#ue4-general

1 messages · Page 1145 of 1

grim ore
#

honestly it might be better to ask in the discord for that plugin also, but without any other errors not much else to suggest

placid folio
#

Do I need to specify the plugin folder location somewhere?

grim ore
#

shouldnt have to, its an engine plugin so it should package it as aprt of the product

#

oh wait

#

you said launch, what are you trying to do?

#

im 99% guessing Launch is not what you're trying to do

placid folio
#

test the game multiplayer with steam, editor seemed to be getting in the way of openning the steam api, so was going to launch it stand alone without editor to test it.

grim ore
#

so play -> standalone or Launch. Launch is probably not what you expect it to be

#

it sounds like you actually want to package the game to a normal build and run that

placid folio
#

no I'm using launch. and thats when I get the error the game using play runs fine other than I'm having issues with steam.

#

Sorry I'm new.

grim ore
#

yeah Launch is primarily for mobile devices, that would be the issue. you can't really "launch" on windows

#

if you are trying to make it represent what it would be like running it without the editor then you want to try and play -> standalone or more than likely package the project and run it from there like a normal program

placid folio
#

oh, thats good to know, I thought that launch was the be all do all

timid spade
#

is there any way to get all of these checkboxes and put them into an array

#

without have to manually drag each one onto the event graph and manually input it

small jay
#

Does anyone know why my Building Lighting is greyed out (4.27) and how to fix it? I'm not playing in editor, Static lighting is not disabled, and Shader is not below Shader Model 5.

weary basalt
#

When using the Find In Blueprints dialogue, how do you restrict the search to only return exact results?

#

If i search "Add" it will return all results that contain that string.

#

How do i restrict it to only return results that are exactly that string with no additional characters?

flint crescent
shrewd pulsar
#

hello i was wondering if anyone could help me. it wont let me play as my third person character. itll spawn me where my camera is and under play button its greyed out. but yet when i place a network spawn it will place me down but not use my Animation BP. i went into the third person game mode and made sure third person charecter was selected

#

i can also screen share in VC

#

can i change default player start ?

small pewter
#

Does anyone know why I succeed making my material align perfectly on 1x1x1 cube but when I scale it to 1x5x1 it doesn't align perfectly anymore ?

little oyster
#

Is there anyway to specify a specific player's UniqueID while testing via PIE? i.e. hardcode a SteamID during PIE

distant totem
weary basalt
#

Thanks

modest cloud
#

This might be a noob question, but I've been painting some foliage onto my landscape and it looks great until the camera zooms back and then a lot of the foliage seems to disappear or the shadows go away. I have all the LODs set to 0. Does anyone have any ideas?

shadow estuary
#

i wanna check where something is spawning when i click, so i paused so i can frame through and see the projectile fire, but i cant put in input when paused

#

is there a way around this or should i just put projectile speed 0 to test

shrewd pulsar
#

How would i set this to cast to multiple players in the game ? iv been trying diffrent things but im getting errors

#

i cant cast to third person charecter. i think it would only go to me and not another player

#

unless cast to third person will work for multiplayer ?

autumn flame
#

Any player that is Third Person

small pewter
#

Anyone know how to automate the creation of materials being all of them instances of a base material and also the naming should be the same as the texture itself + M in the front of it (that's my convention to name materials) ?

severe hound
#

Any advice on storing references to a bunch of actors in gamestate? Let's say there are 10 different actor types and each actor type has 10 each, would be 100 actors in total and 10 get all actors of class calls, would it better to grab the gamestate in each actor and add itself there or would it better on beginplay to just add it in a memory ref?

solemn marten
#

hello there, how can I delete the part in parenthesis in my build

shadow estuary
#

i added ads by making the camera lerp between two points and it works great, but now i cant look up

#

any tips

#

hahaha

exotic rover
#

hey is the default networking good enough for an MMO made with unreal engine 4?

#

or is there a plugin or somethin' i'm unaware of

night bridge
# exotic rover or is there a plugin or somethin' i'm unaware of

this one is pretty well made and easy to implement: https://forums.unrealengine.com/t/advanced-sessions-plugin/30020

bleak garden
#

hi

storm parcel
#

Hi, I want to create a button, when its clicked it should show 3 more buttons below it, and when it's clicked again it should hide them. How do I go about doing this? My first idea is, the main button will have an OnClicked event that will create another widget that contains those 3 buttons but I feel like there's a better way for this.

storm parcel
flint crescent
#

👍

ionic bridge
#

anyone got a topdown bp for a normal casting? ie. Press 1, then right click, then cast skill. I don't want to just right click and it activate i want the sequence. ie kinda like how moba's work.

young stream
# ionic bridge anyone got a topdown bp for a normal casting? ie. Press 1, then right click, the...

press 1 --> create the preview decal and keep updating its position relative to mouse and defined location and rotation constraints based on the spell ->-> right click --> do the spell and destroy decal. Those are the steps, I don't have a BP to show you but try extrapolating on them. And maybe https://blueprintue.com/ has something relevant

worn pecan
#

so is it possible to play an animation when a npc starts moving

worn pecan
#

alright

#

how

#

@bleak garden

bleak garden
#

but it's possible

worn pecan
#

...

#

well can someone help

#

i gotta get this finished bye tmr

plush yew
#

Why convert mouse location to world space gives false output?

#

anyone know why this happens on projct load??

#

i am new to UE4 and this both nonplusses me and makes me want not to deal with it

#

i verified the engine too

worn pecan
#

@here

#

plsss

#

help

storm parcel
#

I want to call an EventDispatcher when a UI button is clicked, then it will bind in an Actor's blueprint and do actions. All the tutorials I'm seeing are about creating the EventDispatcher in the player character and then getting its reference etc. but I can't find anything on how to do what I need to. Any help?

plush yew
#

hold up. turns out cleaning my project and rebuilding it fixed the problem.

plush yew
#

and now its crashed and wont load my project agian. what gives?

#

i understand midnight is not the best time to be askingn for help... heh

strong ocean
#

are you writing c++

plush yew
#

yup

strong ocean
#

sometimes mine will get in a wonk state when my build will compile in VS but the hot reload crashes in the engine

#

perhaps a runtime error but not a comp time error

#

what's the stack trace?

plush yew
#

EpicAccountId:

Assertion failed: CollisionComponent != nullptr [File:C:\Users\Chipps\Documents\Unreal Projects\FPExperiment\Source\FPExperiment\FPProjectile.cpp] [Line: 23]

UE4Editor_Core
UE4Editor_Core
UE4Editor_FPExperiment_0002!AFPProjectile::AFPProjectile() [C:\Users\Chipps\Documents\Unreal Projects\FPExperiment\Source\FPExperiment\FPProjectile.cpp:23]
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_Core
UE4Editor_Core
UE4Editor_Projects
UE4Editor_Projects
UE4Editor
UE4Editor
UE4Editor
UE4Editor
UE4Editor
UE4Editor
UE4Editor
kernel32
ntdll

strong ocean
#

Assertion failed: CollisionComponent != nullptr [File:C:\Users\Chipps\Documents\Unreal Projects\FPExperiment\Source\FPExperiment\FPProjectile.cpp] [Line: 23]

#

looks like a runtime error

plush yew
strong ocean
#

Yeah I don't know how the hot reload works but it almost looks like it does try to run it

#

Cause the same stuff happens to me sometimes

plush yew
strong ocean
#

LOL the first time I just rebooted my comp and thought it was a weird file state

#

but then I realized my code was just spaghetti

plush yew
#

UE4Editor_Core
UE4Editor_Core
UE4Editor_FPExperiment_0002!AFPProjectile::AFPProjectile() [C:\Users\Chipps\Documents\Unreal Projects\FPExperiment\Source\FPExperiment\FPProjectile.cpp:23]
UE4Editor_HotReload
UE4Editor_HotReload
UE4Editor_HotReload
UE4Editor_HotReload
UE4Editor_HotReload
UE4Editor_HotReload
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_Core
UE4Editor_Core
UE4Editor_Core
UE4Editor_HotReload
UE4Editor_HotReload
UE4Editor_HotReload
UE4Editor_Core
UE4Editor
UE4Editor
UE4Editor
UE4Editor
UE4Editor
UE4Editor
kernel32
ntdll \

#

might be something to that thing

dusk nebula
modest trench
#

unless it got archived by googled or something you might be better off just asking again

#

I can't find the image file

shadow estuary
dusk nebula
#

couldn't find it

night oar
#

Hi everyone so I have a question I want the show the names and health of two player on the Hud in online multiplayer but can find when and where to call the player state so I can replicate that data for every client connected

blissful trail
#

so im trying to get a first person vaulting system working in ue4 but i cant seam to get it working at all i tried following a tutorial for a 3rd person vaulting system but it didnt work at all :<

grim violet
#

I have a metahuman with roughness and metallic texture maps, and those maps aren't showing in render, how do I fix this?

#

In viewport the metahuman shows with the metallic and roughness correct, its just render output that it doesn't show those maps.

shadow estuary
#

when making ads for a game, is it better to move the camera to the sight, or move the gun towards the camera

#

or a bit of both

storm parcel
lunar turret
#

I have very low disk space, and Unreal Engine takes about 120 GB, so I decided to store it on an external drive. Do you guys think it makes it slower?

#

It takes ages to start, I think I know why

storm parcel
# lunar turret I have very low disk space, and Unreal Engine takes about 120 GB, so I decided t...

Generally, all external drives are going to be slower than internal ones. There certainly are exceptions, but the difference between USB 2.0 and SATA is considerable. If the external is SSD and internal is HDD then it may not actually be a bad idea. But again, it completely depends on the specs of both drives.

My advice is, give the external a shot. If the speeds are workable for you, then great. If not, may be move it on the internal. (Assuming the speed is bottlenecked by the drives and none of your other hardware)

shadow estuary
#

just wasnt sure

lunar turret
#

They're all workable but it takes ages to start

shadow estuary
#

also im rendering my ADS with a little render target camera, its working great

#

but

#

i wanna draw a red dot on top of it

#

is there a way to do that

lunar turret
#

I've compiled UE4, now I want to configure it for Qt Creator. I have set everything up correctly, and I hit build. Is it supposed to take a long time?

stone badger
#

is there a console command to show my location in-game?

#

like a transform or something of the playercontroller or controlled pawn?

plush yew
#

guys if i wanted to create room, let's say tavern which is in different states different times player enters - npc's in different locations, different lights are lit or not, items have changed place, etc - i know one way would be to fake it by having actually different levels load with differently setup versions of said room - but would that be the proper way of doing it? are there any alternatives to that approach?

#

is there a feature that saves different room states in one level that i'm not aware of?

#

How do you get this player camera view and ability to control it? I guess adding camera and placing that in front of player. And you control him with usual buttons.

#

yeah but imagine - let's say there would be 10 states, in each state there might be around 100 items changed, items moved around, npc placements, lights - doing all of that each time by the code back and forth is 10x100 details coded, so is it really the best way to do it?

small jay
#

Does anyone know why my Building Lighting is greyed out (4.27) and how to fix it? I'm not playing in editor, Static lighting is not disabled, and Shader is not below Shader Model 5.

plush yew
#

i'm making immersive sim so most likely NPC's will take care of themselves in a way that they will have different routes and at around night they go to tavern and pick a free place to sit. u mean that?

#

yeah true

#

so UE5 has something good for managing that?

#

i mean what it does exactly 😄

#

i don't understand, can u elaborate more about what u mean in "loading and unloading" stuff.

modest trench
#

knock yourself out

#

although this begs the question: do you need world partition for data layers?

#

alright, thanks

plush yew
#

wait i can do this in unreal 4 aswell no? separate actors onto different level stream.

modest trench
#

you could use levels to store actor hierarchies in a sense I think

#

yeah that sounds like hell to manage

plush yew
#

i mean i know of that technique already, i mentioned it in the post but i was kinda interested if there was something better than that, something that just saves state of the level.

#

like one click and boom it screenshots all the data from the level instead of me manually having to separate, store and load them - all the locations, all the settings and can be loaded whenever u want.

#

that's a good point. although sadly i can't think of making anything smarter which doesn't require me splitting thousands of objects into different levels by hand.

#

i did tons of skyrim research - they did it all by hand but then again they had hundreds of people 😄

#

i have small imsim like worlds per master level

#

like in deus ex

#

deus ex is imsim o.O

#

no lol - imsim means - immersive sim game genre 😄

#

does it mean something else aswell?

#

tf it's cool and all but why would i be having tavern for it 😄

#

yeah

#

yeah i guess manual it is ☠️

buoyant graniteBOT
#

:triangular_flag_on_post: LookiSVK#0567 received strike 1. As a result, they were muted for 10 minutes.

quaint stirrup
#

we are all friends here are we not

storm parcel
#

I'm trying to implement a simple EventDispatcher. When a UI button is clicked, it calls the Dispatcher and an Actor blueprint Binds to that event and should print a test string to make sure its working. But the error I keep getting is "Access none" due to the default value of "Interactable Reference" variable being blank

#

this is the variable's object type

#

BP_Interactable1 is the Blueprint that's supposed to print the test string

#

This is BP_Interactable1

#

Can someone please take a look and help?

#

The exact error is:

tawdry mica
#

Hi there, am wondering if someone is able to help with a small problem - I followed a flight tutorial, the function works, however it doesn't show the blend animation 1d that I set, instead it shows the running animation while holding forward when flying - anyone know a simple solution for this? Many Thanks

dim seal
#

How can I reorder rows in a data table? It only says either "Move to the Top" or "Move to the Bottom"
Weird! 😦

native nimbus
#

Hey guys we've noticed that some of our project's features run more unstable on UE 4.27.2 (Media Framework to be specific) and would like to Rollback to 4.27.1. Is this possible without a custom build? Many thanks.

native nimbus
dim seal
#

My bad! There's a drag icon on left of each row

#

Thanks

tawdry mica
#

🙂

tawdry mica
drowsy snow
tawdry mica
#

hmm,, how would i check this?

drowsy snow
# tawdry mica

Is there a check for a boolean (something like Is Flying) for the transition rule from Idle/Run to IceTravelPose_Blend?

autumn flame
#

does new Raytraced Translucency on 4.27 and latest 5.0 just works with RTX graphics or working with any type of gpus?

novel rose
#

Is there a way to use the HDRI Backdrop's lightning, but hide the background image in the viewport?

teal pawn
#

Can someone please let me know why i keep getting this when i try to log in into Epic Games Launcher?

oak patio
storm parcel
oak patio
#

Yes but are you setting the variable

storm parcel
#

(I'm very new sorry if this isn't what you asked)

oak patio
#

You have created it

#

But are you giving it a value

plush yew
#

whenever my camera is directly behing my character, my character cant be seen, how do i make it so you can "see through" my character?

storm parcel
plush yew
oak patio
#

Yeah you cant assign default values, you need to find a way to tell it which reference to call it on

#

You can direvtly set variables in blueprints

#

How many interactables do you have in the world

storm parcel
#

I have 1, because I was just testing, its a learning project I can make as many as needed.

#

I just gave it a cube component and dragged it into the world

oak patio
#

So if you only have one, when you construct the widget, you can GetActorOfClass then set the variable to its output, however that isnt a great solution and wouldnt work with more than one

storm parcel
oak patio
#

Yeah your specific implementation wouldnt really work with larger amounts as how do you tell it which one you want to effect with the button, again you could do things like get all actors of class then sort by distance, but thats very computationally expensive

storm parcel
#

I see, I can't find any other implementation. This is the one I followed through tutorials and Unreal documentation 🤔

oak patio
#

Typically i have my interactions set up with a heirarchy, where i have a blank class with the logic, and then childreb of that class with models and stuff, which makes it easy to do a cast with things like linetraces

#

You can also use interfaces, but i havent used those so im not yout guy for that one

storm parcel
#

Basically what I need to achieve is click on a UI button and then the camera should zoom onto the "interactable" (hotspot),
but im going step by step so currently I'm working on how to make the button widget blueprint talk to the interactable and trying to print a line that says it worked after I press the button, once I know I have made the connection with the interactable I will put in the hotspot stuff

plush yew
oak patio
storm parcel
storm parcel
oak patio
#

You could have a system where itfilters all of them by distance, or you could have a system like city builders where you click the object, then pass that objects reference to the widget, then zoom in on it

storm parcel
#

I appreciate it

plush yew
#

it wasnt what i wanted but it sounds good

oak patio
#

You would need to be smart about the first way though, as it could be very computationally expensive if done improperly

storm parcel
storm parcel
#

or take player's location and camera's location and calculate the distance between them to determine it

plush yew
#

i have no idea what that means

grim violet
#

Hey can anyone help? I have a metahuman and I am trying to use the control rig to pose it inside of the level sequence, and when I do this then try to use Live Link for the facial pose/animation, it only tracks the head rotation and no longer outputs the face. (Face_AnimBP works just fine)

#

Is there something I have to do to save the control rig pose to allow Live Link face tracking to output correctly again?

trim belfry
#

Does the water stuff in ue4 support submerged buildings/rooms? Like if I put an enclosed room in water, will it have water in it?

oak patio
#

All water is is a plane with a post process material when you go under it

drowsy snow
plush yew
#

how do you make a barrier for your game like so you cant get out of the map

oak patio
#

Could always just drag out a boz collision and set it to block all

thick herald
#

or use blocking volumes...

lunar turret
#

Hey

#

I'm trying to setup Qt C for UE4

#

I've done everything, generated my project

#

Now my project is opened

drowsy snow
lunar turret
#

Qt Creator

#

It's an IDE

drowsy snow
#

Making custom launcher?

lunar turret
#

Uh?

drowsy snow
#

Isn't Qt a GUI framework?

lunar turret
#

That's why I said Qt Creator

#

Qt Creator is an IDE

plush yew
#

Is a level designer responsible for making cutscenes for the game?

lunar turret
#

Qt is a framework

drowsy snow
#

What the fuck, that's new.

lunar turret
#

So I've been trying to set it up for UE4, I've generated my project, changed build release/debug options aswell as the run ones, but it won't start UE4...

plush yew
#

In unreal engine?

#

What do you call that role?

#

I'm pretty sure it's not the programmer and, if not level designer then who?

drowsy snow
fierce tulip
#

animator/cinemator

drowsy snow
plush yew
drowsy snow
plush yew
#

So, the unreal engine animator is also responsible for character animations, recoil animations, etc.?

drowsy snow
#

UE is a bit too VS centric.

plush yew
drowsy snow
sharp crest
#

that personality fits more for unity users tbh

plush yew
drowsy snow
plush yew
#

Such as taking care of maximum texture resolution and handling the LODs?

sharp crest
drowsy snow
sharp crest
plush yew
sharp crest
#

I know it's crazy but, they design the level

plush yew
#

So level designer are basically a rip-off

#

Nice

drowsy snow
sharp crest
drowsy snow
#

They design the level but they'd also think about the gameplay side of things.

plush yew
drowsy snow
#

As a mapper, I'm offended by that statement.

plush yew
#

Which I can also do?

#

Does a level designer create UI?

drowsy snow
plush yew
plush yew
sharp crest
#

seriously, wouldn't worry too much about the labeling.. just think what you need to get done for the game and then find someone who can do it...

plush yew
#

If the entire floor plan is already made and cutscene points are already decided in the GDD

sharp crest
#

sounds like you are really losing yourself on trying to define it, but it's not as complicated as u r making it sound

plush yew
drowsy snow
sharp crest
#

lol ppl get triggered here so easily sometimes

plush yew
sharp crest
#

I'm so hungry

plush yew
sharp crest
#

the pizza is on it's way and I'm dying here waiting for it to come,..

sharp crest
#

no..

plush yew
#

Thank the lords.

#

You will be surprised how many people like pineapple pizza here

sharp crest
#

😅

lunar turret
lunar turret
#

You need to chill

drowsy snow
lunar turret
#

Barely condescending

#

I get that you don't like Linux and I'm fine with it but if someone on Linux asks for help be respectful please

drowsy snow
#

Again, #linux channel for things specific to UE development on Linux. Majority of people on other less platform specific channel still use Windows. You might get some concrete answers there, as Linux users could hang around there.

lunar turret
#

No need to repeat yourself, I got it

#

But consider what I said

plush yew
# lunar turret And then this

You know what's funny. Came here for advice and got blocked in less than 2 minutes in this server. That's a guiness world record right there!

lunar turret
#

It's the programmer community

#

Two types

drowsy snow
plush yew
plush yew
light thunder
#

What file do I need to copy over to make sure that my collections from my content browser are on another computer?

drowsy snow
plush yew
#

What I do is I create a new project on the ssd or hard drive that I will take to another computer and then just migrate the content folder into the new project using unreal engine itself.

drowsy snow
drowsy snow
#

At least AFAIK - it surely just copying over referenced assets.

plush yew
#

LMAO

fringe pivot
#

Does anyone have experience with the "Merge Actors" tool?
I successfully used it in the past but now everything is greyed out and it says "insufficient mesh components found"

thick herald
#

How many mesh components are there?

drowsy snow
fringe pivot
plush yew
fringe pivot
#

I'm selecting 2 static meshes, I'm sure this worked in the past

drowsy snow
fringe pivot
#

Same result I'm afraid

drowsy snow
#

Maybe magic bullet of restarting?

fringe pivot
#

oh nvm, got it

#

meshes must be dropped in the world first 🤦‍♂️

ionic bridge
#

okay how do i get this "set"

#

the check range is just a float

maiden shadow
#

Is there a way to build the engine, game and lightmass on a non-Mac machine for macOS? Or we're able to use only hackintoshes for that?

plush yew
vagrant atlas
#

How can I check if an actor is movable or not and how can I check it's weight? I have a line trace by channel, and I want to pick up an actor if it is movable and if it's under a mass threshold. I have a cast to actor but I don't know where to go from there.

maiden shadow
#

Does UE have any way of mimicking/replicating Unity scene view with the ability to see the game with all the gismos, editable actor details and controls at least similar to what Unity does?
I'm new to UE and I really miss that ability to have a scene view while the game is running.

drowsy snow
plush yew
plush yew
# ionic bridge dragging pin?

You see the blue node "Scene Capture Component 2D". Drag a pin from that node to any empty space and search for "Get Ortho Width"

maiden shadow
# drowsy snow Eject (F8)?

It's oddly limited and doesn't let me edit any of the active actors. Also I can't find a way to force level or actor loading (like I can do with invisible/inactive actors/game objects in Unity scene view).

plush yew
plush yew
drowsy snow
maiden shadow
#

The community here is fantastic. Do you need donations to keep the Discord running or something? It's so helpful.

drowsy snow
maiden shadow
#

Who owns "Slackers"? They ask for those ever or...?

maiden shadow
# drowsy snow I'm convinced that you can edit variables marked as editable when the game is ru...

So I have the game running, I eject from pawn and I can move around, but for example, I can't move my level mesh - it refuses to move. I move it, but it moves only my gizmo and my object is still stuck in the place. In Unity I can do everything as I'm in the editor. Here it seems like actors are kinda locked...
I change mobility from static to movable, but it still refuses to move. I only got a small orange circle mark on it in the actor list.
Oh I think something is odd. Making it movable is required, but also, moving with mouse doesn't work. I need to type in new position manually. Why is that so?

question: how do I bring in light/anim gizmo icons in this F8 mode?

arctic plover
#

I installed a pack of icons, greyscale images with an alpha channel (basically a white icon with no background). Is there a way to make the thumbnails in the UE editors not use "white" as the background for assets with transparency to see them better when browsing?

drowsy snow
fierce tulip
#

be nice if they at the very least provided a big atlas showing each icon for easy pickings :p

arctic plover
#

Well yes, they actually did but this will still be a hindrance in my UI creation process 😏

fierce tulip
#

agreed, hehe

maiden shadow
#

It seems that displaying volume boxes is ON during "F8" mode (game running, but ejecteed), but I still don't see them.

novel rose
#

I'm not seeing any Channels field inside the Details panel of the Skylight. Is it possible to light link a Skylight to specific objects only?

arctic plover
#

Now the assets are shown like this:

#

Which is perfect 😉

fierce tulip
#

ahhh, yea. Mike just mentioned that and was about to tell you XD

lunar turret
#

How do I check if my project is in Cpp or Blueprint?

fierce tulip
#

does it have code in it? then cpp, if it doesnt have code in it. blueprint.
In the end it doesnt matter

lunar turret
#

I have a Cpp classes folder

#

So I guess it's Cpp?

drowsy snow
#

Yes, it is a C++ project.

lunar turret
#

I'd like to create my character and its movement from scratch

#

Should I choose actor or pawn?

drowsy snow
#

Pawns are actors that can be possessed.

lunar turret
#

scary

eager yoke
#

hii, i have a problem with a post process material, when i try to use the material become grey, idk why

cosmic terrace
#

Hey guys, its a bit of a stupid question but I cant get around it. If I select multiple actors with different locations in editor and want to move them all by 10 units in any axis, how would I do it ? I cant type +10 to "multiple values". This is about the editor and mass moving actors/components not bp logics. Thanks !

viral carbon
#

.

cosmic terrace
drowsy snow
thick loom
#

I wonder if anyone has made a plugin to do this

cosmic terrace
#

@drowsy snow I thought about this but im really not experienced in utilities. These id like to move are actually components of a blueprint. Do you know how that would work ?

thick loom
#

I too have wanted to be able to move multiple things by precise amounts by typing a number

#

Like you can do in Blender

drowsy wigeon
#

Can someone pls tell me what I am doing wrong? Trying to set world aligned texture to tunnel walls and at some places, I got this weird stretching. 😦

drowsy snow
cosmic terrace
#

Mmh ive tried that quickly but out of luck. Are you sure it would work with assets and not actors ?

#

@drowsy snow

viral carbon
drowsy snow
cosmic terrace
cosmic terrace
hidden wren
#

hey guys, i'm literally just starting to use unreal engine, not even a week ago. i was wondering if i should, first, learn C++ or Blueprint for better effectiveness in the long run?

drowsy snow
#

Get accustomed to the engine's way of doing things.

hidden wren
#

ah, ok, thank you.

mortal cedar
#

I saw this comment on reddit. Is the robo recall project available to download? I cant find it

grim ore
#

it's now located in the store itself on the launcher @mortal cedar

prisma palm
#

Question: Is it possible to rotate the orthogonal viewport? If I'm in Top-down view, can I rotate that view so that I'm top-down but the viewport is rotated 25 or so degrees? A level I'm working on has a specific chunk that's laid out more or less isometrically and it's kind of melting my brain to line up volumes with all the lines slanted.

young sparrow
#

Should be able to adjust it in a spreadsheet format

kindred depot
drowsy wigeon
#

@kindred depot Thx, I will appreciate it. I saw some videos and this is what I got ... it looks fine on some meshes, not this one though

kindred depot
#

some master materials on assets come with this as well 😉 I will forever use this.

#

you can overlap meshes with out the material having a seizure. Everything becomes one.

drowsy wigeon
#

@kindred depot Yeah, that is what I wanted to use. Honestly, I did not yet use UV unwrap for my meshes, because so far I prefered to use common materials (like colored plastic, metal, concrete) and just world align them on my meshes. Not sure if this is good approach, but I like it, since now I can easily modify base baterials without redoing my meshes easily.

thick loom
kindred depot
#

just use it as a make material attributes.

#

and use a on off switcher 😉

drowsy wigeon
#

@kindred depot I just checked that video and that guy did literally the same as me in chart above. So what's wrong?

#

The only difference is, he used Vector3 for TextureSize and I used float - which does not matter, since 100 float gets converted to 100,100,100 anyway (he just have option to use different tile size for different axis)

kindred depot
#

give me a minute, i need to compile 25k shaders to load my project. ill post what i did.

drowsy wigeon
#

OK 😄

#

I am worried it is somehow tied to a mesh, because when I make giant plane next to it, it does NOT have this issue. But it is weird, since it does not use any mesh data, so bad UV or normal on mesh shouldn't matter

kindred depot
#

a macro'd texture will macro no matter the object.

drowsy wigeon
#

no, that side which got stretched is pretty big flat face

kindred depot
#

like i said it should not matter xD

drowsy wigeon
#

that's what I think as well. But yet, there is some issue I can't find 😄

kindred depot
#

I used a different approach to do this i think, that is the wrong video.

#

once this loads..

hardy rock
#

Does anyone use Rust Lang instead of Unreal Engine C++ ?

finite mica
#

Is there a way for multiple people to work on the same unreal project at the same time?

young sparrow
kindred depot
#

@drowsy wigeon try using a 3vector on the texture size

young sparrow
hardy rock
#

thx

#

Is it meaningless to use Rust?

grim ore
#

Is it meaningful to use Rust?

hardy rock
#

It may be a silly idea, but I wanted to start Rust and Unreal at the same time.

grim ore
#

yes, it is silly

hardy rock
#

I see. I'm sorry if I made you feel bad.

viral veldt
#

What's the difference between Launch and Play Standalone on the same PC?

keen pecan
#

I been working with Blender but what's a better 3d modeling/texturing program for building unreal engine 5 assets...so high poly/nanite

thick herald
#

Zbrush

keen pecan
#

Moa. Thanks I was looking at zbrush or 3d coat..but was just trying to get a feel with what people use for aaa type assets. I like to use displacements with sculping in blender a lot I just feel its so limited.

river crypt
#

haya guys quick question regarding foliage painting, for some reason when I select my foilage and try to paint it, it does not show the usual circle in fact nothing comes up and Im unable to place any trees. Does anyone know what the issue might be? Should be something simple

#

I did enable landmass plugin as well if that might be an issue

keen pecan
#

EmpHyper did you make sure your foliage pieces were check marked?

river crypt
#

as in the selector area?

#

yes

#

I have two trees enabled there

keen pecan
#

Ok I was thinking it was not selected or something simple.

river crypt
#

are there any other settings that might cause this issue?

grim ore
#

@viral veldtLaunch is mainly used for mobile or connected devices, you really dont want to use Launch unless you know what you are doing. Launch is for advanced use

#

if you dont see the brush for painting, there is no collision for it to paint on @river crypt

obsidian nimbus
#

@keen pecan on artstation they often mention what software they used

#

its more of a time spend than tools used kinda game tho

keen pecan
#

@obsidian nimbus Umm ill have to check out artstation. Also looking for courses to take but most ue5 courses I've seen aren't that great right now.

obsidian nimbus
#

if u browse channels and not main page u dont need a login

#

Zbrush is prolly king in high poly sculpt... but if you want to do a bunch of other stuff u might want to do it all in blender for consistency

grim ore
#

well UE5 is not out yet so that might be a cause for them not being great

keen pecan
#

@grim ore Ya I understand that, just difficult when you are trying to learn the program is all.

#

@obsidian nimbus Ya I only needed blender for game models but its just showing how limited its been lately for what I need it for. Ill check out zbrush and that artstation place. Thanks.

obsidian nimbus
#

limited how?

#

can handle fairly high poly sculpts no prob

alpine mural
#

HI me not demonstrations my windows

#

pls relog rulus server

#

help

lapis ore
#

I've got actors with huge scale values in a level. I need to get 1,1,1 scale values on them so that I can run RBD VAT simulations on them. I remember there used to be a way to do that in Maya. How can I "hide" the scale transforms on these actors?

river crypt
keen pecan
#

@obsidian nimbus Ya I guess blender does have the potential. I am more into environmental art and making buildings and hard surfaced items I just wanted more details. Maybe I need to do more sculpting tutorials for blender..but I'm aiming for the chips in the bricks and the texture displacement sculps and such. If you have any advice on where to start with blender for that direction Id be grateful tho.

obsidian nimbus
#

you can use a texture as a brush

#

just watch some recent sculpting tuts, every1 has his own style and methods

prime willow
#

when i try to paint my landmass using the sculpt brush itll crash my game out of no where under the: " GPU & D3D Device removed Crash"

coral wigeon
#

anyone know how to set the memory limit for the UnrealBuiltTool?

keen pecan
#

@obsidian nimbus Thanks ya ill do some more tutorials into sculpting..I always worry that since I'm doing it on a mouse it wont look that decent. And no I didn't know you could use a texture as a brush. I have done so many blender courses and haven't seen anything like this yet.

dense knoll
#

Is there a way to change UE's default package tag to a custom string?

obsidian nimbus
#

yea u might want a pad to sculpt with

grim violet
#

Hey does anyone know how to use Live Link? I am trying to use it on my metahuman after I posed it using the control rig and now the face no longer moves. The head moves, but not the face

shadow estuary
#

i am using scene capture 2d + render target to generate a dynamic material for a scope, i want to add an aiming reticule on top but idk if you can create dynamic layered materials or what, any tips for this?

small pewter
#

Is it possible to have a material exposed on spawn but when you click on the dropdown list it only shows some materials instead of all materials (like maybe only materials from a folder in the Content) ?

tight canopy
#

So i have a procedral generation that goes infinitely works fine...., but the character after 1048534 x or y deletes its self

#

How would this be over come in a multiplayer setting

shadow estuary
tight canopy
#

It's just in general regardless of my enviroment the player controller deletes itself

#

Past a certain distance

shadow estuary
#

ah there is an actor net cull distance or something

#

where if the actor goes past that it gets deleted

#

maybe thats the cause?

#

there is also a max map size for unreal idk the number

#

but if you go past that actors auto delete

#

youd likely need to do level streaming or something to fix that, but i dont have exp there

tight canopy
#

I see apperently i'm supposed to rebase world position every so often when doing a project like this

fossil nexus
#

I have too many functions in my blueprint. Is there a way to organize this better? Something like when you put functions in a C++ structure or class function methods?

bleak zodiac
#

you can collapse into Function

small jay
fossil nexus
tight canopy
#

Is there any tutorials on how rebasing works? I see alot of videos showing it off

#

Also the version we are using is UE5 so i think that works in our favor hopefully

#

Oh yeah it's deprecated now right? Whats the altenrative to it

night bridge
bronze oyster
#

Does anyone know what these suffixes are

grim violet
#

I am rendering out a custom pose and for some reason the camera cut is showing a different head position than viewport.

elder badger
#

Hey guys I have a sequencer question I recorder a car I rigged the game and recorded its data movements and made it an animation in the preview it looks great and worked properly but when I render it doesn't work it doesn't follow the animation only when I render

rapid lark
#

how do people in the industry collaborate with eachother, is it through the multi user editor

bronze oyster
#

Does anyone know what these suffixes are

elder badger
bronze oyster
grim ore
#

@bronze oysterthe suffixes should match the item if you mouse over them. chances are T is Texture, MI is Material Instance. but it depends on the software you are using and it's standards if any

#

blah suffix, not prefix. its going to depend on who did it and for what software and when. N is usually Normal Map, BC is probably Base Color. Here are some examples, multiple letters normally refer to packed textures https://github.com/Allar/ue5-style-guide

rapid lark
#

d

grim ore
#

first two result from the google

bronze oyster
grim ore
#

yes I replied with that

grim ore
#

the issue comes when people start packing textures and use whatever they feel like. normally its the RGB(A) order. honestly you have to either guess or the author tells you

grim ore
#

if you are lucky it should match the nodes on the material when you open it up (like BC for Base Color and N for Normal) but P... and PX... it could be a color map or who knows 😦

viscid ledge
#

I have this widget component placed above the player's head. I want to reference custom functions declared in the included widget class. However, I cannot figure out which function I should use in the blueprint which allows me to get the widget class. Anyone have any ideas?

grim ore
#

get the widget component variable, its in your variable list. then get the user widget from it (this is the actual widget that it is holding), then cast it to your widgets class and then you have access to it like you want

prime willow
#

you ever discover

#

a tool that unreal created

#

and youre just bewildered

#

at how insanely amazing it is and accesible

grim ore
#

yep all the time lol

prime willow
#

i just discovered landmass

#

i didnt even know this could be done in game engines ._.

quaint stirrup
#

@prime willow

#

what is that like the terrain editor?

grim ore
#

yes but on steroids, you can do non destructive changes as well as program blueprints for modifying it

quaint stirrup
#

I need to learn blueprints

#

it seems like its going to take a while

grim ore
quaint stirrup
#

matthew

#

would you like to be my friend 🙂

#

I believe that we are now friends

olive orchid
#

Is there a better way to scale textures that are on multiple surfaces? Every time I do, it scales EVERYTHING & ruins it depending on the sizes of the geometry..

#

Ok, thanks.. I’ll look in to that..

prime willow
#

exactly that

quaint stirrup
#

yez

#

I am yet to make a terrain but it looks pretty fun in unreal engine

#

I can't wait to make some environments in it

ember token
#

You serious Qualcomm????

#

How to fix ue4.27 d3d12 error on Surface Pro X

grim violet
fickle bear
#

material girl

grave spruce
#

アンケート:
https://forms.gle/9rK2g61s3uBSsUYu6

スケジュール(質疑応答は各URLよりご投稿ください。):
1, マンガで使う!初めてのUnreal Engine (Epic Games Japan Technical Artist Developer Relations 斎藤)
https://app.sli.do/event/arT5gzv9RSf62ba2VdSt5e

2, 未経験者でもできる!UE4を活用した2Dカラーイラスト作成法 (イラストレーター/キャラクターデザイナー あかざ)
https://app.sli.do/event/dtbPonNJXZvBDmxF2U9iAb

3, Unreal Engineでイケてるイラストを描く...

▶ Play video
oblique tangle
#

probably a really basic question, but is there anyway to push an animation back 'x' amount without needing to edit it's position in an animation software? i've got an animation but it's just off the capsule by a bit (around -40 units on the local y)
don't want to need to dynamically adjust it in the anim bp either as i need the anim for a blendspace

stable path
#

You're better of doing it from an animation software

prime willow
#

i want to set my game/unreal engine to 1024 texture resolutions by default

#

instead of being able to touch or use 2k or 4k

#

how do i force my stuff down to 1024 :C

#

@drowsy snow ;-; send help

stable path
dark depot
#

^select everything open bulk editor or import at the size you wantin the first place

prime willow
#

well

#

i can reimport my textures at 1024

#

my problem is my landmass plugin is doing everything at 4k

#

._.;

#

and i just want it to be 1024 no higher than that

#

i cant even clone the landmass rock maker because its saying its another 4k setup

stable path
prime willow
#

oh

#

wwaaaaaait

#

you may have a point!

#

im using an auto landscape add on for texturing my landscape

prime willow
#

you were right

#

theres the problem right there

stable path
prime willow
#

thats the goal ❤️

prime willow
#

Would using a runtime virtual volume be the possible option to force it to 1024

#

oh found fix

#

i jsut had to resample

plush yew
#

Dos anyone want to be friends

grim violet
#

Does anyone know how to turn off sky reflections? I am trying to do a render with roughness and metallic maps but the clouds are reflecting on the face making it look weird, is it possible to disable the clouds reflecting but keep the metallic and shiny effect?

#

I know its related to the sky light but I am a beginner in UE and confused lol

regal narwhal
#

Hello. In the last week one of my UE4 project started to lagg pretty hard. Is there any way to find the asset or reason behind this lagg?

#

on my laptop both, but on my much better PC lagging while playing the project. (a TPS template working without lag on my laptop too)

drowsy snow
regal narwhal
#

Yes. There is a pawn, the map (a building), the player and a widget with buttons, images, a lot of stuff with can navigate the pawn. I used this bps since the start so i don't know why is lagging in for days now.

wet briar
#

Does anyone know how to fix this?

spice ruin
#

I'd suggest reinstalling the launcher

wet briar
#

Tried that, didn't work

spice ruin
wet briar
#

Yep, already tried everything on that page

vagrant atlas
#

how can I get the angle of the mouse to the center of the screen? I already have the x and y positions of the mouse, I just don't know how to do the math.

drowsy snow
plush yew
#

why is this happening? when I press play it's a different lightning and color than editor mode

#

auto exposure is off

#

but in post process exposure is 10

#

nvm, it was real time capture 😄

bleak zodiac
ionic bridge
plush yew
#

I am trying to figure out who is responsible for making a game trailer and how is it made? Is it the Unreal cinemator or animator who makes game trailers? I have been trying to YouTube how to make game trailers and all I get is "how to make a game trailer that is good" but not actually about creating the trailer or the steps involved.

oak gate
#

Hey Guys, I'm having a "polishing issue" where the character controller goes up/down too fast on the floor . Is there a settings I don't know about that could ease up that thing?

plush yew
oak gate
plush yew
#

Did you try increasing the step height of the character?

plush yew
oak gate
kindred depot
jolly plank
#

anyone know how to get instanced mesh to work on mobile?

plush yew
#

GUYS HELP I WANA USE RINTERP TO INSIDE A FUNCTION BUT I HAVE NO WAY TO GET DELTA TIME FROM IN THERE

tender ember
#

Hello I downloaded a texture from Quixel and it doesn't show the material it only has M instance. also I how do I remove it from my landscape so I have that checked pattern again?

drowsy snow
#

(seriously take off that caps lock)

plush yew
#

what do you mean?

#

I used event tick but i want to run it inside of a function where event tick cant be used

#

Basically my goal is a Turn_Right function that smoothly turns the camera 90 degress

#

Oh! Maybe i can have my level bp change a global variable?

stable path
modest trench
plush yew
#

so you guys think it's not possible? Do i take the BoolCheckAThousandConditions path?

thick herald
tender ember
stable path
kindred depot
plush yew
#

This is what i got right now, but ill have to do the same for going back now

thick herald
tender ember
#

it is blank somehow but it used to be black idk why it didn't import it properly

kindred depot
thick herald
#

😄

plush yew
kindred depot
#

Myb xD

plush yew
#

How do i make events?

thick herald
#

@tender ember Megascans do not have any landscape materials

kindred depot
thick herald
#

They have textures you can add to one though

stable path
plush yew
#

Thank you

tender ember
#

this is not a landscape material it's just a simple texture I'm gonna use as one

tender ember
kindred depot
#

I really with that feature worked with megascans, has anyone gotten it to work? You are able to import there textures to your master material but for some reason this out of the box has never actually worked.

tender ember
#

I guess I should connect them manually wdyt?

plush yew
tender ember
thick herald
#

It should cover the entire landscape with that one material

tender ember
#

I know PBR workflow but idk unreal yet

kindred depot
#

there you go free, the free, free.

plush yew
tender ember
thick herald
tender ember
#

I watched sensei's videos but he doesn't explain every single node

#

thanks guys

drowsy snow
#

The explanations were on per node basis.

tender ember
#

for example these ones I see for the first time in my life

thick herald
#

Those are material functions

tender ember
#

should I connect result to UV's or roation and which node or should I combine them somehow

drowsy snow
#

Double click on it and you'll be presented by the graph view that makes up the function

tender ember
#

yeah I tried to connect them but it gave me an error

plush yew
#

One last thing, how do i limit it to just turning 90 degrees and then stopping?

drowsy snow
tender ember
#

my question is what should I do so my megascans texture works properly in UE coz I can't go on with the tutorial?

plush yew
plush yew
tender ember
#

yeah me neither I used to import them and it was fine

drowsy snow
tender ember
#

maybe I should open UE5 coz Idk the interface of ue4 that well

drowsy snow
#

I have many hit or miss experiences with the importing process myself from Bridge.

plush yew
tender ember
tender ember
plush yew
#

Let's start with the tiling one

drowsy snow
plush yew
#

The tiling one should connect to UV

drowsy snow
# tender ember sorry I don't understand what you mean. I'm watching beginner series on landscap...

For the full tutorial playlist:
https://www.youtube.com/playlist?list=PLZlv_N0_O1gbQjgY0nDwZNYe_N8IcYWS-
(00:05) - Introduction and Materials in UE3
(04:14) - Materials in UE4
(08:56) - How Color Works Inside a Material

This high-level overview takes you through the concepts of Materials and our physically-based approach to surfaces in UE4.

A ...

▶ Play video
tender ember
#

lemme open up the function

drowsy snow
#

Old tut, but still relevant to this very day

kindred depot
#

I understand how things work, I rather just pay for them to work correctly from the marketplace lol

tender ember
plush yew
# tender ember

Oooh seems like you have some missing functions that are not going into the adjustments

tender ember
#

I can create a material using those textures but I wanna this material to be exactly as in the video so I don't have other problems in the future

#

I'd just make a pbr set up with a texture coordinate node and tiled it up and that's all

drowsy snow
drowsy snow
plush yew
#

Yea.. I can't help you there as well

tender ember
#

it's so hard to start do you guys know any free or paid courses on a detailed explanation of UE? I already watched everything by Unreal Sensei and that's not doing it for me rn I'll go back to them later for sure

kindred depot
#

What are you trying to accomplish.

plush yew
#

What do you exactly want to do with UE?

tender ember
#

I'm an environment artist I work in Blender

#

I wanna start using UE

plush yew
kindred depot
#

Yes we get that, but what kind of material are you trying to accomplish. like RVT, layering

plush yew
#

then creating terrains

tender ember
#

If it was up to me I'd never used nodes but it's something we have to do haha

plush yew
#

and then learning about environmental optimizations,

plush yew
drowsy snow
tender ember
#

ok lemme actually show you my tutorial

drowsy snow
#
#

Reposted because nobody reads pinned message

tender ember
#

In this episode, we go over the steps to download and process the Quixel Megascans textures that we're going to use in our landscape material. Because sampling textures in shaders is expensive, it's important to pack our maps into as few textures as possible. I'll show you how to pack six Megascans maps into just two textures using either Subs...

▶ Play video
#

start at minute 10

plush yew
#

Just learn what you want to learn from those above links...

#

Not all of the,

#

them*

kindred depot
#

I'm a simple man I use brushify and merged all my functions into it.

tender ember
#

isn't brushify super expensive?

thick herald
drowsy snow
drowsy snow
#

But that was way back when

kindred depot
#

lol

thick herald
#

Depends on what you call expensive. It's subjective.

drowsy snow
tender ember
#

the thing is I've alreaady watched a lot of official and youtube beginner tutorials and they all talk about general things like interface etc. But I wanna get into world building. they show game buidling but I need cinematics. I don't need c++ stuff you know or blueprints although I'll def gonna learn blueprints later on

drowsy snow
tender ember
drowsy snow
#

The last one even mentions world building

thick herald
tender ember
drowsy snow
#

I personally hide it in DCC tool, which means the skin is part of the cloth mesh, but you can use masked opacity and hide the skins underneath according to texture.

The former is kind of tedious to make because you have to have the master nude body at all times, but more foolproof in code, while the latter is quicker to make but difficult to manage in code.

tender ember
thick herald
# tender ember I'm looking into them thanks. the chat is so fast haha

In that material graph you showed - the output node to the far right. Click on it and look in the details panel, there will be a checkbox saying something like 'Use Material Attributes' uncheck that. Plug in all the textures into the new node that magically appeared, ignore the rest. That will now work as a very very basic material. Getting it to look good is your next mission 😉 😄

bleak zodiac
#

First hour in sequencer is also worth for cinematic

tender ember
#

I already have some fundamental knowledge from Sensei and Ben I just want more details and undertanding and not just copypasting the tutorials and pre-prepared autolandscape materials you know

#

ok thanks guys💛

vagrant atlas
#

Is there a way that if I subtract two numbers, the smaller number is always subtracted?

thick herald
stable path
vagrant atlas
#

ok, thanks! :)

tender ember
drowsy snow
kindred depot
#

To show off your Level, Would you rather have; a cinematic camera flying through out your whole entire level, or a post process mounted to the camera in the characters bp showing the beauty in a first person view.

drowsy snow
#

That was not the case with UE4, which I still use to this very day.

#

(and maybe until I'm fully done with my current game project, all DLC finished, and what's left is Deluxe edition using UE5 feature set)

#

UE5 has more engine level integration into Bridge, compared to standalone Bridge route UE4 has to go through as a mere higher level plugin.

#

It's really a side product of Epic acquiring Quixel before UE5 become a real thing

plush yew
tender ember
#

yeah I kinda started learning UE not at the best time haha I learn both UE4 and UE5 coz there aren't much tuts on UE5 yet

drowsy snow
tender ember
#

thank you 💛

plush yew
#

can someone help me - i have made an animation blueprint with animations from the paragon sample characters in the unreal marketplace, but the animations are really snappy and go to the next anim instantly like with walking. is there any solution to this?

drowsy snow
plush yew
#

ok

#

also i have 3 animations for jumping, the start, the looping middle and the end, how would i get them to play at the right time without having just a single animation for falling

vagrant atlas
plush yew
#

Hi everyone! hope you're having all a great weekend.. i'm looking for a tutorial on how to do a simple rigid body simulation with unreal? (the same way you could do it with houdini).. basically just want to have a static body animated and having simulation of rigid bodies

ebon marlin
#

So I recently switched from a 2560x1440 @144hz display to a 1920x1080 @60hz display and noticed that mouse inputs aren't registering, apparently this happens when I move my mouse too much to the right or left, even if the UE window is in focused, and even when it's in fullscreen mode. Did anyone experience the same thing? On 4.27 btw

vagrant atlas
#

Is it a problem with a HUD?

ebon marlin
#

Not HUD related afaik, just normal player controller inputs

vagrant atlas
#

Maybe the scene is still 2560x1440

ebon marlin
ebon marlin
ebon marlin
#

I think what's happening is for some reason UE is failing to glue my cursor the center of the window? And is instead just clamping my mouse to the window's regions

vagrant atlas
#

while playing do you play in selected view port or are you playing in new editor window

ebon marlin
#

Standalone window

plush yew
ebon marlin
#

And it also happened in a packaged build, didn't happen in editor PIE

vagrant atlas
#

try to use the console to change the resolution the the one of the screen you use now

#

the problem might be that the game window is bigger than your screen, but mouse input only counts when it's on that screen

ebon marlin
#

Oh, I just tried r.SetRes 1920x1080f and it seemed to work, TIL hitting F11 doesn't actually put you in 'real' fullscreen
but r.SetRes 1920x1080w still had the problem

ebon marlin
vagrant atlas
#

but it's also supposed to give you as much control as possible

ebon marlin
#

True

#

Thanks for the guidance 😍

plush yew
ebon marlin
#

Double click the static mesh asset you're using, it should open the static mesh editor

#

In it, click on the collision menu and check 'simple collision'

#

it should show you a bunch of green collision primitives, and you can add/remove/transform them to edit the colliders

#

(if thats what you meant)

#

you can make your cube/box hollow and stuff

#

otherwise the sphere popping out of a solid collider is expected behavior

plush yew
#

thank you! trying it out

vagrant atlas
modest trench
#

you could maybe lock the rotation on one axis

#

at least you can do that for physics objects

#

you just need to make it not follow the parent component's rotation

vagrant atlas
#

by locking, to you mean to set the rotation every tick? I've tried that, and it didn't work

lunar turret
#

How do I tell my gamemode to use an instance of a class as my character?

plush yew
#

how do I get mdl nodes to work in unreal or is that even a thing

vagrant atlas
#

@lunar turret Project settings > Maps & Modes > Default modes > Selected Gamemode >Default Pawn Class

lunar turret
plush yew
#

i just really dont like unreal engines shader editor

lunar turret
#

Or an actor

vagrant atlas
#

then make a pawn or character how you want, and set it to be the default and make other pawns for the other instances

lunar turret
#

Set it to be default?

#

Default pawn class?

vagrant atlas
#

yes

lunar turret
#

I don't really get what you mean

#

I have my class written in Cpp

#

And I make it have a mesh in my actor details

#

But the mesh is just actor specific

#

Meaning that when my game starts I play as a pawn with no mesh

#

This is my issue

vagrant atlas
#

make a pawn as your player, and copy that pawn (so that you have two separate pawns in your files) and use them as the other instances

lunar turret
#

Oh so it can't be an instance?

#

It has to be another separate class?

vagrant atlas
#

well, I personally don't know a way to control a specific instance of a pawn

lunar turret
#

Alright thx

vagrant atlas
#

but having a separate one as the player might help with the blueprints so that not everything has a lot of them

wet briar
#

Alright so I tried to build UE4 from source from github, but for some reason when building it in VS, it said ran out of heap space

#

How do I fix that?

drowsy snow
plush yew
# plush yew working great thank you!

also, i have a fbx with many geometries inside.. is it possible to simulate physics for each individual geo inside? or should i rather import the fbx and untick 'combine mesh' ?

plush yew
wet briar
#

Also another issue building the engine, Visual Studio gives me this when opening UE4.sln:

#

But on the download page there is no link for the 4.5 developer pack?

drowsy snow
oak patio
#

Try the reccomended option then

wet briar
#

Ah didn't know that was a thing, thanks

drowsy snow
oak patio
#

Ah mb then

drowsy snow
#

I've been struggling with that issue for a week.

oak patio
#

That sounds painful

#

Is there any particular reason people build from source over the launcher, engine modding aside?

oak patio
#

Ah that makes sense

drowsy snow
#

That's like the most common reason people who asked about engine source

modest trench
#

A lot of my changes are just making stuff public

drowsy snow
#

Meanwhile me adding super epic anime shading model and super epic lens flares

modest trench
#

Yeah it's kinda rough going changing rendering in ue4

#

Definitely a weak aspect of it

drowsy snow
#

I admit Unity wins on this regard, is that you can use "light bending" HLSL codes without Plus tier to get the source code

modest trench
#

Years ago they changed the bloom calculation thingy and messed with many a project

drowsy snow
#

Or maybe around 4.15

modest trench
#

I think it was around 15

drowsy snow
#

It was the point where they use ACES Filmic tonemapper

#

Then around 4.16 removes the legacy tonemapper entirely

modest trench
#

Omg, that too

ebon marlin
#

was the legacy tonemapper better?

modest trench
#

I prefer the new one

#

But it's a pretty big change visually

#

At least here I believe using your own should be possible

#

Or at least easier to mess with in source than other render features afaik

ebon marlin
#

ive been messing with capsule shadows' source code a bit

#

there are a lot of hardcoded values in the compute shader that should be CVars IMO

#

they really help fit capsule shadows to custom usage and also help with working around some limitations of the current configuration

drowsy snow
plush yew
#

can you decrease light quality?

#

50 spotlights

#

but to light it all it takes like 200-300

#

and fps drops are huge

drowsy snow
plush yew
#

ok

drowsy snow
plush yew
#

oh yeah

#

i remember this one

drowsy snow
plush yew
#

how about rect light?

#

it kinda lights up floor and ceiling nicely

drowsy snow
#

Disabling shadow casting works on all type of light probes

#

Though interestingly there's no option to disable shadow casting on distance

lunar turret
#

How do I make a certain socket's arrows not rotated anymore again?

#

Like there

#

You can see the arrows are rotated a bit

#

How do I stop that?

plush yew
ebon marlin
drowsy snow
#

I don't consider using them, the engine blacklisted any Intel GPU from using mesh DFs (atm it's obviously iGPU in Intel CPUs, but who knows if this includes future Intel dGPUs)

#

Just falls back to traditional shadowmaps.

#

That means no soft shadows or any other feature using mesh DF on Intel GPU

#

Yeah, it was hardcoded to blacklist any GPU from Intel.
I'm too afraid to remove it lmao, felt like not worth rebuilding the engine with my less than thread ripping rig just to test it

ebon marlin
#

oof, I didnt know capsule shadows weren't supported on intel GPUs

drowsy snow
ebon marlin
#

but not distance field shadows?

drowsy snow
#

Capsule shadows don't share the same code as mesh DF

ebon marlin
#

What about indirect distance field shadows?

#

Because afaik all r.CapsuleShadowsX commands affect both, the engine handles them in the same files, etc

drowsy snow
drowsy snow
ebon marlin
#

dang

drowsy snow
#

Which means no consistency from super epic niagara effects

ebon marlin
#

the gotchas list is getting bigger

drowsy snow
#

And I'm all craving for consistency and hardware agnostics

ebon marlin
#

does Lumen use distance fields? I forgot

drowsy snow
#

I still have faith on low spec gaming after all
But that doesn't ignore possibility with upcoming Intel's dedicated GPUs

ebon marlin
#

If it does, it's more likely epic are putting extra effort into working around that limitation

drowsy snow
ebon marlin
#

I don't think virtual shadow maps have to do with Lumen, VSMs are for direct lighting (afaik?)

#

what's a good site to check intel GPUs usage worldwide?

drowsy snow
ebon marlin
#

its not an awful situation, but not ideal either

#

I had no idea Nvidia was dominating AMD so hard

drowsy snow
#

Though maybe RX 6900 XT (nice) started to support HW accelerated RT

vagrant atlas
#

I have a problem where I have a box collision in an actor and it's collision settings are "overlap all" but (while in game) when I drop a cube on it it's not being detected

rapid lark
#

hey if theres anyone out there who is experienced in making Cyber punk themed cities I was just curious what plugins you think would help me

#

I'm new to UE so I don't have any plugins

drowsy snow
#

And maybe lots of emissive neon plaques, but that's doable with vanilla material system

rapid lark
#

are there any keyboard shortcuts I should know for copy pasting

#

bc I tried copying a bunch of floors but I could only do one at a time

drowsy snow
rapid lark
#

Thank you thank you

plush yew
#

can you sculpt landscape in different forms by using default unreal engine landscape?

#

like sculpt in a box into ground

drowsy snow
plush yew
#

yeah

limber badge
#

Sorry for this question. Whats deafult varibles in git.postbuffer and git.window memory

#

I broken something)))

plush yew
#

hi im making a massive open world map, how do i make it so it doesnt render buildings or foliage in the distance that you don't see because just with a landscape filled with foliage is having a huge performance impact

drowsy snow
plush yew
#

i don't understand

#

becuase i solely have a landscape and foliage, it is a big world but its using a lot of processing power and is laggy

#

Question: what are the units of measure used for speed in UE?

#

I'm using 4.27

#

is it like m/s? pixels per seconds or something like that?

raw harbor
#

Is it ok to use a video intro saying “powered by ue) with the logo or is it not allowed?

ebon steeple
# plush yew Question: what are the units of measure used for speed in UE?

sorry for the ping, i misunderstood your question at first x) unity uses the metric system, so speed is measured in meters per second. more on that right here https://www.techarthub.com/scale-and-measurement-inside-unreal-engine-4/

Having a practical understanding of how scale and measurement works inside the Unreal Engine is more than just a numbers game.

#

since 1 cm is 1 unreal unit a speed of 600 (default afaik) equals 6 meters per second

plush yew
#

During the intro

#

If that is what you were asking

ebon steeple
raw harbor
#

How do I get a publisher license

ebon steeple
#

that website explains everything and gives you a link to approved UE4 logos to use

plush yew
raw harbor
#

I can’t release a game that’s free or ami wrong?

plush yew
#

But if your game is paid and your game ends up making more than USD 1M then 5% of that goes to UE as royalty.

raw harbor
#

Ah ok

#

But I still can’t find an answer if I can use the intro or not

plush yew
# raw harbor Ah ok

But you cannot publish a game using the creators license the last time I checked.

raw harbor
#

Can I make a game displaying this in the startup

plush yew
#

Yes

drowsy snow
#

You have to sign the trademark use agreement

raw harbor
ebon steeple
#

i wouldn't use a logo from a random youtube video in a game i want to publish. if you find that video on their website or official youtube channel however, the story changes.

raw harbor
raw harbor
#

Ue*

drowsy snow
ebon steeple
#

better look that up though, no way to make sure other than that.

drowsy snow
#

At the same time you're not pressured to put it ||like free tier of Unity lmao||

raw harbor
#

Yeah Ik but I’m just tryna make the intro good

#

But ig Il just use my own logo

drowsy snow
raw harbor
#

Unity intro is a meme at this point, if it’s there the game is bad

drowsy snow
ebon steeple
red condor
#

Hi all, if I want to make a super simple inventory system, just a list of item names and the amount of each that the player holds (i.e. keys = 2, coins = 5), what's the best data type/way to manage the logic side of this? I'd like to avoid using a separate variable for every item type, just to make it tidier when it comes to saving the game if possible. I'm using blueprint.

drowsy snow
#

At least that's what I learned from JRPG save editors.

red condor
#

Thanks! I'll see if I can work out how to do that, I know what to search for now :)

#

I got as far as making an enum and then went uhhh....

drowsy snow
#

It might not be the most elegant way, but considering that it's unlikely for one to add an entirely custom items, it should do.

#

Of course it would be a different story if you allow mods making custom items, but in many cases it handled separately. But then it's a massive can of worm by itself.

plush yew
#

I used this for the inventory system: https://www.youtube.com/watch?v=TcTxSyk8Vks&t=180s

In this video I teach you how to create your very own inventory system. I also give you the choice to download it for free

★ Come join the Team Beard Discord: https://discord.com/invite/hhv4qBs

★Check out my Marketplace Asset: https://www.unrealengine.com/marketplace/en-US/product/flexible-combat-system

★ Ways to Support The Channel ★
Pa...

▶ Play video
red condor
red condor
plush yew
drowsy snow
red condor
plush yew
#

any news about UE4 or UE5 being compiled for Mac M1?

remote plover
#

how can i make it so i can walk through an object but still check collision is there a collision preset

raw harbor
red condor
glad coral
#

Is this a known bug or do I need to enable something in Unreal for the Camera Shake Base blueprint class to show the "Camera Shake Pattern?" When I open the blueprint all I get is an instance option, no noise options. In 4.26...it works in 4.27.

lucid trout
#

I kind of don't want to work on my own game project anymore

red condor
lucid trout
#

Fairly big, about the same scope as Half-Life 2.

#

three months in and I'm nowhere near happy with it

red condor
#

Solo?

lucid trout
#

Solo, unfortunately.

red condor
#

And is it your first game?

lucid trout
#

First solo game; I've worked on a few others like game mods and university projects

#

I'm pretty much doing all of it myself since it's still a solo project, figured I'd downscale the scope and just work on a prototype

red condor
#

I'm solo too, it's tough :) there are vids on Youtube about keeping motivation btw, ymmv on usefulness though of course

#

For me it's all about keeping it simple, so I feel like I'm moving forward (at least at the prototype stage)

#

Too complex and I lose motivation easily.