#ue4-general
1 messages · Page 1145 of 1
Do I need to specify the plugin folder location somewhere?
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
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.
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
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.
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
oh, thats good to know, I thought that launch was the be all do all
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
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.
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?
make them all a child of something then use the "get all children"
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 ?
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 ?
Is there anyway to specify a specific player's UniqueID while testing via PIE? i.e. hardcode a SteamID during PIE
You would do +Add
TextCmpExact (Pre-Unary)
+
Modifies a text value so that it will perform an "exact" text comparison.
+Blast
+"Blast"```
Thanks
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?
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
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 ?
Any player that is Third Person
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) ?
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?
hello there, how can I delete the part in parenthesis in my build
i added ads by making the camera lerp between two points and it works great, but now i cant look up
any tips
hahaha
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
this one is pretty well made and easy to implement: https://forums.unrealengine.com/t/advanced-sessions-plugin/30020
Advanced Sessions Plugin Updated 08/19/2021 Plugin now has two modules, one is AdvancedSessions and one is AdvancedSteamSessions, this will allow me to tie more Steam specific functions in without forcing the steam subsystem to be packaged out with projects that don’t want it. New Parvan/Metahusk has made a menu example project that also sho...
hi
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.
Set visibility?
Super new to unreal, thank you I will look into that
👍
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.
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
so is it possible to play an animation when a npc starts moving
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
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?
hold up. turns out cleaning my project and rebuilding it fixed the problem.
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
are you writing c++
yup
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?
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
Assertion failed: CollisionComponent != nullptr [File:C:\Users\Chipps\Documents\Unreal Projects\FPExperiment\Source\FPExperiment\FPProjectile.cpp] [Line: 23]
looks like a runtime error
yea i get it. but wtf lol. game code shouldnt be running while editing... right?
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
hapens to me alot
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
lmao
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
anything I can do to be able to open links to the old UE answers page when I find them? https://answers.unrealengine.com/storage/temp/235065-setbycaller01.jpg
unless it got archived by googled or something you might be better off just asking again
I can't find the image file
you can try the archive.org or whatever
couldn't find it
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
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 :<
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.
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
I'm a newbie so take my opinion with a bit of salt, but I think if you move only the gun towards the camera there will be no "zoom in" effect. So it completely depends on your game and/or the gun in question, if you want the ADS to have a zoom in effect then move the camera towards the gun.
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
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)
yeah i figured that was what i was doing so far
just wasnt sure
They're all workable but it takes ages to start
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
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?
is there a console command to show my location in-game?
like a transform or something of the playercontroller or controlled pawn?
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?
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.
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.
knock yourself out
although this begs the question: do you need world partition for data layers?
alright, thanks
wait i can do this in unreal 4 aswell no? separate actors onto different level stream.
you could use levels to store actor hierarchies in a sense I think
yeah that sounds like hell to manage
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 ☠️
:triangular_flag_on_post: LookiSVK#0567 received strike 1. As a result, they were muted for 10 minutes.
we are all friends here are we not
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:
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
How can I reorder rows in a data table? It only says either "Move to the Top" or "Move to the Bottom"
Weird! 😦
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.
No.
Damn...
hold and drag?
🙂
Anyone have a solution for this?
Might be wrong transition rules.
Is there a check for a boolean (something like Is Flying) for the transition rule from Idle/Run to IceTravelPose_Blend?
does new Raytraced Translucency on 4.27 and latest 5.0 just works with RTX graphics or working with any type of gpus?
yeah
here
Is there a way to use the HDRI Backdrop's lightning, but hide the background image in the viewport?
Can someone please let me know why i keep getting this when i try to log in into Epic Games Launcher?
Have you set that variable to anything, you have said its an abject reference, but have you said which object specifically
Thanks for the reply, this is the object type. (BP_Interactable1 is a blueprint actor where I am Binding the event)
Yes but are you setting the variable
(I'm very new sorry if this isn't what you asked)
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?
How do I do that? Sorry, newbie here
When I go to default values it doesn't allow me to assign anything
sorry, the way i said that wasnt really clear
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
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
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
Thank you for the solution. I do need to figure out how to make it work with more than one in actual projects in the future
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
I see, I can't find any other implementation. This is the one I followed through tutorials and Unreal documentation 🤔
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
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
but i hope someoneknows what i mean because i cant really explain
You see thats good, but if you have say 3 interacrables around you, how would you know which you want to zoom onto
do you want to do something like the 2000 Spider-Man game where the player gets semi transparent if he is too close to the wall behind him so camera pushes forward
That's true I didn't think of it, thanks
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
Thanks so much for the answer, I will look into these options!
I appreciate it
yes that is a good idea
it wasnt what i wanted but it sounds good
You would need to be smart about the first way though, as it could be very computationally expensive if done improperly
Yeah I would probably learn the second way
so how would you do that
I think you can set up a logic where if the camera arm shrinks more than a certain limit then it makes your player semi transparent?
or take player's location and camera's location and calculate the distance between them to determine it
i have no idea what that means
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?
Sky Light.
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?
All water is is a plane with a post process material when you go under it
Yes. It isn't a physically simulated mass of water.
how do you make a barrier for your game like so you cant get out of the map
Could always just drag out a boz collision and set it to block all
or use blocking volumes...
Hey
I'm trying to setup Qt C for UE4
I've done everything, generated my project
Now my project is opened
What? How Qt even got there?
Making custom launcher?
Uh?
Isn't Qt a GUI framework?
Is a level designer responsible for making cutscenes for the game?
Qt is a framework
What the fuck, that's new.
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...
So, who is responsible for making cutscenes for the game?
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?
Then it's not supported by UE then
animator/cinemator
Directors, animators, cinematographers.
So, I am looking for an unreal engine animator
??
Yes.
So, the unreal engine animator is also responsible for character animations, recoil animations, etc.?
UE is a bit too VS centric.
And tbh idgaf about Linux, so #linux
Yes.
Thank you so much for answering my questions!
But to be fair, level designers are sliiiightly responsible for the prop placements but then again it's not their main concern.
linux is for nerds who like to waste their time
that personality fits more for unity users tbh
Aren't they also responsible for environment optimizations?
Linux is good for stuff like servers, but it's a massive exercise in futility for UE development.
Such as taking care of maximum texture resolution and handling the LODs?
servers ofc yes but not for actual usage
That's more of technical artists' role.
depends on how indie your team is
Hold up...
So what does a level designer do? Just put things together?
I know it's crazy but, they design the level
Fuck no.

They design the level but they'd also think about the gameplay side of things.
Well from what I understand, they are just putting the integrated models together?
Ooh. Like what?
As a mapper, I'm offended by that statement.
My apologies. But I am trying to understand what exactly does a level designer do apart from stitching the level?
Which I can also do?
Does a level designer create UI?
Put models together without some thought, and you get yourself a shit gameplay.
Designing levels have to think about the gameplay in mind, how it going to flow throughout the game.
9 peeps
So, if that is already thought and figured out then the level designer is not needed right?
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...
If the entire floor plan is already made and cutscene points are already decided in the GDD
sounds like you are really losing yourself on trying to define it, but it's not as complicated as u r making it sound
Yea, from this discussion I need a technical artist and also a cinemator and an animator to help me create cutscenes and trailer for the game
I just can't assume good faith with that kind of sentence.
Screw you.
lol ppl get triggered here so easily sometimes
Why are you getting offended?
I'm so hungry
Spaghetti and meatballs
the pizza is on it's way and I'm dying here waiting for it to come,..
Pineapple pizza?
no..
😅
Wait you edited I don't care to idgaf lol
And then this
You need to chill
I had a love hate relationship with Linux, so I don't really give a frick. #linux folks may know something about Qt C thingie.
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
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.
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!
I apologise, but please don't crap talk on mappers again.
I was not trying to crap talk. I was just trying to understand their roles and responsibilites.
Yea, my apologies too for offending you.
What file do I need to copy over to make sure that my collections from my content browser are on another computer?
The Collections folders? I don't think it goes to Saved folder.
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.
Collections folder normally got excluded by .gitignore tho
Collections don't get migrated over with Migrate feature.
At least AFAIK - it surely just copying over referenced assets.
LMAO
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"
How many mesh components are there?
You might selecting an actor with no mesh component. Merging actors are just putting together meshes into one actor.
2
Oh. I thought everything could be migrated.
I'm selecting 2 static meshes, I'm sure this worked in the past
Tried deselecting and attempting to merge again?
Same result I'm afraid
Maybe magic bullet of restarting?
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?
If you are trying to get Ortho Width then try dragging a pin from Scene Capture Component 2D and then search for "Get Ortho Width"
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.
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.
I think there's a get mobility enum you can use, and you can get the mass (which be warned, the mass numbers don't make much sense in kg)
When you find it, let me know too please!
Eject (F8)?
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"
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).
Click on the blue circle on that node and drag it at any empty position, just like how you did it for "Set"
Thank you so much
Glad to be of help
I'm convinced that you can edit variables marked as editable when the game is running. Also the actor has to be movable for you to be able to move it around.
The community here is fantastic. Do you need donations to keep the Discord running or something? It's so helpful.
The server's boost is already way up, so yeah.
Who owns "Slackers"? They ask for those ever or...?
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?
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?
No.
Unfortunately you'd have to go with the asset names.
be nice if they at the very least provided a big atlas showing each icon for easy pickings :p
Well yes, they actually did but this will still be a hindrance in my UI creation process 😏
agreed, hehe
It seems that displaying volume boxes is ON during "F8" mode (game running, but ejecteed), but I still don't see them.
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?
Oh hey, it actually works by setting the texture group to "UI"
Now the assets are shown like this:
Which is perfect 😉
ahhh, yea. Mike just mentioned that and was about to tell you XD
How do I check if my project is in Cpp or Blueprint?
does it have code in it? then cpp, if it doesnt have code in it. blueprint.
In the end it doesnt matter
Yes, it is a C++ project.
I'd like to create my character and its movement from scratch
Should I choose actor or pawn?
Pawn.
Pawns are actors that can be possessed.
scary
hii, i have a problem with a post process material, when i try to use the material become grey, idk why
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 !
drag them in translate mode, if there is the three axis arrows that appear
.
Its very laggy for the amount of actors I have selected and I know exactly how much units I would like to move them by
You might have to resort to making a quick and simple editor utility widget BP - get selected actors in level editor and add world location by 10
I wonder if anyone has made a plugin to do this
@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 ?
I too have wanted to be able to move multiple things by precise amounts by typing a number
Like you can do in Blender
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. 😦
Still pretty much the same thing, with added step of looping through components.
Mmh ive tried that quickly but out of luck. Are you sure it would work with assets and not actors ?
@drowsy snow
set grid size on the translate mode to 10 units?
As in assets in the content browser?
Yea its a blueprint and Id like to offset all of his components
the 10 units was an exemple, and since its very laggy its kinda hard to know if I snapped it correctly anyway. I was looking for an elegant way of doing this
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?
Not even a week, so BP first.
Get accustomed to the engine's way of doing things.
ah, ok, thank you.
I saw this comment on reddit. Is the robo recall project available to download? I cant find it
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.
Should be able to adjust it in a spreadsheet format
this is not how you approach this method. let me find the video for you
@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
This has revolutionised my use of tileable textures inside UE4. Its like using conventional Frontal Mapping but so much better. I no longer need to fiddle with UV maps when it comes to Seamless tiling, "WorldAlignTexture" to the Rescue. Hope it helps you as much as it has helped my workflow. This makes Archviz workflow so much more simple.
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.
@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.
This looks very useful. Thanks for sharing!
Well you can just make this into a material function as well on your master material so not everything will be macro'd. I have this, and POM and lots others added to my master mat.
just use it as a make material attributes.
and use a on off switcher 😉
@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)
give me a minute, i need to compile 25k shaders to load my project. ill post what i did.
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
has nothing to do with mesh, unless the mesh has like stripe pines going down the side.
a macro'd texture will macro no matter the object.
no, that side which got stretched is pretty big flat face
like i said it should not matter xD
that's what I think as well. But yet, there is some issue I can't find 😄
I used a different approach to do this i think, that is the wrong video.
once this loads..
Does anyone use Rust Lang instead of Unreal Engine C++ ?
Is there a way for multiple people to work on the same unreal project at the same time?
You're probably looking for Amethyst for a rust Lang game engine, not sure if there's a rust lang plug in for UE?
@drowsy wigeon try using a 3vector on the texture size
Glad to help! I only just learned about it the other night while listening to an unreal stream
Oh, I didn't know...
thx
Is it meaningless to use Rust?
Is it meaningful to use Rust?
It may be a silly idea, but I wanted to start Rust and Unreal at the same time.
yes, it is silly
I see. I'm sorry if I made you feel bad.
What's the difference between Launch and Play Standalone on the same PC?
I been working with Blender but what's a better 3d modeling/texturing program for building unreal engine 5 assets...so high poly/nanite
Zbrush
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.
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
EmpHyper did you make sure your foliage pieces were check marked?
Ok I was thinking it was not selected or something simple.
are there any other settings that might cause this issue?
@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
@keen pecan on artstation they often mention what software they used
its more of a time spend than tools used kinda game tho
@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.
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
well UE5 is not out yet so that might be a cause for them not being great
@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.
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?
Hm thats weird the landscape does have collision tho
I did it with Merge Actors
@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.
you can use a texture as a brush
just watch some recent sculpting tuts, every1 has his own style and methods
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"
anyone know how to set the memory limit for the UnrealBuiltTool?
@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.
Is there a way to change UE's default package tag to a custom string?
yea u might want a pad to sculpt with
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
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?
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) ?
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
probably, make sure you are only generating the environments players are near, when i did this for a minecraft clone, i had a chunk render distance, and would only generate and render those chunks when a player was within that distance
Yeah that's how it is currently!
It's just in general regardless of my enviroment the player controller deletes itself
Past a certain distance
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
I see apperently i'm supposed to rebase world position every so often when doing a project like this
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?
you can collapse into Function
So I didn't get an answer so I migrated the project to a new file. Worked fine, but now when I try to build lighting, it fails every time. The only error I get it that I need to rebuild lighting lol.
What do you mean? Can i create a tab for different types of functions? Cant see how to do that
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
new version is called World Partition
Does anyone know what these suffixes are
I am rendering out a custom pose and for some reason the camera cut is showing a different head position than viewport.
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
how do people in the industry collaborate with eachother, is it through the multi user editor
Does anyone know what these suffixes are
what are you trying to do
Import them into blender for a material
No. We use source control.
@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
what is that and also is there a video i can watch to get starte
d
yes, Epic does.... https://docs.unrealengine.com/4.27/en-US/Basics/SourceControl and https://www.youtube.com/watch?v=faYmvw_Pd-A for starters
first two result from the google
also literally what you are asking about, collaboration https://www.youtube.com/watch?v=ywu4l1RTFPU
I refer to the letters at the end BC_N P_PX
yes I replied with that
here
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
Ok
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 😦
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?
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
you ever discover
a tool that unreal created
and youre just bewildered
at how insanely amazing it is and accesible
yep all the time lol
i just discovered landmass
i didnt even know this could be done in game engines ._.
yes but on steroids, you can do non destructive changes as well as program blueprints for modifying it
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..
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
YIKES
material girl
https://www.youtube.com/watch?v=Fp61Z9jOJk8 jp exclusive stream
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...
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
You can change the actors position when the animation starts and set it back to original pos when it ends
But its a hacky way of doing things and is not recommended
You're better of doing it from an animation software
are you or anyone else free
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
Do you mean setting the max texture size?
I don't know about a global setting unfortunately
But I believe, in the texture editor there is a setting for max size for that texture
So, you would have to set it on every texture one by one
^select everything open bulk editor or import at the size you wantin the first place
This might be more useful
https://docs.unrealengine.com/4.27/en-US/RenderingAndGraphics/Textures/SupportAndSettings/
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
maybe cause you have currently imported the textures at 4k?
oh
wwaaaaaait
you may have a point!
im using an auto landscape add on for texturing my landscape
you have big pp eneergy never change we sincerely appreciate you ❤️
you were right
theres the problem right there
So, reimport them?
thats the goal ❤️
ok so my landscape however is set at a static 4k
Would using a runtime virtual volume be the possible option to force it to 1024

oh found fix
i jsut had to resample
Dos anyone want to be friends
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
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)
You can set Max LOD Texture size on per platform basis.
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.
Does anyone know how to fix this?
I'd suggest reinstalling the launcher
Tried that, didn't work
Yep, already tried everything on that page
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.
Basically trigonometry using X and Y position, half coordinate, and pythagorean formula to calculate the length from the center
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 😄
After a while I finally did a fog of war by following this tutorial: https://hippowombat.medium.com/tutorial-line-of-sight-visualizer-for-unreal-engine-f32113b1f6f3
BUT i want to add a max view distance... with the attached screen shot you can see the red circle and the red X marking where I DO NOT want to be able to see. Meaning I want to be able to see only inside the radius.
Any suggestions?
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.
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?
I had that issue once. What I did was I changed the collision of the box and made it a ramp. Like how you double click on the box and then choose "convex" collision and then change the collision to mimic that of a ramp. That worked for my taste, but I do not know if that would work for your taste or not.
it's a heavy solution to put in place and I wanted to avoid that 🙂
In this zone, i've made it to mimic the levels in game with assets, so I could test it up 🙂
Did you try increasing the step height of the character?
Yea, for me luckily I found this issue early on before level designing
yeah, it's actually because it's high that it does that 😄
You should do what i did as well. Make your own Post process blueprint and inside this pawn has different settings for it. I clamped the post process different for each level 😛
anyone know how to get instanced mesh to work on mobile?
GUYS HELP I WANA USE RINTERP TO INSIDE A FUNCTION BUT I HAVE NO WAY TO GET DELTA TIME FROM IN THERE
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?
CAN YOU GET THE SAME DELTA TIME FLOAT YOU USED FOR RINTERP?
(seriously take off that caps lock)
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?
I don't think you can smoothly run RInterp in a function, A function only runs once
be careful with LevelBPs, most people avoid them in favor of manager actors etc they can actually move around and share between levels
so you guys think it's not possible? Do i take the BoolCheckAThousandConditions path?
Yup, all Bridge materials use a master Material and create instances based on that. Just click on the little arrow and pick a new material, Unreals default one is listed.
oh ok, in my tutorial the guy has the same material but it is working and mine is just plain black
Maybe you can use a Timeline?
But you can't use a Timeline in a function either, you'll have to use an Event
This actually works for you guys? I have been trying to get this to work for a long time lol. I have been manually selecting my textures to my mats >_<
This is what i got right now, but ill have to do the same for going back now
oh ok
Or macros
Not sure what you mean, all I said was how to reset the material to something else?
it is blank somehow but it used to be black idk why it didn't import it properly
Oh sorry man. In my mind it was importing from mega scans and you can select your own material for the textures to import with not the MS preset.
😄
Could you open the material shader?
Myb xD
How do i make events?
@tender ember Megascans do not have any landscape materials
right click type custom event
They have textures you can add to one though
https://docs.unrealengine.com/4.27/en-US/ProgrammingAndScripting/Blueprints/UserGuide/Events/Custom/
Thank you
this is not a landscape material it's just a simple texture I'm gonna use as one
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.
I guess I should connect them manually wdyt?
Yep. Try connecting them and let's see what happens next?
which ones should I connect?
It should cover the entire landscape with that one material
yeah that's the whole point as I said I'm watching a tutorial and do everything as the guy says but it doesn't seem to work:(
I know PBR workflow but idk unreal yet
Im not sure..
too early for that yet I'm watching ben cloward
https://docs.unrealengine.com/4.27/en-US/BuildingWorlds/Landscape/TechnicalGuide/ and https://docs.unrealengine.com/4.27/en-US/RenderingAndGraphics/Materials/ are good starting points or the official learning hub 🙂
If you want every single node explanations, better check out Mathew Wadstein's channel.
The explanations were on per node basis.
for example these ones I see for the first time in my life
Those are material functions
should I connect result to UV's or roation and which node or should I combine them somehow
You can open them to see what it's doing
Double click on it and you'll be presented by the graph view that makes up the function
yeah I tried to connect them but it gave me an error
One last thing, how do i limit it to just turning 90 degrees and then stopping?
I don't think you need RInterp To if you're going to use Timeline.
my question is what should I do so my megascans texture works properly in UE coz I can't go on with the tutorial?
Honestly, they should have come connected. Idk why they didnt come connected.
huh, then what do i do?
yeah me neither I used to import them and it was fine
IMHO you should make your own materials for them megascans. It's what I did.
maybe I should open UE5 coz Idk the interface of ue4 that well
I have many hit or miss experiences with the importing process myself from Bridge.
Could you double click on the material function and share it?
sorry I don't understand what you mean. I'm watching beginner series on landscape and materials
I have several which one? the tiling ones or adjustments?
Let's start with the tiling one
I mean making the materials from the ground up, using textures from megascans.
The tiling one should connect to UV
I second that.
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 ...
Old tut, but still relevant to this very day
I understand how things work, I rather just pay for them to work correctly from the marketplace lol
Oooh seems like you have some missing functions that are not going into the adjustments
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
An issue too common for myself to experience with it lmao
At best you're going to remake it anyway, because of leveraging landscape layers.
Yea.. I can't help you there as well
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
What are you trying to accomplish.
Seems like you are interested in material shading?
What do you exactly want to do with UE?
I recommend starting to learn how to blockout scenes
Yes we get that, but what kind of material are you trying to accomplish. like RVT, layering
then creating terrains
If it was up to me I'd never used nodes but it's something we have to do haha
and then learning about environmental optimizations,
It's actually fun once you understand it.
ok lemme actually show you my tutorial
Your First Hour in Unreal Engine 4 https://learn.unrealengine.com/course/3756115
Animation Kickstart https://learn.unrealengine.com/course/3537714
Blueprint Kickstart https://learn.unrealengine.com/course/3537777
Character Kickstart https://learn.unrealengine.com/course/3537798
Engine Structure Kickstart https://learn.unrealengine.com/course/3537730
Materials Kickstart https://learn.unrealengine.com/course/3537805
Programming Kickstart https://learn.unrealengine.com/course/3537752
Rendering Kickstart https://learn.unrealengine.com/course/3537481
World Building Kickstart https://learn.unrealengine.com/course/3537476
Reposted because nobody reads pinned message
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...
start at minute 10
I dont recommend going this route personally....
Just learn what you want to learn from those above links...
Not all of the,
them*
I'm a simple man I use brushify and merged all my functions into it.
isn't brushify super expensive?
That tutorial is good, if it's not working for you, it means you've made a mistake.
Yes, but some of them used to be free for a limited amount of time.
But that was way back when
lol
Depends on what you call expensive. It's subjective.
I personally think it's worth the time cost to make them from scratch, but it's just me.
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
I'm not sure if the links to the courses I posted above is invisible to you.
I imported the texture and it looks black so idk how else should I do it
The last one even mentions world building
Agree that learning how to make your own from scratch ultimately gives you more knowledge and control.
I'm looking into them thanks. the chat is so fast haha
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.
I'm gonna start the world building one thanks
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 😉 😄
First hour in sequencer is also worth for cinematic
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💛
Is there a way that if I subtract two numbers, the smaller number is always subtracted?
If all the materials you download from Megascans do that, it means something is wrong with the plugin [assuming you are using bridge]
Get the Absolute of the result
ok, thanks! :)
it's def UE4 coz I've never had any problems with importing to UE5
And it goes wrong like almost all the time lmao
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.
UE5 has built in Bridge, that's why.
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
No idea how to do it, I always copy details from projects and just paste them but it does not allow to paste all the time. Have like 4 different levels with same scenery, trying out different lightning.
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
FWIW you should stick with UE4 in the meantime until UE5 is fully released. You can then continue where you left off.
thank you 💛
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?
Can't recall exactly the name of the setting, but there's a setting to set the blend duration for a state transition
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
I have a spring arm that holds objects, and when I play it rotates (opposite to the player). Is there something I can do?
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
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
Is it a problem with a HUD?
Not HUD related afaik, just normal player controller inputs
Maybe the scene is still 2560x1440
Click on your static mesh or primitive component and toggle 'simulate physics' in the details panel
The viewport? It's certainly at 1080p
thank you! trying it out!
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
while playing do you play in selected view port or are you playing in new editor window
Standalone window
working like a charm! thank you!
And it also happened in a packaged build, didn't happen in editor PIE
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
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
Interesting, but odd that it happens, seems like something UE should fix
but it's also supposed to give you as much control as possible
last one, how to adjust the static collider object i'm trying to make a sphere simulate inside a cube, but right now once i hit play, the sphere moves out of the cube
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
thank you! trying it out
Does anyone know what I can do about this?
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
by locking, to you mean to set the rotation every tick? I've tried that, and it didn't work
How do I tell my gamemode to use an instance of a class as my character?
how do I get mdl nodes to work in unreal or is that even a thing
@lunar turret Project settings > Maps & Modes > Default modes > Selected Gamemode >Default Pawn Class
This asks for a class not an instance
i just really dont like unreal engines shader editor
Or an actor
then make a pawn or character how you want, and set it to be the default and make other pawns for the other instances
yes
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
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
well, I personally don't know a way to control a specific instance of a pawn
Alright thx
but having a separate one as the player might help with the blueprints so that not everything has a lot of them
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?
Heap space... Maybe RAM issue?
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' ?
Should be the latter.
in the fbx mesh?
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?
As in importing without combining the mesh if you already have split meshes in it
Try the reccomended option then
maybe its a skeletal mesh?
This alone worth #engine-source talk
Ah didn't know that was a thing, thanks
I won't recommend it. It breaks when you build it with 4.8
Ah mb then
I've been struggling with that issue for a week.
That sounds painful
Is there any particular reason people build from source over the launcher, engine modding aside?
Dedicated servers.
Ah that makes sense
That's like the most common reason people who asked about engine source
A lot of my changes are just making stuff public
Meanwhile me adding super epic anime shading model and super epic lens flares
Yeah it's kinda rough going changing rendering in ue4
Definitely a weak aspect of it
I admit Unity wins on this regard, is that you can use "light bending" HLSL codes without Plus tier to get the source code
Years ago they changed the bloom calculation thingy and messed with many a project
Was it 4.25?
Or maybe around 4.15
I think it was around 15
It was the point where they use ACES Filmic tonemapper
Then around 4.16 removes the legacy tonemapper entirely
Omg, that too
was the legacy tonemapper better?
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
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
Prefer the new one as well tbh
can you decrease light quality?
50 spotlights
but to light it all it takes like 200-300
and fps drops are huge
You can fade out light in distance.
I think one video from UE YT channel on Fortnite talks about this
ok
In this session presented by Epic's Zak Parrish, you will learn about some of the dynamic lighting features we use in Fortnite with Unreal Engine 4.
We'll take a look at how you can set these up, optimize them, and get the most out of your dynamically lit worlds to achieve the highest fidelity and save some performance in the process.
Learn m...
Also with that kind of light setup, you may want to consider disabling shadow casting on them
Still the same
Disabling shadow casting works on all type of light probes
Though interestingly there's no option to disable shadow casting on distance
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?
ok, thanks
click on this button thingy, it should probably look like a cube woops
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
oof, I didnt know capsule shadows weren't supported on intel GPUs
Capsule shadows actually supported on intel GPUs.
but not distance field shadows?
Capsule shadows don't share the same code as mesh DF
What about indirect distance field shadows?
Because afaik all r.CapsuleShadowsX commands affect both, the engine handles them in the same files, etc
Anything involves mesh DF data is blacklisted from intel GPUs.
dang
Which means no consistency from super epic niagara effects
the gotchas list is getting bigger
And I'm all craving for consistency and hardware agnostics
does Lumen use distance fields? I forgot
I still have faith on low spec gaming after all
But that doesn't ignore possibility with upcoming Intel's dedicated GPUs
If it does, it's more likely epic are putting extra effort into working around that limitation
Either that, or more likely Virtual Shadow Maps
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?
I forgot the site, but I know Steam has the statistics for that
Though that's not putting into account regional factors.
its not an awful situation, but not ideal either
I had no idea Nvidia was dominating AMD so hard
NVIDIA's marketing is much more aggresive.
Also RTX.
Though maybe RX 6900 XT (nice) started to support HW accelerated RT
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
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
No plugins, just mostly on crafting the buildings and designing the city.
And maybe lots of emissive neon plaques, but that's doable with vanilla material system
thank you thank you so much
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
Ctrl+W for duplicating stuff (which is basically just instant copy paste)
Thank you thank you
can you sculpt landscape in different forms by using default unreal engine landscape?
like sculpt in a box into ground
If you mean using alpha texture brushes, yes.
yeah
Sorry for this question. Whats deafult varibles in git.postbuffer and git.window memory
I broken something)))
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
Best you can do is isolate the interior from the outer world, and let view frustum culling do its job.
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?
Is it ok to use a video intro saying “powered by ue) with the logo or is it not allowed?
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/
since 1 cm is 1 unreal unit a speed of 600 (default afaik) equals 6 meters per second
This one https://youtu.be/YzQMIZ3Ui_Y
If you have a publisher's license and when you export your package UE logo comes in the start by default.
During the intro
If that is what you were asking
https://www.unrealengine.com/en-US/branding you'll want to ask right here
How do I get a publisher license
that website explains everything and gives you a link to approved UE4 logos to use
is it interpolation speed
or
What does it mean for free projects ❌
I can’t release a game that’s free or ami wrong?
You can
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.
But you cannot publish a game using the creators license the last time I checked.
wdym intro?
Yes
Oh, that.
You're not obliged to show it on startup. ||Unlike Unity||
You have to sign the trademark use agreement
But the splash screen is allowed? 🤨
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.
I’m sorry if it’s stupid but is it paid?
I think He got jt from a video from us
Ue*
If you haven't apply for it (which I'm certain is free) then not really.
better look that up though, no way to make sure other than that.
At the same time you're not pressured to put it ||like free tier of Unity lmao||
I'm sure you'll said the opposite thing when using ||Unity|| 😏
Ofc 😂
Unity intro is a meme at this point, if it’s there the game is bad
More like centimeters in a frame.
https://www.unrealengine.com/en-US/branding bro follow this website and press the "here" link in the first paragraph. all those videos and logos are cleared by UE to be used by you, there's no need to go by some random youtube video and word-by-mouth on that 🙂
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.
Thank you
I'd go with enum of all items, and array of struct made of item enum and amount integer.
At least that's what I learned from JRPG save editors.
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....
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.
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...
Ah yeah, I won't be doing anything like that - at least for now. I'm just trying to blueprint a prototype together, things can always be redone later if needed.
Thanks! I don't think I saw that one when I was looking. Seems like there's a lot of good 'complex' inventory system tutorials that go properly into the UI side of things too, but I just want to get basic logic working for now. I'll definitely check this one out if I get stuck though
You can skip the UI part and jump directly to the logic.
I can relate to this tbh.
It's easy for tuts on YT to overwhelm
Ah nice! A lot of tutorials skip back and forth, so I find myself skipping important steps. I'll take a closer look now
any news about UE4 or UE5 being compiled for Mac M1?
how can i make it so i can walk through an object but still check collision is there a collision preset
I’m not sure, but turn off the collision for the object and add a box to it, then code the overlap of the box collision to it, box doesn’t add a collision to your object
Alternatively use a custom collision preset (static mesh - settings - collision). The middle column is headed 'overlap', so you can set your mesh to overlap the player (or everything). This way you don't need to use a separate collision box, you can just create an overlap event for the mesh.
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.
I kind of don't want to work on my own game project anymore
Losing motivation is a common problem, unfortunately, and there can be many reasons for it. Is it a big project? How far in are you?
Fairly big, about the same scope as Half-Life 2.
three months in and I'm nowhere near happy with it
Solo?
Solo, unfortunately.
And is it your first game?