#ue4-general

1 messages · Page 1147 of 1

plush yew
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Get relative transform "Z" + Lerp = New Rotation "Z"

plush yew
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There seems to be some offset

plush yew
hoary seal
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gotcha.

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the real question is

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this works, however if I put in "54" which is how much it increase if I manually increase the Z, it shoots into the sky

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so I need to use like 2 here instead for it to behave the same. why?

plush yew
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Why are you multiplying 10000 to the forward vector?

plush yew
hoary seal
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Yeah, so the window closed, the Z is -706. If I bring it up to the "open" position, it's the original -706 - 54

drowsy snow
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<@&213101288538374145>

hoary seal
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however if I apply the same -54 to the lerp, it shoots up into the sky

buoyant graniteBOT
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:triangular_flag_on_post: Juan Pablo#9367 received strike 1. As a result, they were muted for 10 minutes.

plush yew
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I am so overwhelmed with my code right now. I can't seem to think

spice ruin
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Your lerp should be between 0 and 1, to get that do (current-min) / (max-min)

plush yew
hoary seal
spice ruin
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You can use the same math, but start at the max value and change your current value by whatever * -1

hoary seal
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is there some kind of "if" that I can have a condition input, offset input and offset output?

clever timber
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  • JetBrains 2022.1 EAP3
  • 4.27
  • Windows 10
hoary seal
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If condition, set the output offset to this, else set it to this?

spice ruin
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Set a bool to the value of whether your window is open?

hoary seal
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Yes I'm doing that

spice ruin
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Or just set the direction you're currently going.

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Then you can change it midway no problem

shadow estuary
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having an issue, i am shooting a projectile, applying damage, and making the hit char ragdoll when hit as well as disabling character movement component

when i do it multiplayer on 1 guy it seems to behave correctly, when another guy shoots the first, it registers the hit but doesnt enable ragdoll

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or disable movement

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any ideas where i should look

spice ruin
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Listen server?

shadow estuary
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yessir

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it seems like apply damage isnt being taken

spice ruin
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Sounds like a replication issue.

shadow estuary
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hmmm

spice ruin
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It's working you you do it because you're the server.

shadow estuary
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maybe i need to call a function that is multicast that calls apply damage?

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yeah that was my though

spice ruin
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You don't necessarily need to do that, you can have the damage just replicate out

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But the effects, like disabling the movement component and applying the ragdoll, that should probably be a function

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It sounds like, however, that your shots aren't even being routed to the server from a client in the frist place

shadow estuary
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the projectile is replicated i think

spice ruin
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Does one client see the other client firing?

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(Ignore the server for these tests)

shadow estuary
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let me see

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no it doesnt

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i added replicate to the projectile BP and its components tho

spice ruin
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Is that your player code?

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Because that won't do anything if you're a client.

shadow estuary
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that is my player code

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do i need to do this in a controller or something?

spice ruin
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Controller or character is fine

ionic bridge
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anyone have a sphere visible trigger set up? as in, a sphere follow player and anything inside the sphere is visible (ai or players)

spice ruin
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What you need to do, though, is send a Server function (client tells the server) to fire your gun and then on the server have it tell everyne that the gun has been fired.

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Currently your code is trying to make a client behave like a server and that's why i'ts failing for your clients, but not for you (who's playing as a listen server)

shadow estuary
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can you make a RPC through BP

spice ruin
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Yes.

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Similar to that blue node you have in the middle, just set the other way around

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(client->server, not server->client)

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You may want to include the current player's firing position in the srever call too

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And then use that sent location instead of your server accurate one if they're reasonably close

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(There's going to be some slight offset due to lag times)

shadow estuary
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so i guess im a little confused on how to do that as i THOUGHT thats what i was doing hahahaha

spice ruin
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Read the text on that blue node.

shadow estuary
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any idea where i can see an example or somethign?

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i see

spice ruin
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Create a new function (or just modify that one)

shadow estuary
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replicated to all (if server)

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so create a function or event

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or are they similar things

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and im still a dummy i understand what your saying

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just not how to implement

spice ruin
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Honestly, I haven't used blueprints in well over 6 years.

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And it's almost 7am, so I need to sleep. 😛

shadow estuary
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okay i was just following this

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ill keep messing with it

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thank you

spice ruin
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Np. Good luck!

shadow estuary
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i got it

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lel

tough solar
shadow estuary
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hmm

digital mist
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I’m trying to make a character select using a Game Instance. This is my one missing piece. In the level blueprint I need it to get the variable but it needs a target and idk what it would be. And yea I know the Cast doesn’t need to be there, was just seeing if it’d word. Any ideas?

clever timber
tough solar
clever timber
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oki that was it

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it was blank ? but then from the drop down i chose autoselect MS ....etc
and restarted and now i can see everything

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thank you very much @tough solar

tough solar
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dang it! it'd be great to figure out why we've failed to detect your MSBuild. do you mind if I'll drop in DMs in an hour to ask few questions?

clever timber
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Sure

idle arch
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Has everyone seen this google doc of best practices with UE4? If so how do people generally feel about it? A lot of it seems like pretty sound advice to me anyway, but I'm pretty new:
https://docs.google.com/document/d/1kIgOM7VONlPtx3WPiKdNVRYquX-GTduqSw0mU7on5h8/edit

plush yew
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can you select elements which are not affected by landscape editing? I want to place landscape around that mesh and make a tunnel

exotic shore
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Hey, i'm new (never touched an engine before) in game dev and wanted to make a project on Unreal as the programmer, was wondering if the learning platform on unreal is any good, or should i start somewhere else thanks!

clever timber
tough solar
raw mica
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ok so I wanted to create a widget that when you get near a collision box it opens up a widget then when the widget comes up on the screen you can type a code in, that part i have done, but what i need is to try and set the code that is going to be the one you need to put in to activate the sheild on the first correct input and then deactivate the shield on the correct input again and repeat it.

waxen sluice
raw mica
drowsy snow
merry zephyr
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do i download plugin to ue5 or ue5

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why is there 2 versions

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;-;

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and it doesn't even download showing unavailable

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hmph

plush yew
vast ruin
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Hello

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@everyone

plush yew
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Ola

vast ruin
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Can you please help with a UE5 VR Nav Mesh Bounds issue? I have made a model in Sketchup and then imported with Datasmith into UE5 VR template. I would like to create the Nav Mesh Bounds Volume onto the floor which was imported from sketchup. However, it only seems to work on a 3D shape created in UE

plush yew
vast ruin
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Thanks, i've hecked out that video but I dont know if his floor was created in UE or imported

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*checked

coarse vine
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guyz whats the best approach to do partial transparent materials like glass

coarse vine
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this is the building in question

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here u can see its too much transparent

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reading the doc meanwhile

plush yew
coarse vine
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haha thats ez

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just looking for a better way to render it

plush yew
coarse vine
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masked blend mode doesnt render it

plush yew
coarse vine
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and using translucent ones only for decals

vast ruin
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Its weird because the Nav Mesh Volume appears on the bar counter that was imported from sketchup using datasmith, but the Nav Mesh doesn't appear on the floor

plush yew
stable path
plush yew
coarse vine
stable path
coarse vine
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was just showing since i have it open

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in case i need edits

plush yew
stable path
coarse vine
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its just same material cloned to use one for alpha blending

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wait i open ue

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and show it there

plush yew
coarse vine
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ye that could work

plush yew
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Something like this

coarse vine
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but i dont pay much attention blender side cuz the file stays with me

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the team gets only the ue version of the product

plush yew
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oh

coarse vine
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this is the ue version

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present for both 4 n 5

plush yew
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Your window looks odd

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In terms of reflection

coarse vine
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cuz its unable to reflect

plush yew
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and I can see some tiling pattern

coarse vine
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dont worry will get rid of that

plush yew
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like there is a horizontal line on top of each window? Not sure

coarse vine
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just imported

plush yew
coarse vine
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no idea why its doing this

stable path
coarse vine
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ue4 version is super reflective

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even blender one

plush yew
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i can see reflections now

coarse vine
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good eye

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ah yes

plush yew
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Your railing doesnt seem to be perfectly attached with the window

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the window railings. The white ones.

coarse vine
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its the low shadow range

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thats giving that illusion

plush yew
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ooh

coarse vine
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i extruded em

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the windows

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so its strange

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as i said i havent touched much after import

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so there are bugs

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decided to start with this tower first

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example xD

plush yew
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does anybody know how i can enable the media capture via blueprints using the composition composure

plush yew
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There are some white patches on the road and also on the green grass and further on the right

coarse vine
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i have a super simple glass shader but as u can see that will not look too impressive was hoping for different mirrors

plush yew
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It seems like a vignette was added and then stretched onto the ground. Which looks a little fake to me.

coarse vine
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xD

plush yew
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Considering its a racing game and players would be moving fast so I dont think that would matter

coarse vine
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that is so strange

plush yew
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Or am I tripping?

coarse vine
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well lol

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u can see there are uv issues

plush yew
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Yeaaa

coarse vine
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and also the road texture isnt updated

plush yew
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Its more apparent here

coarse vine
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in a long time

plush yew
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aah I see

coarse vine
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i normally vertex paint

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to hide the tiles

plush yew
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Sorry, to bring this out tho

coarse vine
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nah first we fix the tower windows

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then other things

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so lets not get distracted xD

plush yew
plush yew
coarse vine
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weight paint if software specific then i know otherwise got no idea xD

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hahahaha

plush yew
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Vertex paint it is...

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lol

coarse vine
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its the same thing

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so lets see what approach we take

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control via a node?

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same material

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so we can modify one instance

primal tendon
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how to get masks texture? I added Masks in download settings and export settings in bridge but didn't get any such thing after re downloading the material and exporting it.

plush yew
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and then create an instance material

coarse vine
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a new master material?

plush yew
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Yea. Atleast you would have full control on that

coarse vine
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already loaded

plush yew
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Let's change some material to parameters so that you can play around with those in the instance material

coarse vine
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its megascans material with custom stuff

plush yew
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oh

plush yew
coarse vine
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it is solid boi

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thought of using translucent mode but this material doesnt work with it

plush yew
coarse vine
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the material

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its fully solid

plush yew
coarse vine
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can i do that?

plush yew
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I think so..?

coarse vine
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thought was only useable for landscapes

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thats why why there is 2 copies of exact material

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cuz the alpha doesnt render well

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on full thing

plush yew
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Hmm

coarse vine
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translucent material then?

plush yew
coarse vine
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ok will let u know if it works

plush yew
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Fingers crossed!

coarse vine
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imma try this one as it could give me the look i want

plush yew
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Looks goof!

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good*

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Buut... I think this method could potentially lead to some performance issues

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Lez see

coarse vine
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ye

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let us find out

plush yew
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Im interested

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to see whats gonna happen

coarse vine
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me too

storm parcel
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Simple question how do I prevent my player from looking up and down? I only want them to be able to look left and right.

plush yew
storm parcel
plush yew
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Welcome

granite ridge
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Hello. How can I solve the noise problem in the clouds?

coarse vine
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shading looks to be a wreck

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so ig it needs only base color

plush yew
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Oooh looks good

modest trench
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is that like an observation building? cool

plush yew
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But you gotta check your performance

coarse vine
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well its super heavy ofc

plush yew
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That's not good.

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If you add more buildings of this type

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Then it will slow down the game pretty quickly

coarse vine
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maybe we should go the ez way and just use standard solid

plush yew
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How many of these buildings are you trying to have in your level

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?

coarse vine
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2

plush yew
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idk

coarse vine
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ye its all LODed

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and even running with world partition

plush yew
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Maybe even the FOV of the player would help UE automatically optimize

coarse vine
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exactly

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thats why i came to ask here

plush yew
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Yea I dont think it would affect so much

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You would have to export the game and test it

coarse vine
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well to me i think we should save the performance

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as its gonna be used in a racing game

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so maybe we can get away with it

plush yew
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If I were you. I would choose performance

coarse vine
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thats why i packed most of the details on textures

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anyways

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so we can save as much performance as possible

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to use it in other departments

small ridge
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Working on a platformer right now. What's the best way to approach jumping and dashing mechanic in Unreal?

fluid girder
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hey guys im new here hows it going?

plush yew
small ridge
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Chara is 2d but surrounding can be 3d

fluid girder
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got a question

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how can i import assets from extern sources into UE5?

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import button doesnt work

raw mica
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be great if someone could help

fluid girder
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and putting them through the explorer doesnt work either

gloomy fiber
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anyone knows how to fix this error ? the things its pointing to is just this, I`ve never seen or use it in my life

plush yew
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just out of curiosity how do large gamedev teams get away with sharing assets if thats not allowed
say there are 50 people working on the same enviornment, do all 50 people need to purchase the same assets to legally make their game? Or is it understandable to use a company account to purchase all the assets and somehow state there are multiple users of that asset?

gloomy fiber
plush yew
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the EULA of Unreal makes no sense to me but there are triple a games using marketplace assets so im curious how that even would work

fluid girder
plush yew
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thats fantastic if true

fluid girder
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i mean thats how it would make sense

plush yew
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were only 15 people so i feel we would get more slack but if thats the case i will pursue more info on it and then try to come to a conclusion

fluid girder
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yeah probably ask unreal staff directly

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but i think i might be right

thick herald
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If the company buys marketplace assets then anyone in the company can use them in the company's projects. The exception to this is code plugins which must be paid for each person that will be using it [floating seat licence]

plush yew
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thanks omega

sick patio
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Has anyone worked with https://www.youtube.com/watch?v=o4kBYQMqoDk Downtown West Modular Pack - UE4 I couldn't get their example map to load anything but street lamps and street signs

For more high quality images and a list of artist credits please take a look here.
https://www.artstation.com/artwork/q9BVEy

Download it now! For free on the UE4 Marketplace
https://www.unrealengine.com/marketplace/en-US/product/6bb93c7515e148a1a0a0ec263db67d5b

Music:
Hearing (Artist: Sleeping at Last)

▶ Play video
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is it my computer?

fierce tulip
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ive loaded it a few times, worked fine for me.

oak patio
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That solution wouldnt work as you are directly setting the rotation, which doesnt use the CMC

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You just need a sphere collision with a begin overlap and end overlap node, cast it to the parent class of whatever enemy, e.g. BP_MyEnemyMaster, then toggle visibility, do the reverse on the end overlap node

sick patio
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or should i just shut down everything and restart

fierce tulip
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i dont know, unless you manually moved it, it should work. though its very heavy on the rendering part.

trim mountain
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Hey mates. Anyone know a way to turn a sky box 90 degrees? So horizon is vertical rather than horizontal?

sick patio
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uh did i do this right?

drowsy snow
drowsy snow
sick patio
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I don't ... I'm having extreme personal problems ... I might not be thinking right. Help me (with the material, not my personal problems)

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I was trying to remember a tutorial on materials and he did all sorts of stuff

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he use the red and green?

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am I making any sense?

drowsy snow
# sick patio am I making any sense?

If it's channel packed (combining attributes to individual colour channel), you should use one of the individual colour output. Metallic, Specular, and Roughness are scalar parameters, in a sense that they only accept black (0.0), white (1.0), or in between.

icy bolt
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Hello , can some one help me. I have a 20 gb project and i want to send it to my friend online, is there any way to decrease project size or like package a level and then again transfer it to the again use it in project. 15 gb is used by megascans assets that i have used.

drowsy snow
icy bolt
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no

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its just simple big environment

sick patio
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so should i plug red into specular and green into roughness?

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the grey thing is named "gloss"

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the grey texture

drowsy snow
sick patio
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thank you

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oh uh, the normal same thing red to normal?

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or just leave it rgb

drowsy snow
sick patio
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oh thank you for being patient with me

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last question for tonight. I did something wrong here.

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or am i supposed to shift the material, so that the hole faces down?

drowsy snow
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Megascans shouldn't be that defect, unless you picked the wrong textures

sick patio
drowsy snow
shadow ravine
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Hey guys, I'm trying to make a responsive material where I can update the two colors manually but I can't get the material BPs to work. I've got two masks for the material and a master mask for everything. Can anyone see where I'm going wrong here?

sick patio
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on the sketchfab page the bread is perfect, and you can use their 3d viewer to move the bread all around. so i don't understand

#
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I wish I were smarter

drowsy snow
trim mountain
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@drowsy snow just got up the sky with default scene

sick patio
drowsy snow
trim mountain
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Yer rotating it does nothing. What's best thing u reckon to make a sky rotated by 90? Hdri maybe? Or gonna have similar problem?

drowsy snow
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A funny hacky way would be to rotate the camera 90° but it's not practical.

trim mountain
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It's a contest where I can't move or rotate camera

drowsy snow
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Ohh, kinda like one of those hackathon thing I guess

sick patio
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can I ask what phys material is?

austere nova
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Hi! I'm working on a multiplayer game which I eventually want on a dedicated server. A host/"listening" server seems logical and makes sense - but setting up a dedicated server is like a brick wall to me.

Can I develop using a listening server and transfer to dedicated later or would it be a big mistake?

drowsy snow
drowsy snow
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Generally yes, but if in doubt, always profile the performance with stat unitgraph (and use RenderDoc if you have to)

primal tendon
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how to get masks texture? I added Masks in download settings and export settings in bridge but didn't get any such thing after re downloading the material and exporting it.

drowsy snow
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There are situations where you have to use multiple material slots, there are situations where you can just run away with textures to control the PBR attributes.

toxic birch
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Hey! I currently have this lamp which has a point light inside it. As you can see the light isn't really emitting outside of it as the light being blocked by the mesh, I'd like the light to go through the mesh and still cast shadows so it looks like it's coming out of the lamp. I tried googling and they suggest things such as "unlit" and whatnot but I don't think it really matches my question. I'm sure it's easy but I'm overlooking something, thank you in advance!

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If there is no simple way I can just remove "cast shadows" but was thinking a bit of shadow for realism is also cool

drowsy snow
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I think you can also resort to subsurface, though I'm not entirely sure how to set it up

toxic birch
regal valve
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I’ve gotta ask: has anyone tried out a way to handle vinyls on car customization?

oak patio
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You could add decals, or change the texture in a dynamic material instance

regal valve
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Color isn’t a problem. You can handle the color and textures by creating appropriate sliders.

oak patio
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Thats what i mean, you could make textures with each decal and change then in a dynamic material, or add decal materials onto the car

regal valve
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Thanks!

drowsy snow
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You can also make use of render targets, but make sure to watch the frame time (stat unitgraph) when updating it.

plush yew
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like enable a layer that secures those meshes to make a tunnel shape landscape hole and then disable it to sculpt some of the landscape over the mesh to make it look realistic with ground coming out and not like typical room box walls

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with voxel landscape it's kinda possible to make that kind of hole

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but with default landscape it's a mess lol

thick herald
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Make the hole, and use a static mesh to fake the landscape.

plush yew
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static mesh and fake landscape?

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🤔

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with foliage you can select areas that are not affected

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so I thought maybe there's a way with landscape too

stone stump
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hey guys i want to learn how to transition from Cinematics to game-play where can i start?

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@ me

maiden sundial
#

Is there some option to prevent the "main tab" from showing up in case that i click on an "secondary tab" ?

maiden sundial
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Like when you drag a tab out of the main tab to the second screen if it makes sense

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Or like generally when you drag a tab out so that such a separated window opens

tame marsh
#

My Sources Panel in the Content Browser shows lots of content. I remember there being a way to trim down what it shows but I forgot how

jolly rampart
sullen cloud
#

question how i can prevent NCPs colliding with my Player?

drowsy snow
tame marsh
#

Hold up, let me trademark the term Social Distancing Simulator 2020

drowsy snow
shadow ravine
#

Is it possible to set a VectorParameter of a material via level blueprints?

drowsy snow
shadow ravine
plush yew
#

so im a complete beginner at unreal engine and id like to know where to start, ive messed around and gotten used to the controls but i have no idea what to do

grim ore
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read the pinned notes in this channel

plush yew
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oh thanks

grand saddle
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Hi everyone. I have a tricky question. I have a house model and I have open the roof to see inside from above (like in The Sims), but I dont want sunlight to pass through the open roof. I want it only to pass through windows. Any ideas how to do that?

merry gazelle
#

I was wondering if there's any feasable way to use UE4 to make a VST (DAW plugin)? Or atleast some interface that will translate from Unreal to a DAW

grand saddle
merry gazelle
plush yew
#

Sooo....
I was designing a level that took me 2 - 3 hours and I forgot to save! I ran out of video memory!
I might PUNCCHHHHH THIS STUPPPIIIIID iwughipahbrgvianv;rvnoi .......

digital anchor
grave forge
#

anyone here fancy hooking me up with a 8 directional movement character un armed ? just a favour to make you feel youve done a good deed for a day 🙂

cinder bloom
#

Hello guys İs there anyone know unreal engine light build

grand saddle
cinder bloom
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I need help

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I dont light build

plush yew
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Can you share your BP with the print string?

plush yew
cinder bloom
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ı know

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but it didnt work

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ım a old user

plush yew
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what did you do?

plush yew
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and it should build the light

cinder bloom
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ı know bro

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its starting

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but then its crashing

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ım gonna show u

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one minute

plush yew
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sure

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Can I see your enum variable?

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Try using "Switch:

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Switch on E_PrintString

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Oh yea.

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uum*

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hold on

latent dock
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anyone know why I cant find "get actor forward vector"?

plush yew
kindred viper
#

Hey, not sure if this is a good channel for this question but...
Im trying to start up the Signalling Webserver for Pixel Streaming and it errors out because it can't find my NPM modules. I have installed NPM in the default location and installed Express. But I still get these errors.

latent dock
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nvm

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found it

plush yew
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Idk why but I am struggling to find this solution

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Hold on...

cinder bloom
#

@plush yew

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its working another project but not working my project

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why did could be like this

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its not working all maps in my project by the way

plush yew
#

Click on the down arrow next to build and select "Build lighting only"

cinder bloom
#

ı did

plush yew
#

I really can't figure this out. The only way I see it is if you just create 3 print strings and hardcode the value into them

cinder bloom
#

but again not working

plush yew
#

Which will build other stuff as well apart from lighting

#

Ok that is definitely weird.

scarlet birch
cinder bloom
#

When I put a light on the stage, it does not show me the warning that the light should be built.

kindred viper
#

I double and triple checked the path variable and its correct. Thats where Im struggling

cinder bloom
#

Something else is triggering

scarlet birch
#

reboot?

kindred viper
#

tried a reboot also

#

in order to have it install Express I had to correct the path and an old install of node.js had the path in my roaming profile which was superceeding the new path. Once I changed that I could install express fine. So I presumed the signalling server would work then

#

I even tried repackaging the project

plush yew
#

actor*

#

Try clicking on that empty actor with static mesh and delete it or add some static mesh to it

cinder bloom
#

ım tried before but ım trying again now

latent dock
#

@scarlet birch can you please help me debug something rq

dusk nebula
#

I can delete these once the megascans are added to the project, right?

cinder bloom
#

@plush yew its not worked bro

#

its so complicate a problem

plush yew
#

Duplicate the level

#

and from the outliner

#

start deleting all the static meshes with that name^^

plush yew
#

and after you have deleted all of them, try to build it again

cinder bloom
#

ok ı will

#

and then let you know

shadow ravine
#

Can someone help here I'm so confused I've just bought a new laptop with better specs of my old one and my frame rates have dropped dramatically. I'm running the template map and getting 16-28 fps. My old laptop would be hitting 60-120 fps. Is there something I've missed on the engine settings or if anyone knows of anyways I can check what's going on?

CPU: i9-11980HK (5GHz)
GPU: GeForce GTX 3080 GGR6 (16GB)
RAM: 32GB

If anyone knows what's going on here I'd appreciate any input at this point

plush yew
#

Update your graphics drivers.

warm horizon
#

does unreal 4/5 support vdb's for say fluid/fire simulation explosions? or do you have to recreate it with niagra system?

scarlet birch
#

Thermal throttling, old drivers, could be it's not using the dedicated GPU,

warm horizon
#

+1 on thermals. new hardware more heat harder working....

oak patio
#

not only that but laptop thermals are notoriously bad

warm horizon
#

mmmmh

oak patio
#

recommend getting one of those cooling tables that has a bunch of fans on to help circulate air

plush yew
#

fps*

#

I'm pretty sure you would need to update your drivers

#

and change some power settings

#

Mine is at "High Performance"

scarlet birch
#

My guess would be it's using the UHD Graphics and not the dedicated GPU.

oak patio
#

i never said fps, i said thermals are bad

#

if they keep it on a blanket or something then thermal throttling is probs gonna kick in

upbeat tendon
#

Hello I am making a space station themed level with a female lead and another female friend (very much like alien isolation i know) i am a guy so i cant do the voice if anyone who wants to do a voice acting bit probably no more than 5 minutes i will credit you in the level and on the portfolio thank you this is for my final major project

oak patio
#

whihc is why i reccomend a cooling pad, it solves the bad airflow and thermal issues of laptops

grim violet
#

I have this model I got off sketchfab and I was importing it and noticed the lightning doesn't appear https://sketchfab.com/3d-models/alien-a070595f4d784e0895c96ccd670e5a72 I tried in Blender and the armature/animations for the lightning is there but there are no planes or anything attached to allow the material to display, is there a way to fix this? Thanks

#

I am using UE5 but it seems like something with the file that I need to fix

oak patio
#

damn some people are hella skilled at modelling

grim violet
#

Truth

shadow ravine
plush yew
#

What's your power settings?

shadow ravine
oak patio
#

gotta treat a nice piece of hardware like that right

plush yew
#

My power setting have been set to "High Performance"

shadow ravine
#

Wait I'm seeing the problem 😂

plush yew
#

Why is your GPU not being used?

shadow ravine
#

Default settings with the laptop 🙄

plush yew
#

I bought an ROG and its default settings were good. I immediately saved them to my keystone

oak patio
#

NO
I HAVE FALLEN INTO THE TRAP

#

i ahve had a 144 Hz monitor for 2 years

#

and its on 60 hz

#

i didnt think it would happen to me

shadow ravine
#

😂 😂 😂

plush yew
#

I have had it for 2 years now

oak patio
#

PSA: check your windows settings

shadow ravine
#

What do you guys suggest I set the CPU and GPU settings of my laptop to?

oak patio
#

I can see the difference already, my eyes have been opened

shadow ravine
#

This is the CPU

oak patio
#

dont mess with OC software

shadow ravine
#

This is the GPU

oak patio
#

that isnt the issue

plush yew
#

jk

oak patio
#

yeah if you like buying new laptops cause the old ones blew up

shadow ravine
#

Nah I'm not about that life 😂

oak patio
#

but if you start tryina OC you gonna have a long history of BSODs

plush yew
plush yew
# shadow ravine This is the GPU

Honestly, these are pretty good settings. But if your UE keeps crashing because it ran out of video memory (which happened to me today and I lost 2 hour progress) then you might need to change some settings.

oak patio
#

it also has a bad habit of birthing true idiots

shadow ravine
#

Yeah I'm just lost as to why this is happening now

#

Dunno what else I can test to try and troubleshoot it

plush yew
#

Especially antivirus softwares

shadow ravine
#

Only one I can see running is Microsoft Defender

oak patio
#

It's liekly trying to use your integrated graphics instead of the gpu

#

i suggest looking up how to change default GPU in windows

fluid wadi
#

hi everybody

shadow ravine
plush yew
#

Direct X updates

#

as well

#

and prob .NET

#

then restart

#

your device

plush yew
shadow ravine
#

Okay I'll try that, thanks

fluid wadi
#

i need a hand please

plush yew
oak patio
#

🤚

#

im late to the joke but idc

fluid wadi
#

not that kind of hands but thanks

plush yew
#

you gotta specify what hands you need

oak patio
#

I do have right hands if necessary

plush yew
#

lol

shadow ravine
plush yew
#

Are you on UE4 or UE5?

shadow ravine
#

UE4

plush yew
#

In the viewport if you get 60gps that means you can expect around 150fps when you package and export the game

shadow ravine
#

I'm only getting 60fps when opening a new template level. My main project I was working on before upgrading my laptop, I'm still hitting 16-38 fps when my old machine was hitting 120 fps

plush yew
#

It's definitely weird

shadow ravine
#

Yeah I'm lost

plush yew
#

I hope you didnt get scammed and the seller sold you a fake GPU

shadow ravine
#

No no I got it from Dell's website

modern root
plush yew
#

or she

modern root
shadow ravine
#

It's an Alienware X17 if that helps at all

modern root
#

From what I can read, the 4k model has it unsure the others

shadow ravine
#

I just got this for the first time

modern root
shadow ravine
#

Yeah the editor just crashed

shadow ravine
shadow ravine
shadow ravine
#

"Make sure you are plugged in A/C and f1 enabled/turned on. When performance mode is turned on, you get the full 130w to the 3070 gpu, just make sure your BIOS is up-to-date."

plush yew
#

Or is that a different thing?

modern root
#

Specifically, laptop not windows settings

plush yew
#

Oh

dense knoll
#

Just wondering, is there a way to make UE not frame dependent?

#

if the FPS is running at 60 it goes normally

#

but at 30 it goes noticeably slower

shadow ravine
modest trench
#

Multiply stuff by delta time

#

Moving 100 units a frame? Multiply it by dt

dense knoll
#

the actor just doesn't move

#

Now the actor moves slow when the game is set at 60 FPS

#

just realized that FSR does some weird stuff and makes the projectile look like its going slower

#

as the motion blur is less on 30FPS

#

FSR boosts performance a ton

modest trench
#

What is fsr?

#

Oh lol

dense knoll
#

still using ue4

#

so i cant use that

#

yet

#

depends

latent dock
#

@remote iris

dense knoll
#

theres certain plugins i need to wait to get ported to 5

modest trench
#

It doesn't matter how fancy your pixels look if you can't make stuff

#

Also pretty much any gameplay code plugin can be ported to 5 easily

dense knoll
shadow ravine
#

Is there a default FPS on a template level as I feel like that's only getting 60 fps when I've hit 120 fps on past projects

dense knoll
#

the plugin im using for rendering clouds

#

im waiting on that

#

i didnt take it on high res

modest trench
#

Lens dirt overlay?

dense knoll
plush yew
#

Alienware is a gaming laptop with good graphics

modest trench
#

If it's a flat 60 just raise t.maxfps in the console

dense knoll
#

its just me taking a quick screenshot

#

win + shift + s

#

the grain is added in post process

modest trench
#

Oh, could have mentioned that earlier

#

That explains it

plush yew
#

Not sure. He did post the specs but I guess he deleted it

worn pecan
#

how can you make it so when a mesh touches you, you take damage?

#

every yt tutorial I followd hasnt been diong anything

plush yew
#

Volume*

#

So, it's not good?

#

or properly optimized?

modest trench
#

It's deprecated in ue5 and you should make your own

#

That's omega overkill for a newbie though

plush yew
#

I did not

modest trench
#

It's worth looking into for multiplayer projects though

plush yew
#

what is GAS?

#

oooh right

#

Yea I am new to UE

#

So a lot to learn

#

1 month new

#

if that is considered new...

#

So why would I ever want to create my own thing if everything is already been done before? Moreover, even if I do create my own system it's definitely not going to be better that what epic games implemented

#

Yea I will look into it. For the game that I am making right now I am mostly using prebuilt stuff

#

An asset flip game.

#

Yea I will give it a shot for my next game.

modest trench
#

Gas has limitations and quirks that might not fit your ideas

grand saddle
plush yew
#

What should I even search on google to get the tutorial to make models like these?

digital anchor
#

0 on base pass and 1 on shadow pass will make it invisible but still cast shadow

#

then plug into opacity mask

plush yew
raw beacon
#

Anyone have any experience with control rig? I have been rigging a character the past couple days, and just realized that CR imported my eyebrows on my models backwards (left is right, and right is left) however in the skeleton tree of my model, it is showing that the eyebrows are labeled correctly, so i'm not sure why CR is seeing them backwards

grand saddle
oak patio
# plush yew Thanks!

Its generally quite easy, you just make a model of a wall, the delete all the faces you cannot possibly see

shadow ravine
#

Would Unreal Engine immediately hit the best fps possible for the machine it's begin ran on or is there a 60 fps cap somewhere?

glossy mica
#

does anyone else always get jumpscared by the "launch on computer" sound😂

plush yew
#

rather than deleting faces

#

The face becomes completely transparent

#

from the back side

oak patio
#

No trust me as someone that has dine this exact thing for their current project

#

You dint have to manually set the normals

plush yew
#

oh

oak patio
#

If you work from a plane, or work from a cube then remove redundant faces, the outcome will be the same

plush yew
oak patio
#

its quite easy to picture, maybe some images would help

#

say i have modelled my fancy wall to be modular, it is quite clear what faces i dont need

plush yew
oak patio
#

now its set up for that

plush yew
oak patio
#

and theyre modular so you just keep pasting them over

#

sometimes its easier to work from a plane to do those walls, but sometimes i like working from a cube

plush yew
#

But the advantage of backface culling is that it really helps in level designing as it does not interrupt the view when we would look at it from the other side. So, we can have a hollistic view

oak patio
#

its also free optimisation

#

now you arent rendering a bunch of triangles for no reason

plush yew
#

Yea and it's pretty easy to do it in blender

oak patio
#

indeed

plush yew
oak patio
#

that is backface culling

#

those walls typically dont have some magic rendering technique

#

they just remove the unneeded faces

plush yew
oak patio
#

because there is only one face

#

faces can only point 1 direction

#

it can only have 1 normal associated with it

plush yew
#

Ooh I see what you are talking about

#

Yea makes sense

oak patio
#

this face's normal points outwards

#

it shows the direction in which i can see it from

plush yew
#

Yea I got it now

oak patio
#

cool cool

plush yew
#

Thanks a lot

#

I will try this for the next game

oak patio
#

general rule of thumb is delete all faces you can never possibly see (without breaking the game)

#

cause thats easy way to save on poly count

#

also less chances of mishaps with ngons

plush yew
#

So, whoever is modelling is responsible for this right?

oak patio
#

yup

plush yew
#

not the programmer?

#

alright cool

#

I am not a modeler but when I do get one, I will keep that in mind.

small pewter
#

Is there a shortcut to focus on a node if your Zoom level is too low ?

oak patio
#

now the programmer/designer can force 2 sided faces, in the engine, but cannot, without difficulty, say ignore these faces whihc you cannot see

#

you can stop rendering objects, if you cannot see them, but to do that on a face level is harder

#

generally when you get a modeller you shouldn't have to tell them that

#

its one of the main things to go by, never have unnecessary polys

plush yew
#

It had no backface culling and it was probably using all 4K textures

#

which slowed down my viewport heavily

oak patio
#

to be fair, your fps will probs improve drastically in a packaged game

#

but a lot of those assets say theyre game ready, but some are needlessly high poly and needlessly detailed

#

I do really like those packs, I just don't use them because I would have no real way to supplement assets to it

#

because I wouldn't have the tools or know how to make something as nice

#

and it would stick out

plush yew
#

For some reason all my lights are turning off after building the lights?

#

then when I move them, they all turn on and then when I rebuild they all turn off again

grim ore
#

basically your using realtime lighting until you build, once you build you move to stationary/static depending on your settings and your setup is really bad and you can see it once its done building

#

its possible/probable its not the lights that are turning off but the items that are being lit are not set up right

plush yew
#

like I didn't position them correctly or?

plush yew
#

I couldnt find this online, but is there some way to put comments on individual nodes?

#

Like the normal comment block, but its just a bubble on a specific node

drowsy snow
plush yew
#

OH thanks!

jolly rampart
#

for the past about two hours i have been following all of the courses

#

is there one about actually using blueprint to make logic for my games?

#

i understand everything about the ui

#

just not blueprint itself

#

if you have any recommendations ping me or dm me

drowsy snow
worn pecan
#

by the way, how can you get a reference to third person character

jolly rampart
#

go into the level editor and click on the player, right click in the grid and click "create reference to (name)"

#

i think

worn pecan
#

so do you mean the player start?

jolly rampart
#

no

#

im very new

#

thats just from memory

worn pecan
#

hmmmm...

oak patio
charred briar
#

Hi

#

I'm new to unreal engine, and am currently navigating the interface

#

But I was wondering if anyone could help me with replacing the textures for the terrain here

#

if anyone knows how to do so, please lmk

true plume
#

any playFab experts here?

#

like str8 up playfab

earnest gyro
#

where is this in ue5

jolly rampart
#

for the past few hours I've been following some courses, but is there one that teaches you about the actual blueprint language? I understand all of the UI, but none of the courses explain using blueprint to create logic. ping me or dm me if you have any answers

oak patio
#

plenty of em

#

like blueprint kickstart which someone linked, but there is other too

charred briar
formal pecan
#

Anybody know what I can do to fix issues with these "jagged" lines in my render? This is with tsa and a spatial count of 7, which is the most I've been able to get it reduced. Using other settings makes it go away entirely, but causes a similar issue to show up on different objects.

plush yew
#

have you guys experienced some volume weirdness with the lake/water actors? I get a lot of issues where the water post process covers some of the range of the spline but not others, it seems pretty random but i can't tell why its doing this, any tips on tinkering with it so that the volume is properly working at all depths?

versed lichen
#

How do I prevent the message log from popping up every time when exiting PIE

plush yew
#

I'm using easyswimBP actors for the water here with a mannequin that can swim, and in some regions they just fall right through where the post process falls off

hoary seal
#

Switched to Nvidia Studio drivers..

#

hopefully wont hurt my gaming

peak oxide
#

I freelance making visualisations, when making models in 3ds Max I create versions by simply naming my scene as I go: 'myScene-001', 'myScene-002' etc.
What is the equivalent in Unreal? I can copy a project but that's a lot of data being copied. Cheers.

bright sigil
vast sable
#

Well my M1 Macbook air is coming and I'm really excited 😁
Just wondering is there anything I should be aware of or patches to get UE4 properly running/working or better for M1 on macos..?
Ty!

mossy temple
#

I'm having problem in my built app. I just want to input a valid email but the '@' character is not showing. I can input the character in the unreal editor but not in the built file. Am I missing something?

tepid haven
#

Anyone know why an collision object channel would change or be overided at runtime? I setup a gun in my game to be on its own object channel and now for some reason when I run the game it defaults or overrides to physics body

ripe carbon
#

I am just starting to learn ue, haven't downloaded it yet, should I get ue4 or just go with ue5?

jagged gulch
#

If anyone has experience with Perforce for version control, do you know how to associate your workspace files with a different depot?

charred briar
#

Does anyone know how to fix this

#

I can't go to the next or previous step in the tutorial

#

since it's offscreen

#

Nvm figured it out

limpid isle
plush yew
#

So im trying to regify my model and for some reason when i exported my blender model to ue4 the bones are huge! how do i fix?

viral wasp
#

Okay I know this is going to sound dumb, but what is the best way to move materials and textures together so they don't disconnect?

#

They only have copy, and advanced copy but I need to Move them to new folders

tribal leaf
viral wasp
#

But if you are trying to move each into their own folders, Materials and Textures?

#

I thought about moving them into the same folder but that won't work

tribal leaf
#

If you move them, everywhere that uses them will update the references

#

Why wouldn't it work?

viral wasp
#

Right now it's copying the files and making duplicates

tribal leaf
#

If you drag them, it'll give you the option to Move or Copy

#

Choose Move

viral wasp
#

I swear I didn't see that option, let me check again

maiden flint
#

Is there a way to remove an item from an array and have it update the length of the array? Currently it just removes the item and replaces it with a null value which keeps the length the same

cerulean hollow
serene light
#

Hey. Hello unreal family. There is a problem im having that is probably easy to solve. I have epic games launcher on my c drive. Ue5 on my d drive. And c drive is full. Is there a way to import assets via the launcher by using a drive diferent than the c drive?

peak oxide
cerulean hollow
# limpid isle 🆙 🥺

Because the origin of your blueprint pawn is in the center of the character model. It pops up into the correct position when you place it, so is it still a problem?

limpid isle
plush yew
#

How could I spawn an actor from a object array?

cerulean hollow
limpid isle
cerulean hollow
sharp crest
#

^

#

you need an actor class type

storm parcel
#

Hello, I have a simple cube and a box collision around it. I want it to print a string when I click on the box collision. This is the blueprint

#

First person character blueprint

#

I'm a newbie and I think the solution to this is gonna be something very simple.

hoary seal
#

I'm trying to add an image to my widget and it's just not letting me drag it in

languid bison
#

Does anyone know how to make yarnhub-style animations? I have spent hours trying and cant get it right

cerulean hollow
plush yew
zealous galleon
#

Since when simulating physics disables collisions??

#

I tried to simulate physics for the mesh, the whole capsule collision loses collisions.
It just happened randomly. Was working fine before but now the character goes through the floor
FPS template ^

#

I did. I gave it back to having collisions so he wouldn't fall

blissful trail
#

so im trying to create a physics asset but this keeps happening anyone know how to fix it ?

finite wren
#

There are so few tutorials on creating skeletal mesh animations in Unreal, is it even worth doing or should I rather learn to do it in a separate program?

plush yew
#

It makes me sad that there is no Fixed Windowed Ratio option in UE4

plush yew
#

When is the best time to unload primary data assets from memory?

plush yew
#

how to fix window aspect ratio? I just want player resizing window /w fixed aspect ratio.

dull lily
#

Does somebody have a sample or link using UE5 MassGamePlay plugin?

icy linden
#

packaged the project, tested it out again and the issue is now fixed! all box brushes appear in the level when playing from the executable, will make sure to use project packaging more often to solve any possible issues from now on, thank you for the help

modest trench
#

They are your best bet besides the test code

#

Just make your own processor class and it will be used by mass

#

It's a little rough for me so far though

#

Same-frame components require some stupid workarounds

#

I'm almost certainly missing something though

dull lily
#

only few MassEntity test code exists in source code, no test for MassGamePlay.

modest trench
#

1 make entities with the same fragments as the queries in massgameplay

#

2 they run (if the processor is on)

#

Get the mass subsystem in your code and start making new entities

#

Or use a massspawner

urban flower
#

everytime i import a model in unreal engine there semes to be like an invisible barrier that prevents me walking closer to it or jumping on it is there a way to fix it or smthing?

drowsy snow
storm parcel
#

Hi, I want to hide and unhide Actor1 when I click on Actor2. How can I do this?
My current idea is to use OnClick Actor2 on my level blueprint and then make it toggle visibility of Actor1, but I can't find the correct blueprints for that.

small ridge
#

Hello, i'm working on 2.5D a platformer right now, and I want to create a coyote timer/ghost jump mechanic. What do you think is a good approach at solving that problem?

small ridge
#

yeah, dumb me for not looking into youtube

storm parcel
#

Quick question, I have a beginner project with 2-3 things that I want to back up on GitHub so in the future I can refer to it. Its just a personal learning project.

Should I just create a repo and upload the entire project folder on it located at C:\Users\y2crest\Documents\Unreal Projects ?

plush yew
#

Hi all, does a shipping build of ue4 have a log file to say what has caused a crash???

#

Or is the crash file like taken out on a shipping build manually to save game space and processing power ??

digital anchor
plush yew
#

Is this still a thing even if the crashreporter program is usrd

#

A game I'm playing is crashing at a certain point and as I have made a mod for it I need to see what specific about my mod is causing the crash as its only crashing for some but not others

crimson pebble
#

Hi, I'm new to unreal and have been having the same issue with both UE4 and UE5 where, when i try to build the lighting i receive an error message saying "Failed to initialize Swarm. Check to make sure you have the right version of Swarm installed." I have tried googling a fix but so far nothing has worked. Any advice would be greatly appreciated

leaden copper
#

Hi! I've been curious about linux support for ue4. If a game is developed by other developers on Windows but then downloaded to Linux, assuming it's recompiled, with the tool chain for compatibility, it should run. But what about the inverse? If a game is developed in Linux for ue4, then sent over to Windows, compiled, would it run?

drowsy snow
drowsy snow
leaden copper
#

Or am I just over-complicating it

plush yew
#

Can you, but I don't have access to the ue4 project or anything. All I have is access to the game it self. I have ue4 and VC but yeah there pointless unless I have full build of original game.

sonic notch
#

Is there a way to show edged faces in the editor viewport whilst keeping the normal lit view?
Found it. Show > Advanced > Mesh Edges

plush yew
#

Arrr but some mentioned in appdata there should be the file from the crash reporter on what cause crash ??

#

Like cause game to crash

tame marsh
#

For quick and dirty multiplayer testing with teammates, is there a way to set an custom IP address to connect to?

night burrow
#

I downloaded Black Alder tree pack by quixel and tree animation is causing some issues. Is there any fast way to disable animation or do you have to do it with materials individually?

strong schooner
#

so we have now unreal engine preview 1?

maiden flint
#

@cerulean hollow It removes the item, but the length never updates. If I loop through all the items in the array they're just blank after removal. I've switched to a Set which appears to be updating the length just fine.

drowsy snow
tame marsh
#

Now with less crashes!

drowsy snow
#

UE4-master still has recent commits, and still has 4.28 version...

Maybe it's the matter of time either UE4-master dissolved into UE5-master or finalised into 4.28 and call it that.

tame marsh
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As in when a version is released, there's always a branch made for the next version regardless?

drowsy snow
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Felt like doesn't make sense ue4-master would just get abandoned with the recent commits when 4.27 branches were already final and receive no further commits

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Either way I'll be a good baby boomer and stick with 4.27 for the time being.

zealous scaffold
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So hoping someone may know where I am going wrong...

Have a top down project for testing, made an enemy character that always moves towards the player.

I have an on hit on the capsule component that will display text.

The on hit only seems to trigger when the player moves into the enemy, but never when the enemy moves into the player....

The enemy ai stops moving but the hit trigger doesn't occur...

Anyone have thoughts on what i am doing wrong ?

small ridge
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what does unreal use to calculate the falling velocity of the a mesh? I'm trying to clamp the maximum falling velocity to a cap but i can only get the velocity of one actor

versed lichen
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How do I prevent the message log from popping up every time when exiting PIE

zealous scaffold
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Figured out my issue, had to switch from simple move to actor, to simple move to location.

urban flower
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is there a way that i can have a specific area have an effect like a snow effect and not the whole map? is there a video tutorial?

rustic panther
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I like how this link goes to a dead page

keen bobcat
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Hello folks. I just read a new UE5 has been released in Preview stage but it seems I can't find the installation process available on the launcher. Any info about it?

jolly anvil
keen bobcat
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I guess they are working on it to correct some issue...

rustic panther
keen bobcat
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That's where I looked at but it doesn't list it, and yet my launcher is up to date already.

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Does the launcher not give an engine as available if silently checks for the computer requirements and they do not match the minimum criteria, perhaps!? I really hope it ain't the case...

rustic panther
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have you tried restarting the launcher

keen bobcat
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I really hope ain't this the case, it can be the second most devastating news I can get today, after HP Support just let me know they are gonna refund my newest laptop because the missing piece prevents from repairing it and its cost by now doesn't cover the cost of any valid substitutive machine... this can potentially gonna ruin all my plans and projects.

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Yes, I did.

rustic panther
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I highly doubt it works like that

keen bobcat
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I hope you're right

tardy hedge
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does array size matter if you dont loop and just use find and get

graceful spade
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Good evening everyone

wanton kite
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Where can i chat about errors i've been having with ue lately?

drifting cloak
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howdy, i am trying to unpak a pak file from ue4.25 and i have a key, but i don't know how i use the key to unpak the pak file.
the unrealpak.exe documentation doesn't show how to use decryption keys etc.

anywhere i should look to learn of such

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please @ me so that i can get your response more easily

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wydm? as in i need to find an unreal 4 server?

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oh, even for modding purposes? purely comedic

plush yew
# tardy hedge does array size matter if you dont loop and just use find and get

Array size definitely matters in terms of space complexity of the game. But if that array is of primitive type such as int or char or bool then prob does not matter that much. But if it is a non primitive datatype such as string or objects then it really depends on what object that array is and how it contributes to the space complexity of the game.

limber ridge
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hey guys i have a quick question, if I am using a live video source in unreal then keying out the green screen, is there any way to record that video directly in unreal? or do I have to record it on the device then put it into unreal later?

drifting cloak
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roger.

thanks for the help

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y'all have a good one.
Thanks for responding to my question.

plush yew
twin vault
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shell yarrow
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I’m not sure where to start, so much frustration. But here’s my situation. I live in one state, my friend lives in another state. We are trying to collaborate on a project together. When setting up multi-user tool, we’ve gone through all the correct steps (using hamachi vpn) and after 2 days of trying to figure it out, I throw my hands up at this point. No matter what we do, neither one of us could find the respective session of who’s hosting. So we’ve pretty much given up on that and are trying to opt to just use perforce source control for the project and work on it that way. Not even this will work, server is set up on perforce, document is in there, all necessary steps have been taken for perforce to recognize the files and - same issue, friend cannot get in the server. We’ve looked through dns, we’ve looked through firewall, everything should be good to go. Of all the tutorial videos, people get it fired right up but yet we are having issues. Why? I am beyond frustrated and don’t know what to do. The lack of information or clear information is disturbing. Please help.

plush yew
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and its working flawlessly for us

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Wdym?
We are not paying anything

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and our repo is private

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Shiz

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Now what?

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Neither me or my partner has money

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what is LFS?

maiden swift
plush yew
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Our project is not so big

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So, I think the first project will definitely be fine

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From next project onwards I think I would have to look into other collaboration services.

twin vault
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It was the MetaHuman channel and the Unreal-Engine channel. WDY?

jolly plank
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anyone know how to make mobile joystick in umg instead of using virtual joystick

shell yarrow
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So for me and my friend to collaborate with no money, what’s our best option?

plush yew
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Then how come it's still free for us?

shell yarrow
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Okay, and how does this work?

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What I needed to know, ty

plush yew
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What would you choose? Perforce, AzureDev ops, GitHub, SourceTree or any other source control?

#

Which is the best that you would recommend regardless of the price?

shell yarrow
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Okay what if we are using blueprints?

plush yew
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There is nothing at this point. Which is why I want to start with a strong foundation

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Like a strong system that works

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I am not inclined to learn git.

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p4 as is perforce right?

shell yarrow
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Well for myself and my friend, I am doing a lot of the modeling in blender with animations and things of that nature. He will be doing a lot of the unreal engine stuff, blueprints, putting things in the world. However I would like to be in the engine with and sculpting the world and also placing models in. We want to use a free service to collaborate. What’s the best thing for us to do with our situation? Git?

plush yew
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It wont have a steep learning curve as compared to git. So, I would be okay with that

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If it cant tell me that a file has been changed

shell yarrow
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So, this will allow us to work on the project together at the same time? And also if changes are made when I’m not around and vice versa, they will automatically be implemented when getting back to work on the project?

plush yew
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That's the whole point. To know what files have been changed and whether they can be merged

shell yarrow
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One more question, no vpn is needed?

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Perfect, ty

plush yew
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Does anyone know why the Get All Level Actors node wouldnt be showing up for me? Even when I turn off Context Sensitivity it doesnt show up in the menu

urban flower
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Anyone know were I can get free mediaeval model's? I wanna make a medieval type game but I can't find many good free assets like house parts or stone bricks etc

plush yew
grim ore
somber quail
drowsy snow
plush yew
drowsy snow
# urban flower Anyone know were I can get free mediaeval model's? I wanna make a medieval type ...

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Full Medieval Game Environment tutorial series playlist: https://bit.ly/2Z3R...

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dusk portal
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Hi guys

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Just installed ue 5 preview, but cannot get hardware ray tracing to work. My GPU is RTX 3050, everything is set properly except I've turned off sdf generation

raw beacon
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Anyone know anything about quaternions? I'm trying to break a rotation value within control rig from a get transform, and feed it back into a set transform, but the rotation gets messed up, I believe it might have to set something with needing to convert to quaternions, but i'm not sure!

leaden flame
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hey is there a way to change the references attached to something? I accidentally made a blueprint class of Actor instead of Actor component and really don't want to restart it all

neon bough
vernal scaffold
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Does anyone know if Alpha Ch on a Normal Map in UE4 gets removed after pack or what is used for ?

robust pier
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Hi all

robust pier
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I'm about to buy a new PC for UE4 and I want your opinion guys please

drowsy snow
robust pier
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okay great thank you Makoto !

brisk obsidian
# raw beacon Anyone know anything about quaternions? I'm trying to break a rotation value wit...

You don't need Quaternions for this, the problem is how you're adding the rotation. You are trying to apply a rotation by just adding to the axis which isn't what you want, instead you should make a new rotation with your value on Z and then combine that with your rotation from the Get Transform node. i.e. you want to the final rotation to be your original rotation combined with your new rotation around Z. Order is important here, you'll want to make sure the rotation from Get Transform is applied first

Also that Get Transform node will currently get the current rotation and apply your new offset on top of it, if you want to always have your rotation applied to the base rotation of the eyebrow you can just tick Initial on the node

quiet island
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In unreal engine 5 there was this really easy way to make a blueprint for any mesh with options like On Click. I cant find something like that in UE4 any suggestions?

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nvm I found it ^^

keen tulip
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Has anyone ever experienced the shoulder missing when looking at an animation and know how to fix it?

quiet island
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Im trying to make a multiple choice option and have a user being redirected to a web page based on a specific answer he chooses.

I got this blue print done so far but miss the idea on how to get the multiple question involved in this

timid meteor
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lost my pivot points

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how to put it back again ?

drowsy wigeon
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Hi, I was trying light up my indoor scene, and whatever light intensity I set (1cd vs 1000cd), it was the same - which was because of extremely adaptable exposure. So I turned exposure to Manual instead of Histogram, and all my lights are super invisible right now, so I cranked them up to somewhat real like values and scene now looks OK. Is it correct to set the light intensity in scene with manual exposure as a "canonical" light setting?

calm widget
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@timid meteor Not sure how you lost the pivot? But you can manipulate pivot with ue modelling tools

drowsy wigeon
calm widget
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@timid meteor or do you mean this thing?

drowsy snow
drowsy wigeon
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I am aware that is impossible to tune lights when exposure is changing perception, but I am not sure if Manual default exposure is the correct real-life ratio

drowsy snow
calm widget
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oops hah. thanks

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well second time anyway

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What's a good way to change animation speed for sprinting function?
To be clear i've set up an animation BP and a blendspace 2d they work quite nice.

I've added sprinting in character bp that increases the speed over the maximum run speed for the blendspace i have.
Obviously i could change that but seems like there's a simpler way rather than adding duplicates for every run animation, forward, back, left, right, diagonals and changing their playback speed?