue with the dialogue. Does anyone have any suggestions how I could achieve this. I've looked at countless tutorials on youtube and forums but nothing is making it clear and would love some suggestions.
Thank you in advance.

plush yew
#

Hey so I have a rather odd situation that I honestly think might be a bug with the engine since I have seen 0 results online. I looked it up on google and youtube but found no results.
I am having a compiler error that claims there are multiple functions with the same name, but the specified place of the second one is labeled as <None>. Is there a known fix for this? (I didnt see it in the FAQ either)

dim saddle
#

Ok i have a summary of when making a demo based level:
You put in model's as fbx and everything else;
Add triggers and cutscenes;
After that a end sequence and then that's it?

plush yew
plush yew
#

Also when I click on None it takes me nowhere

#

The blueprint just remains in the same camera position and does not show anything

pallid talon
#

Will epic fix all the broken image links on their forums? Every topic I run across to trouble shoot an issue has images that are broken on them.

grim ore
#

@plush yewhave you tried a bp find for that name? to find the function(s)

plush yew
#

There is no blueprint with the name <None> or any absent name if that is what you are asking 🤔 and in my blueprint I can only find 1 function with the name Restart

grim ore
#

one named Restart

#

a function

#

only shows the one blueprint and one function in it?

#

if so, what about renaming it to say Restart1 then trying to compile and see what happens

#

ah.. I can also duplicate it if there is a native function in the blueprint and I implement an interface with one

tiny grove
#

<None> === Lightmass crashed: ===Unhandled Exception: EXCEPTION_ACCESS_VIOLATION writing address 0x0000000000000004
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION writing address 0x0000000000000004

0x00007ff6a724d13d UnrealLightmass.exe!Lightmass::FEmbreeGeometry::FEmbreeGeometry() []
0x00007ff6a725640b UnrealLightmass.exe!Lightmass::FEmbreeAggregateMesh::AddMesh() []
0x00007ff6a72a79d5 UnrealLightmass.exe!Lightmass::FStaticLightingSystem::FStaticLightingSystem() []
0x00007ff6a725aa69 UnrealLightmass.exe!Lightmass::BuildStaticLighting() []
0x00007ff6a72817f7 UnrealLightmass.exe!Lightmass::LightmassMain() []
0x00007ff6a72a09d3 UnrealLightmass.exe!main() []
0x00007ff6a73093d4 UnrealLightmass.exe!__scrt_common_main_seh() []
0x00007ffb86137034 KERNEL32.DLL!UnknownFunction []
0x00007ffb87d42651 ntdll.dll!UnknownFunction []

#

I`m stuck here when building lighting

#

please someone help

grim ore
#

without the crash debug symbols there is no way to know where it crashed

#

install them from the launcher and re crash it, or try building lighting on a new map to make sure its a map issue and not lightmass

neon bough
#

do they include third party libs? because embree is one

plush yew
#

Ah yes that fixed it, my bad lol

grim ore
#

yep thats why I suggested searching for Restart 🙂

sick patio
#

NOOB QUESTION: uh how do i show my friend, I finished making this animated menu that travels around the map for each link in the menu?

plush yew
grim ore
#

in the main editor window, find in blueprints

#

you can also get to it from the normal find in a BP

pale jetty
#

cant find a localization section - how does localized text work with rich text? if a style command <textcolorred> is accidentally translated will it no longer work as intended? i would assume so but havent tried yet and am looking for a quick answer

sick patio
#

was my question too dumb?

grim ore
#

no? show your friend what?

sick patio
#

Menu

grim ore
#

make a video of it?

sick patio
#

so I have to learn how to make unreal videos?

grim ore
#

well if you want to show it to them you can send them a screenshot or capture a video and send it. If you are trying to send them the project to play with, then you package it

sick patio
#

uh, ok, thank you

blissful trail
#

when they right click on the grid and bring up that little menu or press file top right or anything like that
it basically opens but then closes immediately

#

they usually fix it by restarting the project but it eventually starts happening again

plush yew
#

how do you make your character into another downloaded character

olive orchid
#

I know this is unreal but does does anyone here know of a world machine discord?

#

Can’t find any working links

plush yew
plush yew
grim ore
#

@plush yewyou set it as the default pawn in your game mode, you set it as auto possess with the character in the level, you spawn it in and possess it manually. any of those work

remote badge
#

Hey do you guys know how the reverb system works, I'm not sure if I'm using it wrong or if it's an intended feature

#

Basically outside reverb is applied to any sound being played to a player outside despite originating from an inside location with different reverb settings

#

Wondering how I can override that

timid spade
plush yew
#

also, ive got my character and my map now, but my character is literally the size of the ingame mountains, so is there a way to resize him or do i have to just make my map bigger, which might just crash my laptop as it is quite laggy already

grim ore
#

if the character is in the level you can scale them

plush yew
#

ok

#

how do i make his hitbox the same size

main palm
#

I have a concept for a game that involves a level editor (the user can create levels and save them). To achieve this, I would think that I would need to serialize the relevant data to a file and reconstruct the level at runtime from the data in that saved file.

I guess my question is, do consoles have limits on creating and saving additional files at runtime?

#

Or would the saved levels have to be built into the game's save file on consoles?

kindred depot
#

downtown west is taking 3.2 hours so far to advanced copy. holy hell.

#

its only 10 gigs 😛

#

city park is going to be another 3+ hours...

#

This is what happens when you dont like assets in your games root dir.

#

the difference between this. All materials will not render on the 3d model IF you delete the folder out of the content folder when doing a basic copy. The advanced copy will take the materials and textures with it, so you do not have a cluttered content folder, imo. So instead of having 40 folders in the /content folder i just have one.

#

Taking a break from game dev for a few days. putting my ideas on paper and watching movies. I lost my mind losing 200+ hours of work

cloud pagoda
#

Can someone please help me, I'm having issues with a dynamic mesh. I created particles within Unreal using Apex, and i checked simulate physics but for some reason when I play, the mesh just breaks itself before I shoot it

#

Update: I checked off start awake so now it doesn't destruct itself automatically, but when I shoot the mesh, it doesn't break, it just moves in translation. It only breaks when it hits the wall on collision. So I think I need to somehow set bullets as a collision that works like the wall, that way it'll destruct when it makes contact with the bullets too, not the wall

#

If anyone knows please ping me

plush yew
#

does anyone know if there is a video showing how to switch between meshes fast, and automatically? I want to jump between these meshes to make an animated look to it, but not sure how to start on that.

plush yew
#

yeah the first one might work well, the bp idea is just too difficult to get a good looking switch. thanks for the tips, I will try the timeline idea and see if that works out for this.

bronze vault
tribal sonnet
#

hEY was just wondering if its possible to change the pivot point of a flipbook

#

i mean im assuming it is but-

#

for the life of me i caNNOT FIGURE IT OUT LMAO

oak patio
#

Now that one i can solve

night bridge
#

even when I set my material to "emissive" the light is still effecting it. How can I truely make my mesh+UV an "unlit" asset without worrying about lights in my scene doing anything to it? this is for 3D scans

tribal leaf
#

Are you looking at the material in UE or the texture?

night bridge
#

the material

quaint stirrup
#

does anyone want to make a video games with me ;]

autumn flame
mental helm
plush yew
#

why UE does not support multiple parent bones?

plush yew
#

Is there a channel to find a team

austere whale
#

is anyone here in the blender vfx discord

indigo steeple
#

What channel would I want to ask in about building some assets that i got on ArtStation? Picked up a few rifle variances and it's pretty much all in pieces. But I want to learn how to properly make a full rifles from the pieces and then also how I would want to go about animating the Charging Handle.

remote badge
#

Import to blender -> group triangles by parts -> rig bones -> export to ue

grim juniper
#

<@&213101288538374145>

buoyant graniteBOT
#

:warning: Failed to send a DM. User will not be notified.

#

:no_entry_sign: ASTRO MUSIC#4579 was banned.

indigo steeple
remote badge
#

?

#

Import however you will

#

Export as fbx

indigo steeple
#

okay, thanks

limpid isle
#

Anyone knows how to get the character actor from a line trace ?

#

For some reason every other actor are detected by the line trace but my duplicated character ( it's for a possession )

#

I also noticed the actor was detected when I add a static mesh,but I would rather not

limpid isle
#
#

now what about my question ?

#

jk thank you for the reformulation !!

summer quest
#

now i shall delete me messages

rapid lark
#

anyone have any world building guides

#

for cyber punk themed worlds

quaint stirrup
#

pack it as much as you can

#

make big building

#

yes

#

I think blade runner is a good example

#

have this in the background

#

don't have to put much detail in it if it's far away

limpid isle
#

?

oak patio
limpid isle
#

Okay, but then how to get a collision with a skeletal mesh component ?

#

I have enabled Per Poly Connection but it still doesn't work

#

Otherwise i found a solution with setting a box static mesh invisible, but it's not the best solution ...

flint crescent
limpid isle
#

yes

flint crescent
#

Just to confirm. The trace channel on the skeleton mesh is set to "block" the correct channel and "collision enabled(query and physics) is set
and you are using "line trace by channel" node

#

not useing multi-line trace or anything

limpid isle
#

I can't find the skeleton mesh option to set to block

flint crescent
#

is that ue5?

limpid isle
#

Yeah it's ue5 but you were right i missed the option block all in collision settings

#

Thank you so much !

flint crescent
#

👍

wooden rain
#

does anyone know a discord server for unreal engine but for buying and selling things?

ionic bridge
#

But I get to the point of adding the On-tick event (see screen shot) but the actor is not rendering or not following my character or anything. So im stuck at actually getting the actor to follow my character

#

I add the last image to the sightline actor and hit play and nothing

#

any one have any ideas? anything is very appreciated.

devout whale
#

Calling out the creative people! So I am lacking ✨imagination✨, and I've got a project I want to make with a cube and guns attached on the sides.

Any idea how I can add ✨umph✨ to the game? I don't want a basic cube just going around shooting.

Any abilities, guns, ect. Anything. Maybe even movement wise. What if its not a cube.

Thank you and I'd love to hear some thoughts! ✨✨

quaint stirrup
#

movement

#

always love a game with good movement especially if it is action based

#

if you could add a grappling hook that would be fun

#

make it high paced action

#

and a dash forward ability

#

mm yes

devout whale
#

Hmm! Now that's what I'm talking about! Thanks for the ideas. I'll definitely will be added them to my notes @quaint stirrup

quaint stirrup
#

yes

#

you could vary the levels

#

have them swing around shooting rockets into hordes of enemies

#

or swing around with a sniper and assasinate people

#

stealth levels are extra fun with good movement

#

swing around plant c4 blow them all up

#

levels with mines and obstacles

devout whale
#

I like your ideas 😏

quaint stirrup
#

ofcourse my friend

#

only the best

#

for story line I would have the cube wars where one side is losing the war and with limited energy can only send you back in time with op weapons to run through the entire enemy army when they only had swords and shit

#

though you can still make it challenging in a fun way

#

i love the feeling of being op

#

reason why everyone loves one punch man

#

you could incorporate comedic elements from that too

devout whale
#

Honestly! Great ideas. Definitely sparked my ✨imagination✨

quaint stirrup
#

nw

#

let me know if you need help making assets

#

im trying to get into that so I need practice

devout whale
#

Awesome will keep that in mind ✨✨

proven aspen
blissful trail
#

ok so i need to create a first person vaulting/climbing system and idk where to start i did check online but couldn't find any good tutorials or anything like that

#

dont rly know a better way to explain this but like id like it to like do a vaulting thing when the wall is shorter and then climb kinda thing wall if its a certain height

devout whale
proven aspen
true ridge
#

Is there a way to set the "default" anim blueprint class of a skeletal mesh? So if I spawn a skeletal mesh or add one as a component to something else it automatically sets its animation to a particular AnimBP?

valid yew
#

Hello, it's my first time at Unreal. These days, there are many places that use unreal engines to simulate (projections, interactive, etc.), but can i simulate them by matching them ansi lumen? For example, 40,000ansi lumen...

haughty slate
#

If I place an actor below the Kill Z value (and have World Bounds Check enabled) - when I play the game shouldn't it be instantly destroyed? I'm just doing some testing and this empty actor is not pending kill (I'm also printing a reference of it in level bp)

worn copper
#

Anyone Tried to Integrate "MetaMask" Login in Unreal Engine?

tepid lantern
#

welp both of my issues are both in pins that's useful, thanks for pinning them

#

shoulda checked first

modest trench
#

don't worry it's kinda esoteric

#

I would have posted asking too lol

ionic bridge
#

how do you attach an BP actor to a character?

ebon stirrup
fossil nexus
#

I have a group of static mesh component star shapes in my Blueprint.
At some point i need them all move to a different place, slowly.
I found that it is not possible to use a For each loop to move many static meshe components with the bp Move Component To.
So what is the alternative?

flint crescent
ionic bridge
fossil nexus
last pebble
#

sorry to interupt

#

ive been messing around with world composition lately, and trying to make a big map

#

but smh, i always have an error

#

one of my tiles, usually my main tiles is always missing

#

the main island is there when its unloaded

#

then boom

#

when its loaded, its gone

#

i tried to look for solution in google, but doesnt seems to found it yet...

fossil nexus
#

With this i can move all the static meshes slowly to a place

#

But i dont know if this can cause some problem

flint crescent
red pond
#

guys, does anyone know how normal vectors are calculated in Unreal Engine? I see that sometimes there are values greater than 1, which doesn't seem right

rain badger
#

Hey! When I'm adding my widget to the viewport it gets buggy and appears really small. But when I adjust the camera position it becomes big and takes up the whole screen (as it should). But depending on what the camera is facing, it will jitter and got small again. Is anyone here familiar with that issue?

modest trench
#

turns out floating points are fuzzy so you won't get exactly 1.000

rain badger
#

So to expand a bit on the situation:
I've got a card spawn on a table (with a widget component and an invisible button overtop of it). When interacted with, I need it to open the widget to the viewport. The widget has a series of checkboxes. When the widget is closed (removed from parent), I need any changes made to it, to remain and appear on the card on the table.

I did this by making a variable of the widget component on the actor and then when the invisible button gets pressed it adds the widget to the view port. It displays the widget but its tiny. But when I check some boxes and close it, they appear on the card. 🤷‍♂️

tame marsh
red pond
modest trench
#

no clue about the shader version

red pond
#

if anyone, however, has any clue, I'll be glad to hear it

gaunt gyro
#

I would like some opinions for a game title, a moba / shooter, I have some ideas and would like to know which ones sounds good to you for this kind of game:
1- Rise of Legends
2- Legends Ascending
3- Fragments of Eternity
4- Rise of Heroes

kindred depot
#

Those seem a bit basic and remind me of the mobile games that rip you off with paid content. You should try a different approach for your games title. (not trying to sound rude at all, just putting my 2 cents in)

#

Think about the bigger picture, what is your game about, give it a name based on what is occurring within your games world.

drowsy snow
#

Granted I don't have any idea about the theme/premises of the game.

gaunt gyro
#

Thanks, I have a prototype existing made with Core for a Game Jam (which we won ) but I'm not sure I can share any links, video or picture here (Core is a software made on top of unreal)

#

Currently I'm redoing it in Unreal

#

and it's time for a steam store page... and I need to decide the title :p

drowsy snow
#

Just share the overall theme/premise of the game, else think about it for yourself.

kindred depot
#

Yeah what is the general idea of the game, moba, mmo, story, adventure, sp?

gaunt gyro
#

can I link a youtube video ?

kindred depot
#

put it in the show off section

gaunt gyro
#

ok

drowsy snow
gaunt gyro
#

yeah I added it in lounge

#

I can continue conversation there might be better 🙂

wild aspen
#

hi, I come today with an odd question: is there any builtin way to setup an output video stream of an engine's viewport (in edit mode) in local network, so that a separate UE application can play it it through aa Stream Media Source?

plush yew
wild aspen
#

will do, thanks!

raw field
#

Hi there !
I am trying to adjust rendering based on the Platform the game is running on.
I am using the "Get Platform Name" node in Blueprint.
It works well, but I have one small issue : when using the Mobile Preview (PIE), it returns "Windows" instead of "Android" or whatever else, so my branching is not used. It's not ideal for debugging and fast iteration.
Is this a known bug ? Is there a way to bypass it ? Another way of checking plaftform ?

lunar turret
#

Hey, I'm new to this server, I am doing some random projects to learn UE4 step by step, but sometimes I have questions. Which channel should I ask my questions in?

thick herald
#

Any of the channels listed - pick the one best suited to the question, if you aren't sure you can read the channel description at the very top of that channel. If it doesn't fit any of those, here is okay too.

lunar turret
#

Alright, thx

#

How many actors is a lot? I've tried spawning 32*32*16 instances of a cube with an instanced static mesh, but it won't even start. 32*32*2 works, so the crash comes from the number of actors. But is it just my PC or 32*32*16 actors is a lot?

#

(≃ 16000 instances of a cube)

#

Yeah that's right

#

Then how many instances is a lot?

#

Judging by the thumbnail I guess 16000 is nothing?

#

Why is my PC crashing then :(((

#

I can't send screenshot since it's crashing rn but I'll send one

#

Yeah ik ik

#

Yes I'll do that when UE4 gives me any sign of life 🥲

#

I might just restart but this is a dilemma

#

I've been waiting for 20 minutes, maybe it's gonna unfreeze in 30 seconds? If I restart right now I... IT JUST UNFROZE

#

The logs say this:

hazy hound
#

is there a way to import uexp files or open them?

wild aspen
#

so digging in the virtual camera implementation, apparently what I need to use is output providers (I guess Viewport Output Provider). However the docs on the topic are full of useful usage examples as usual... has anyone dealt with output providers before I start spending a week digging in the implementation to find out how to use it? 😅

dim saddle
#

Question: when i export my builded map in unreal engine as fbx, why can't i see the corners in the ue?

wild aspen
#

I whish my job with unreal was about making games, so i'd have questions that most people here could answer 😆

grim ore
#

if you cant see anything on a model, check your normal direction 😛 @dim saddle

plush yew
lunar turret
wheat hare
#

UE is veddy popular for many contexts
veddy good platform

wild aspen
dim saddle
#

What do you mean, i put all planes into one plane

#

Im just making the map be one

#

'Cause i want to make a game using a few chracter's, every object being only one joined

#

Since when

maiden shadow
#

Does anyone know if I'm able to manually (console or otherwise) load a specific streaming level during the game runtime? I need it loaded for debugging purposes but in editor gui it can't be done and can't find a command with load, level, stream, etc.
Thanks.

#

Yeah, I'd like to avoid it because I'd have to make a whole lister of the available levels and then gui to select and load.
There ain't no faster way?
I've expected a right click and "load", but apparently I'm among the rare who ever needed it:P

dim saddle
#

Ok i made the mesh seperated in different meshe's and it still gives me the same result

gilded igloo
#

Hey guys, is there a way to raycast to get the color of an object in a shader?

echo turtle
#

Hello gentlemen,
Do anybody have some tips to improve the Epic Games launcher asset download speed?
I cant get it to go above 100mbs/sec...

dim saddle
echo turtle
dim saddle
#

I mean sometimes a program can be a b*tch, you just got to end task and reopen the program to reload faster

severe crater
echo turtle
#

^

violet yoke
#

How do I disable and enable a component in an actor through blueprint?

oak patio
#

Theres a node called activate iirc

#

Its eother enable or activate

wide quarry
#

guys, how do i package to html5? its not there, am i doing something wrong ?

violet yoke
oak patio
#

Just search it up

#

In the blueprint node

#

Graph*

#

Type activate

whole hazel
#

hey guys, I'm working on a game with multiple levels (currently level 2), I bought an environment from the marketplace of Unreal Engine, is it possible to (since I'm not that familiar with UE yet) to use the whole environment as my level 3? what do I have to do so when I double click it, it loads the whole map because currently it's in another folder and I don't know if I can create a shortcut of it to my Level folder in the content browser, thanks

pine vessel
#

do we have any official server for Epic games?

vast sable
#

If you're trying to get the map for your level, you should be able to just duplicate and rename the level.

pine vessel
#

I have some technical issues related to Epic Games in general I want to know if there is a community I can get help from

vast sable
#

Not sure about an official server, but the forums are and community run

whole hazel
vast sable
vast sable
#

Np and hopefully you get the level working👍

whole hazel
#

thanks matey lovehug

pseudo ledge
#

oh, Summon Level Details Panel, ok cool

kindred depot
#

Has anyone tried using reshade shaders with unreal engines postprocess other than hooking to the games engine with out there tools? (This is a BSD 3-clause license btw) Very interesting idea... I'm going to try this later

drowsy snow
jaunty cedar
#

Real quick, I'm getting a Linker error, cannot open delayimp.lib - so far in troubleshooting I have:
Reinstalled VS2019
Reinstalled Windows SDK
Installed every recent version of Windows SDK
Reinstalled the engine
Added $(LibraryPath) to VS project properties
Added WinSDK lib path to my PATH system variable, folder does contain delayimp.lib
Verified my PATH does contain System32
What's left that I could be missing here?

#

It also doesn't just happen in one project, it happens always, whether building from the engine or VS

tepid lantern
#

why does this only appear after i downgrade lmfao

kindred depot
#

look in pinned messages @tepid lantern

tepid lantern
#

yea i downgraded because of this

kindred depot
#

You never fully wiped your previous install from your pc

tepid lantern
#

ah makes sense

vast sable
whole hazel
vast sable
#

Has anyone tried unreal engine on any M1 Macbook? I think there would be more crashes due to the ARM switch but don't know yet

whole hazel
# vast sable Any update?

it worked flawlessly, thanks for the simple solution, whenever I'm overtired from work my brain doesn't want to work/think but your advice did the job peepoLove

plush yew
#

dumb question: how do I change my project's name?

vast sable
#

Good good

plush yew
#

other than renaming the .uproject do I have to do anything else?

#

in the project settings or whatev

vast sable
#

Nah but make a backup just in case

#

Renaming the folder might also help for consistency

whole hazel
#

btw, if there are multiple assets in one place, is it possible to select them all at once in easier way than looking for each one at the World Outliner or clicking each asset holding Ctrl individually?

pseudo ledge
#

shift-click will select all between two things

#

so click one item in the list, then shift-click the last item in the list to select the whole list

#

then you can hold ctrl and click to deselect anything you don't want to select

#

ctrl-a will select all

#

(it works the same way file lists work in windows or macos)

whole hazel
#

the only issue is that some assets have different names as I'm using a level that's not made by me so using Shift would be only useful if all assets have the same name prefix, which they don't.. :c

pseudo ledge
#

you can use the filter search bar then

#

and generate a query that finds what you want, then select all or somesuch

whole hazel
#

thank you, I'll check it out

#

appreciatd

worldly lynx
#

anyone know what laptop is good for creating games for IOS ?

raw field
teal pawn
#

Am I the only one that cant log in into Epic Games Launcher?

raw field
granite mortar
#

if you want to save a project to an external drive you have to zip it i guess? or is there a way to change the file path to save?

kindred depot
#

wha?

#

how would you access a zipped file with the editor?

#

unless you are backuping which you should be using source control.

granite mortar
#

no clue, but it is an option

kindred depot
#

lol

granite mortar
#

like i cant see how to move the project? do i just copy the files over?

pseudo ledge
#

yep

#

just move the entire folder

#

uproject file and all

granite mortar
#

alrighty ty

kindred depot
#

3 days of copying files... I can not wait to open the editor and build again, 10 more to go!!

pseudo ledge
#

jeez what kind of machine are you on where it takes 3 days to copy? 😛

#

I think it took me 6 hours to copy the entire engine w/ source + debug files to an ssd last I tried

kindred depot
pseudo ledge
#

good lord

kindred depot
#

I have over 600 gigs of stuff lol im on about 470ish

worthy urchin
#

need an nvme

pseudo ledge
#

that do be a lot

kindred depot
#

Everytime there is a sale on the epic marketplace

verbal pelican
#

Anyone have any good links to a base character mesh I can build off of? Preferably rigged to the base UE4 skeleton

cedar wave
#

Manny

#

Even comes with a couple of the templates

granite mortar
#

C:\Program Files\Epic Games\UE_4.26 is this the path?

verbal pelican
granite mortar
#

ok so i can just copy that whole folder over and i will be able to recover my project?

kindred depot
#

yupp.

granite mortar
#

k ty

kindred depot
#

ctrl +c contl + v

timid spade
#

how can i optimize a scenecapturecomponent

#

dual render scope

verbal pelican
timid spade
#

aiming to only lose 5 fps but not sure if thats even possible

kindred depot
#

make a custom event to allow high rendered screenshots.

pseudo ledge
kindred depot
#

Judging by megascans being owned by epic, i will forever use metahumans.

verbal pelican
#

Doesn't seem like metahumans are my answer since they appear pretty performance heavy

#

thanks anyway

kindred depot
pseudo ledge
#

mixamo might also have some options if you already have Adobe Creative Cloud

kindred depot
#

mixamo is trash and heavy abused in game formats.

#

imo

pseudo ledge
#

I agree

#

but if you just need a human mesh, it'll do in a pinch

kindred depot
#

true

verbal pelican
#

Yeah basically I'm just looking for a blank human mesh that's already rigged that I can take into mudbox/substance and make armored characters with

kindred depot
#

100% look at daz then

verbal pelican
#

I have Daz stuido

#

stuido? ok I guess I can't type today

kindred depot
#

lol

#

me too man

pseudo ledge
#

su su stuido, the hot new phil colins tune

verbal pelican
#

Aren't Daz models somewhat performance heavy? Or am I just misinformed

pseudo ledge
#

polygons don't matter much these days

kindred depot
#

depends if you are using 100+ morph targets.

verbal pelican
#

Nah I'm not even planning on these guys to have visible faces

kindred depot
#

oh shoot... just blender then

#

lol

verbal pelican
#

ah, I'm terrible at modelling lol

kindred depot
verbal pelican
#

rog

vagrant atlas
#

I have multiple sections in a level where I want my camera to be depending on which section the player is, and I want the camera to focus on one section while the player is moving in it, and when the player moves out of it into another one, the camera should focus on the section the player is in now (I have a 3D side scroller)

pseudo ledge
#

Set View Target With Blend

#

use trigger volumes to blend cameras on overlap

broken heath
#

Hi whens UE5 releasing again?

pseudo ledge
broken heath
pseudo ledge
#

bud not even the epic engineers I'm personally friends with will tell me lol

#

but they locked the code down a few weeks ago. It's in QA now.

broken heath
#

Oh , also googling says early 2022

#

I guess we arent far away thats cool

#

Thank u

kindred depot
#

Spring 2022

broken heath
#

Wow

#

Late 2022

#

Thats cool too then

kindred depot
#

rather have a working editor than a broken one.

wraith flume
#

Help please. I've got pictures too.

So, I've got a space station ring. I put a sphere in the center. Parent the ring to the sphere. Then add rotation to sphere and it spins.
The child's (space stations) collisions are use custom collision as simple.
When I test play in UE4 all collisions work.
When I play in Pavlov VR, NONE of the collisions work.

When checking the commissions in "view player commissions" all of the meshes are pink. Not the normal blue/ green for working collisions.

Question: do child actors take on the collisions if the parent mesh?
Or do I just have a mesh problem?

midnight crescent
#

Learning about Datasmith. Does anyone use Blender to create assets? How does the Send to Unreal plugin compare to Datasmith? Should I consider using 3DS or Maya instead?

cedar wave
#

My team uses Blender - no issues so far really. But if you ask @plush yew - Blender should be avoided at all costs and is a constant headache. So, your mileage may vary

tame marsh
#

What do you use @plush yew ?

#

Imma check out bforartists thanks

#

I like Blender, but it does sometimes feel like it's developed by developers for developers

midnight crescent
#

Thanks for mentioning bforartists and the 3ds indie license Lorash. Wasn't familiar with either of those

#

Holy blender settings?

sullen cloud
#

Performance PAIN🤦🏻‍♂️ are there options to get volumetric height fog more performant? Costs me half of FPS right now ☁️

wraith flume
rose sinew
#

Is there another way to block light with megascans other than setting two sided in the material instance? The materials seem to break when I turn it on. I'm using the megascans ice cliffs.

wraith flume
#

On account of no help, I have restored to passive aggressive sarcasm

sullen cloud
cedar wave
midnight crescent
#

Cool - thanks!

indigo steeple
#

So I am currently working on combining 2 projects. In one of my Controller BP's, it's not allowing me to select any type of InputAction tiles. When i am in a completely different project, I can select this node, but in this certain project, I can not. Any thoughts as to why i can't? Doesn't matter if I type out "InputAction" or just start typing out the name of that node like Social Menu, whatever I type out, no nodes come up for Input Actions. What gives?

grim ore
#

show the issue? I undertand your issue but show the problem and expected results

#

I assume you have the actual input set up in both projects properly, you won't be able to see a node for input action if that input is not set up

indigo steeple
#

But when I paste them into the proper controller area, they look like this.

grim ore
#

is the blueprint type the same?

indigo steeple
#

Yes, both are Controllers

grim ore
#

so those are hard coded inputs, have you tried searching for "N Keyboard"

indigo steeple
#

In the Controller I am trying to paste into, yes.

#

I’ve typed out InputAction and nothing pops up either.

grim ore
#

they are not input action is why

#

input action is using the input system in the project settings, your using hard coded events

#

you want the keyboard events

indigo steeple
#

Well, one of the steps is to type out Social Menu and then it brings up the option to add the InputAction so I can assign a proper key to trigger that part

#

That doesn't even show up for me either.

grim ore
#

do you have context sensitive checked? top right

indigo steeple
#

yes

grim ore
#

ok open up your pallete then, something your doing is.. off

#

Window->Palette

#

and you can see input -> keyboard events

indigo steeple
#

So those are showing up there. I wonder why I can't search for them in the window itself?

drowsy snow
grim ore
#

show what you are typing like I did above

indigo steeple
grim ore
#

so what class does it show in the top right?

indigo steeple
#

Under where it says Favorites?

grim ore
indigo steeple
#

Player Controller

grim ore
#

ok so... im guessing your in the wrong graph then

indigo steeple
#

Excuse me while I go laugh uncontrollably at myself in the corner while crying at the same time.....

#

Oh look, it's working..... >.>

grim ore
#

We all do it, if we didn't I wouldn't know it was an issue 🙂

indigo steeple
#

If you drink anything, I owe you a drink. lol

#

And here all this time I thought I had clicked the Event Graph and watched it switch over. Guess not.

#

Well, to the proper graph at least.

grim ore
#

forward progress!

indigo steeple
#

Learning point as well. Thank you again so much. Managed to save some of my sanity at least. lol

rose sleet
#

If i add a trigger in game that hides objects when you walk into it, will that help the performance in game when they get hidden?

grim ore
#

you will be rendering less, so the gpu will be helped

rose sleet
#

Awesome thanks

#

only because if i go into without anything hidden, i get like 25 fps haha

#

Also is there anyway to check what in my project is taking up most of the gpu?

neon bough
#

rendering 😛

rose sleet
#

because i have this room where i only get like 25 fps when i go inside it but when i leave the room it get 120

neon bough
#

sounds like there's a dynamic light?

rose sleet
#

yeah i have a few lights inside that room

#

8 lights

#

maybe that's too many aha

#

it is quite a small room

neon bough
#

and they are all movable?

rose sleet
#

Yeah

neon bough
#

well thats pretty bad for performance

rose sleet
#

ah ok

#

what would i change it to for it to still sort of have the same effect but less effective on performance?

neon bough
#

if the lightsource doesn't have to move you should at least switch to stationary

#

while there you can only have 4 overlapping ones

rose sleet
#

yeah it doesn't move. It's just ceiling lights

neon bough
#

if you don't need dynamic shadows go for static

#

well, you can probably get along with less stationary then, maybe 2 or so for some dynamic shadows, while the others are static

#

and better watch some tutorial about lighting in unreal, that should help you understand the stuff better

rose sleet
#

Ok will do, Thanks!

wraith flume
#

Help please. I've got pictures too.

So, I've got a space station ring. I put a sphere in the center. Parent the ring to the sphere. Then add rotation to sphere and it spins.
The child's (space stations) collisions are use custom collision as simple.
When I test play in UE4 all collisions work.
When I play in Pavlov VR, NONE of the collisions work.

When checking the commissions in "view player commissions" all of the meshes are pink. Not the normal blue/ green for working collisions.

Question: do child actors take on the collisions if the parent mesh?
Or do I just have a mesh problem?

grim ore
#

since this is for Pavlov VR, do they have a support channl anywhere?

placid folio
#

I can't get past this error, I've reinstalled the engine, reinstalled the plugin over and over. LogPlayLevel: Error: LogPluginManager: Error: Unable to load plugin 'PowerIK'. Aborting. LogPlayLevel: Error: ERROR: Client exited with error code: 1 Any help or suggestions?

wraith flume
#

I presume the answer is no.

grim ore
#

@placid foliodoes this happen on an existing project, or when opening the editor with a new project?

placid folio
#

existing

grim ore
#

you used the plugin before and it stopped working? or trying to use it

fossil nexus
#

Where is the standard character movement set up in the TopDown game?
More precisely the part where it gets my mouse left button click to move? I dont see anything in the event graph

placid folio
grim ore
#

@placid foliooh it's on building. is the plugin compatible with that platform?

placid folio
#

Yes it says it is. It's power ik on market place.

grim ore
#

@fossil nexusthe movement code is in the player controller

#

@placid foliomight need to check for any other errors above those lines, the actual issues

placid folio