#ue4-general

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silk sandal
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I was thinking of having a screenshot button in place so users dont have to go and launch the snipping tool because that can take a while especially on older computers plus if I port it to android it would also be convenient because the user wont have to hold down some buttons for It to work

shadow estuary
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i made a spectator pawn i want to be the main pawn i attach too, it has a camera and i changed the game mode default pawn to that pawn

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but instead it randomly attaches me to a character on my scene that doesnt have a camera

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but somehow it has a camera

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any tips

tall crypt
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is there a folder in the epic structure where I can dump assets that UE will see for projects? or do I have to use the import for everything?

restive yarrow
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Im having a similar issue

tall crypt
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I imported an fbx model into UE, it consisted of a tripod set of legs and 4 telescoping sections. I imported each of the pieces into the scene and placed them within one another to make the final assembly... how can I save that "assembly" so I don't have to re-do all the pieces each time I place those components?

dull dew
rich stream
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hey, I have a question. I got some unexpected behaviour on some light renderers. I have a scene with some large assets in it, and I'm rendering lightmaps to all the assets in the scene. However, it seems to render the lightmaps in 8k even though max resolution for lightmaps is set to 4k. Is there something that overrides this value?

modest trench
oak patio
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You can also merge static meshes

trail cargo
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Hello! I'm currently on the final step to finish my 1st 3D game project using UE4, I'm getting this error while building lighting, it happens when the progression is on 100%, I've already searched in google for this error and didn't find any fix yet. Any help will be appreciated !

modern sinew
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How do I fix this? I'm trying to move one of my old projects to the new version and something broke

trail cargo
modern sinew
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Alright, thanks

modern sinew
dull dew
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I cant build my game

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at all

trail cargo
modern sinew
trail cargo
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You're moving your project to a new version right ?

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I saw that's the case, do it in the new project (UE4 v4.27)

modern sinew
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yea

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I followed the multiplayer tutorial a while ago and if I could get that working in 4.27 rather than redoing the whole tutorial, that would be nice

trail cargo
# modern sinew

This problem happened to me before but I can't remember what I did back then to fix it, give me a moment.

modern sinew
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ok

trail cargo
sullen cloud
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Does i tmatter if for example blueprints who contains only furniture with no interaction have tick enabled? For Performance

trail cargo
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I'm not sure if that would help, I can't help you any further, good luck again.

dull dew
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@trail cargo how do I export my game?

oak patio
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You package the project

dull dew
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I cant

dull dew
modern sinew
modest trench
# dull dew I cant

googled it and it appears you are missing a requirement for building the shipping build (visual studio)

dull dew
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I have vsc

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Vs is quite large and bulky

modest trench
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you need visual studio to compile unreal C++ code

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use the visual studio installer and choose the game development with C++ option

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and yeah it's huge but so is unreal

dull dew
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but nvm

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I will do it

modest trench
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I assume the docs link used to explain that years ago but is now just for other platforms

dull dew
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Oh! Well thats a relief to hear cause the last time I downloaded and tried to use it, I had major crashes and my laptop would slow down using it

dim merlin
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Hi, anyone knows how to enable this setting in my decal material? :

wheat orbit
dim merlin
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hhhm.. how would the material editor know its there, and i do have a pp volume

urban flower
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does anyone know how i can fix this error? it keeps popping up when i start

plush yew
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Is there any way to reopen unreal engine without opening epic games every time it crashes or restarting it due to visual bugs??

oak patio
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You can just open a uproject

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You should also have unreal engine in your start menu

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The only time you really have to use the launcher is to update, or access the vault

hybrid sky
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how can i check whether two pawns are colliding ?

robust tree
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how to create soft level reference?

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another words how to find level variable?

worn cape
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can i somehow convert a static mesh to geometry ?

real heath
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A static mesh is geometry? What are you trying to do?

worn cape
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i do load ifc models, and have flickering issues with the meshes.
there are overlapping faces and that looks bad, so i try to erase some of them to get rid of that issue.

real heath
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You can try the modelling tools plugin included in newer versions of the engine. But usually it's a bit easier to do it in an external program

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This episode of Unreal Tips & Tricks is all about editing 3D models in Unreal Engine. Weโ€™ll take a deep dive into the tools at your disposal for creating and manipulating geometry in the engine, then look at the workflows for basic modeling, texturing, and optimizing meshes. Letโ€™s get started!

For more details, please see the release notes: ht...

โ–ถ Play video
worn cape
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The thing is, i get these models from architects without Knowledge of the Engine.
I cannot ensure their work, neither Even contact them

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I will take a look in your link

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those things are not modeled with blender or sth. like that. it's cad data

real heath
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You can export static meshes as fbx, regardless of how it was imported

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Right click it, export

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But sure, I get your point, you can only work with what you are given

worn cape
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yeah, i know. but i am a programmer, and do not have artist, and those objects can have a lot of a lot of objects ^^

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it's real life project data for bim modelling

real heath
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I used to work on a car configurator for a big car company, I know the pain of cad imports

worn cape
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^^

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big projects can have hundreds of thousands of objects, we already try to merge somehow for presentation, to get up the performance a bit

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i know, i can do fancy stuff with geometry, so that was part of my idea in first place

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This is just a simple example i do meet more often

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Theres a street and someone placed a tree an i do have two faces overlapping

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but i meet it about everywhere in any project, on walls or other things

red condor
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Am I doing something wrong here? I'm having an issue where after respawning my character their camera sometimes starts jerking around. It happens consistently, on the third respawn and then every 4th respawn after that. I'm destroying the last character before possessing the new one. Any ideas what could be causing this?

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I don't have anything going on with the camera in blueprint, its just on a spring arm with collision disabled.

jolly plank
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anyone know how to make epic skeleton animations in blender, then import back to ue4?

coral folio
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Does anyone have here substance modeller beta install ?

drowsy snow
young stream
jolly plank
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i have maya student edition

drowsy snow
young stream
thick herald
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Mr Mannequin might help

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Cascadeur too

fossil nexus
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I set up my Character Rotation rate to be 20. So it turns very smoothly.
However now i have a problem. When i use set actor rotation, it turns very abruptly.
How do i make the character turn into a direction the same way or at the same rate as it rotates with the Character Rotation 20 ?

jolly plank
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ok

austere nova
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Hi! How does the Anim Starter Pack make the character follow the direction of the camera? I'm trying to set it up in my own build but I just can't work it out! :)

oak patio
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Or is it private

sharp crest
sharp crest
jolly plank
sharp crest
jolly plank
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i dont think people get rich like that

sharp crest
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damn, dreams shattered

austere nova
oak patio
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It is for learning only

dull dew
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Please please help

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I Have visual studio

drowsy snow
dull dew
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Engine

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how so?

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I am using blueprints mostly

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What? I just took the shooter game template and tried to fiddle around with settings

shadow ravine
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Anyone know how I can get a reference to a camera in the level for the location and use it in my actor BP? At the moment I'm setting the XYZ variable on tick in the level BP then trying to access the variables from my actor BP, but I can't work out how I can cast to the level BP to get those variables. Can anyone shed some light on what I might be missing?

oak patio
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Click the eye icon

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On the variable

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And set it in the viewport

dull dew
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I have VS

oak patio
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No need for level bp there

oak patio
dull dew
true spindle
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anybody have any clue why the media player in UE5 isnt working. no matter the format of the video it comes into unreal as a black video
i can hear the audio. also weird is that the timeline scrubber isnt scrubbing along with the footage like its glitched

vagrant atlas
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If I have an array (but if there is a better way to store a lot of numbers, please tell me) of numbers (a lot of them), and I have a number input, how can I find which number in the array is closest to the input number?

fossil nexus
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Im rotating my character with a timeline. It works ok. But i have a problem.
Sometimes i need to rotate it to specific directions. And i cant change the numbers inside my keys in the timeline. So how do i tell my character to turn to a specific direction if i cant really set the timeline numbers? Shouldnt that Rotation Z float output be somehow customizable?

vagrant atlas
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Try using another set rotation block

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Or add values

oak patio
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You could use a normal lerp, and use the timeline for it's alpha. That way you can use two variabkes fir what you want to interpolate to

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That would likely be better

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Lerp from starting rotation to desired rotation, and use a timeline from 0 - 1 to control the alpha

shadow ravine
# oak patio No need for level bp there

Okay so basically I'm trying to make my characters eyes follow the camera in the level, am I not doing this the correct way as I was thinking if I can get the location of the camera I can transform the eyes rotation to look at the camera

oak patio
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You still dont need the level bp for a ref to the camera

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You just make an actor reference in the bp, click the eye icon, and then in the viewport you can set the reference you need

shadow ravine
fossil nexus
wary sail
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lol nigel thornberry

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where's the little mermaid gif

oak patio
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Wait hangon, why are you using a timeline for z rotation with the rinterp

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Go back to that, but just have the two variables

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No timeline on the rinterp

fossil nexus
shadow ravine
fossil nexus
oak patio
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So you dont need the timeline on z rotation

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You can just have the final value

fossil nexus
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so i should use the event tick?

oak patio
oak patio
fossil nexus
# oak patio Why

because if i dont, it will just go straight to the target value.

oak patio
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Yes

fossil nexus
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this doesnt go smoothly

oak patio
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You need the tick time to plug into delta time

fossil nexus
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so i need a timeline?

oak patio
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No

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You need the tick time

shadow ravine
oak patio
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You dint want it as the default reference

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You want it as the reference for that instance

fossil nexus
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tick time? how do i get a tick time?

shadow ravine
oak patio
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Get world delta seconds iirc, if im understanding rinterp

oak patio
fossil nexus
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it doesnt work. i think it needs a timeline or a event tick ๐Ÿ˜ฆ

shadow ravine
fossil nexus
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i dont like event ticks

oak patio
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Event ticks are fine, but look at the vid ponkkis posted

fossil nexus
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i watched it several times before. he is using a event tick

oak patio
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Then use an event tick

fossil nexus
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thats i use a timeline

oak patio
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Under the hood a timeline is a tick

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Use the event tick

fossil nexus
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ok i will try thank you

shadow ravine
oak patio
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No problemo

drowsy snow
severe hound
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how do you guys fix navigation generating on stairs? my stairs always seem to have certain spots that dont fill

drowsy snow
pastel nacelle
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hi i am pretty new here

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how can i configure my android sdk anyone please help me in ther

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that

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i am trying package my project but i cant do taht

remote badge
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dumb blender question: how do I prevent the plain axis from being part of the skeleton when I export to UE

remote badge
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Yea I managed to ignore it by selecting only Armature and Mesh in the export

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So just to be clear I'm supposed to select "Unwrap"?

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The textures don't apply properly in UE if I do that

drowsy snow
remote badge
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Yea but I'm trying to use a second channel

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Also I just realized I posted in the wrong discord lol

drowsy snow
remote badge
true spindle
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when import a .WAV file and throw it into sequencer no matter where the play head is in reference to the song it always plays from the beginning

worn copper
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Once we merged static meshes.
Can we DeMerge it?

oak patio
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You should still have the originals

worn copper
oak patio
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I dont know of a way to so you might have to remake it

worn copper
oak patio
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I hope for your sake there is a way

scenic moon
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Have everything on external harddrive (UE, project), Yay or Nay?

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considering im gonna build and compile shaders, etc etc

minor grove
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Has anyone here set up plastic on ec2/gcloud? Iโ€™m having difficulty

fading hull
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For some reason I can't add a content pack from my vault to a project, even at the right version, it quickly shows a downloading bar, then it stops.

light thunder
fading hull
tardy hedge
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you have 10 points to so spend on economy or army, how do you balance thise decision. Besides putting 10 points into army and attacking

timid meteor
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can i get help using the foliage tool ?

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ue5 doest alow me

deep herald
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hi

oak patio
scenic moon
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that's what i thought, on my workplace are offering me to give me an external disk

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because they can't install a new disk

oak patio
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I mean its possible it will just take cobsiderably longer

scenic moon
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figured it

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i still wanted to give the thought a chance but it just sounds obvious

loud pike
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Can anyone help me with the camera, is moving with the ball

icy bolt
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is intel core i5 7th gen 3.40 Ghz processor good for unreal engine 5?

grim ore
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could be, could be a U cpu then it's less good. could be a K and its more good. Could be a 730 GTX video card and its less good, could be a 3080 and its more good. so... maybe?

loud pike
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@grim ore You have the best Youtube Vids for unreal ty buddy for giving us your knowledge !

plush yew
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Is there any way to get ue4 manny's skeletal mesh without ripping it off an example project?

grim ore
plush yew
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yeah I'm just ripping it off example projects kappa

light thunder
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what is causing this annoying AF error, when I try to click on the blueprint popup menu, you know, to do BASICALLY ANYTHING, it immediately disappears and i have to shut down the editor

untold yacht
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can anyone help me solve this error :/ find find whatys wrong

limber ridge
glossy sage
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Quick question: why does UE have a copy of downloaded content in the Vault Cache as well as in the Content folder of the project? Why can't projects just access the vault?

limber ridge
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i believe itโ€™s just to cache it just in case it needs to be added to another project

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otherwise it would have to download it again

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and for large assets that can take a long time

grim ore
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or, lets say you access it from the vault and then you change something because your crazy like that and now.... its permanently changed and all other projects have to use your change, or you delete something from it and now... no other projects have access to it

glossy sage
grim ore
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so...

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what about what I said?

glossy sage
grim ore
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its not set up that way is why, it could lead to issues. you could do that manually if you wanted using symlinks

glossy sage
grim ore
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the biggest thing being projects are self contained, if you wanted to give this project to someone else you would have to give them the project, then find anything outside of the project that it uses and give that to them as well

glossy sage
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But then again, maybe they just did not have me in mind when designing it and people actually working with it prefer it this way

glossy sage
radiant river
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Hi, I'm wondering how I can use my "current speed" float to try and change the speed of my 'car' I'm moving, which uses the forward vector and current location to then change the actor's location.
I've tried a direct vector+float to the get location, to the get forward vector and to the final + statement but no luck.
Any suggestions?
Attached is the blueprint & how it currently moves which ignores speed.

autumn flame
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Forward Vector multiplied by a Float?

Would return a higher value for the + aka moves further

radiant river
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So, get forward vector, vector*float, then actor location+the multiplied vector?

autumn flame
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Yea

radiant river
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Alright, seems to be working right. May have a reason to mess with my max speed and up it from 5 now haha. Thanks

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Awesome

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Another question - for my backwards movement, I do the same but take the forward vector and * by -1.0
Should I be using another way, like some kind of get backward vector, or can I somehow factor my speed code into backwards movement too?

fierce tulip
misty laurel
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wonder if theres a way to force UE4 games into no hmd mode ....besides the -nohmd command ...which dont work on all games since most exes have hmd checks in place aka steamvr
idea is to have native display aka flat display output
which is alot more crisper and clearer and not stretched and of course wont cost 2x rendering unlike driver4vr
and then simply vr controller support
i tried it out on ....Air Car...works there
but only cause it dont have no force hmd check
that defeats -nohmd command

grim ore
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@radiant rivernope, forward and negative forward. up and negative up. right and negative right. thats about the idea of it

radiant river
grim ore
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your code above is just setting the location, so if you basically add a negative it will go backwards yes

radiant river
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Well, I already do that for going backward, but I want to apply my speed variable to it just like with the forward movement

grim ore
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negative your result from your forward * speed

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forward * speed is how far forward, multiply by -1.0 and its now how far backwards

radiant river
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Ahh, that makes sense, I'll try that

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Only being using UE4 for a week or so, our school started an external course that's teaching it. Absolutely loving it so far

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One thing I'd like to work out is disabling the pan around camera movement that attaches to WASD and the arrow keys, then attach a camera that's fixed to the car but will let you rotate around it with the mouse. That'd make actually driving the car a lot easier, though a lot of content online looks pretty complex for camera movement so not sure. I also used the empty template, also, so it may have some changed content.

grim ore
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check out how the third person template handles the camera

radiant river
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Alright, I'll take a look at that in a bit

untold yacht
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@fierce tulipaye got it ๐Ÿ™‚ found the issue and solution

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hm... what could this be ??

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its like something invisible there but its nothing there :/

radiant river
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I wish my car model was better ๐Ÿ™ƒ

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It's all I could make using cubes lol

fierce tulip
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7/10 lego car.

radiant river
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If I turn physics on it doesn't move because of the wheels lol

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It's all just one big cube, technically

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I call it a programmer's car, because I couldn't actually care how it looks while making it work

plush yew
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Are we allowed to show off games that feature bikinis here

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like not sexualized content

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you know swimming related, in context of someone would actually be wearing a bikini

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im making an hd version of this game for my portfolio and im about to finish the peach model

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shell be wearing the same swimsuit

red condor
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mario... has... nipples :O

modern sinew
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Can someone help me get my 4.21 project working in 4.27?

tall crypt
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where would I go to get started about mapping a texture image to this surface? it's a projector screen

drowsy snow
plush yew
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right

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lmao

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im not releasing it

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so theyve got nothing

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ill just be doing it to copy mechanics from the olympic games to learn

red condor
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you can def post non-sexualised bikini pics btw ๐Ÿ‘ the rules only forbid nsfw

plush yew
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i decided to make her a tracksuit so the one from the official game doesnt trigger anyone lmao

red condor
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XDDD

fierce tulip
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this is getting into #work-in-progress territory though.

red condor
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I'm having an issue where my character's camera jerks when I turn after respawning. One jerk when I start turning, one when I stop. It's not on every respawn either - but it does happen consistently. Any guesses what might be causing it?

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That's the respawn code

red condor
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It looks like it's rotation jumps slightly left or right suddenly

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that's my character turning logic

tribal leaf
red condor
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Yeah, it looks like it's jumping by a few degrees in the direction of input.

drowsy snow
# red condor

I don't think this is how you set up the camera motion...

red condor
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no sorry, that's the character motion

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the camera itself is just on a spring arm

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with no collision

plush yew
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I friggen love eevee in blender

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makes previewing everything so easy

red condor
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My character has tank movement - is my blueprint above the correct way to implement that? They use a character component, but it doesn't seem to allow for tank-style rotation out of the box

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It works perfectly until the third respawn, then again until every fourth respawn after that

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excuse the low quality gif xD

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jerky spawn

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normal spawn (completely smooth in game)

tall crypt
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I am having an issue live linking my camera to the UE Project. I have activated the 3 plugins, restarted, matched IP's, set the render to 8bit added a virtual camera2 actor downloaded the "Unreal Remote 2" app... but I can not get the app to connect?

rotund scroll
copper portal
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Anyone know why the skeleton isnt showing?

sick patio
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kick open the door

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or do i go somewhere else adn ask

drowsy snow
sick patio
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found a tut based on taht keyword

red condor
sick patio
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omg that's makoto... you changed your avatar

drowsy snow
red condor
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amazing!

copper portal
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But like why isntg the full manneqiuen showing

grim ore
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those are just arms is why

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it literally says it in the name of the skeletal mesh

copper portal
grim ore
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no.. that mesh is just arms, you are using the first person template

copper portal
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Im tryna mess around rn and find how evrything works, does unreal engine allow me to create a unique charcter animtion like doing a dance or something like that?

civic hound
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Did someone experienced issues to just start the engine? It seems to load but suddenly gets closed. Tried already the following:

  • Start with admin rights
  • Check firewall permissions
  • Verify installation in launcher
  • Uninstall/restart/reinstall
    Nothing works. Any idea will be we very welcome. Thanks!
grim ore
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yes, but most of the time you do that in an external program like blender or maya

copper portal
drowsy snow
tall crypt
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the little camera view that comes up when you click on a camera actor... is there a way to detach that and get it larger on a second or third monitor?

shrewd barn
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Where can I check the size of my map?

grim ore
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@tall cryptno

tall crypt
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that stinks... ๐Ÿ˜ฆ

grim ore
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I have a feeling there is a way around it, but its not easy

drowsy snow
radiant river
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I've tried to look through the 3rd person template to try copy it's camera system however I can't really work it out

viscid jetty
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Is there a channel or place I can ask Math related question. It's for UE4 but the issue is trying to solve an math problem.
I receive a value that can be 1-9, how can I turn that into 1,2,3,4,5,4,3,2,1 respectively for each number.

grim ore
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you would use a collision event more than likely

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set up collision of some sort, one of them or both can check for an overlap or hit on that collision item, an then you do whatever

jolly rampart
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i have an enemy and it currently shoots directly forward but i want the bullets to go to the player when it first spawns in, any thoughts?

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(i know im a great artist, you dont have to tell me)

tall crypt
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question, when I place a camera and set it's sensor to Super 35 with a 16X9 aspect ration and then look thru it, why is it at 4X3?

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Also, is there a way in Unreal to place, move, scale, etc according to "real world feet and inches"?

light thunder
covert ivy
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The model is made with Maya and Substance Painter, from what I read

grim ore
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probably? DBZ Fighters was in UE4 and it's nothing like the default shaders

covert ivy
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DB Fighter Z is 3D imitating 2D but this one looks more 3D but with handpainted textures (isn't it ? ๐Ÿค”) which makes something a bit 2D. It's different from DBFZ. But if you mean that UE can do things as original than DBFZ, can have shaders very specifics, so yeah, it's really cool ! ๐Ÿ˜„

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( sorry for my weird english ^^' )

grim ore
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yes that is what I mean, the shaders are very customizable

tall crypt
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@light thunder thanks, so when I add a basic "cube" what size is that cube? in other words, how many cm's is it?

grim ore
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what size does it say it is? double click on it to open it up. If its in the world click on it, in the details panel find the static mesh, and double click on that

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you can also mouse over the mesh in the browser and it will tell you the size

covert ivy
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@grim ore Yay ! ๐Ÿ˜ƒ And you can confirm that it's handpainted textures and that just to find some generic tuts on handpainted textures would be a good start to approach this style ?

tall crypt
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@grim ore I only see where it says scale, rotation and location, I don't see anything that says what size it is...? but I'm new to this program

grim ore
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yeah it just looks like a simple hand painted texture on the model.

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@tall cryptscroll down in that details panel till you find the static mesh, double click on the mesh to open it's editor

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in the editor when you open it, it says the size is 100x100x100

tall crypt
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@grim ore okay I found this... but how can I see this "number(s) in the regular project world outliner panel instead of having to open every part?

grim ore
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you dont, you can find the item in the browser and it will show it as well

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when it is in the world you can see it's scale, the items size is not in the properties for the item when it's in the world

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generally you use items you know the size of and go from there

tall crypt
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I guess UE doesn't assume users want that data at a glance... it is a standard thing in modeling programs

grim ore
#

yep because you are not modeling in UE

#

you would level design, or dress a set. If you did model then it would show it, if you used the modeling tools for example

covert ivy
#

Actually, now I'm just thinking... The big part to reproduce this shader will be the painting of the texture (in blender, Maya or Substance Painter, for example). Right ? If I manage to reproduce this exact same style in my modeling app, so theorically, I can just bake the texture and it will be ok in UE. Right ? Or should I tweek some nodes shaders in UE too ?

grim ore
#

the first part would be yes, painting. the 2nd would be matching the environment to your program, like substance. substance does have exports for UE4 so it would make it easier

#

things like lighting, shadows, etc would make it look different in the viewport in UE compared to say substance

tall crypt
#

I was just in a live meeting where we were doing that exact thing and they kept asking me to move things around and raise and lower them by exact dimensions... but of course that was very difficult, so I had to scale things by a 6ft metahuman

grim ore
#

well moving, rotating, and such is in world units (1cm per unit) so that would be fine. If you needed to raise something 6cm you add 6 to its Z

#

if you want to make something modular easily then doing it in increments of 10 or 100 would let you know how much to scale it to get a relative result

tall crypt
#

I suppose I can just do the math for each movement on the locations x,y,z... but that just seems silly when I should be able to click "w" and as I move an object it tells me how far its going? on the tool

grim ore
#

100 scales times 2 is 200

#

you can see how far its going when its selected

#

just watch the details panel

covert ivy
#

lightning is different in UE so yeah, that's totally make sense... I see... I will start with the handpainting. Thanks for the clarification sir ! @grim ore

tall crypt
#

so everything is in cm... I changed my project settings to ft /in... but it still doesn't move by ft and inches... it just looks siilly to have to convert every little thing, when every other program just does what you tell it

bronze saddle
grim ore
#

shrug there has to be one set of units for physics and such, CM is just what was chosen as its a more universal standard of measurement

#

@bronze saddlewhat are the values in that enumeration?

tall crypt
#

okay, next question, when I buy assets from the marketplace, and download them, where does UE put the model files... I have to modify a few of them

grim ore
#

it doesnt?

#

well it doesnt have to, they dont have to include the source assets. each asset should say that and where if it has it

#

there are ways of getting assets out of the engine, such as in jpg or fbx, but there is no guarantee it would do what you want or could get it back in

tall crypt
#

@grim ore okay, I see now where and what you are talking about... thanks for the help, I just have to get use to this program

#

when I hold down "Alt" and the scroll wheel to pan... the movement are backwards from what I'm use to... is there a way to flip that in UE?

grim ore
#

none for the scroll wheel I can find, just for the alt-right mouse dolly. All of those settings are in the editor preferences, in the viewport section or you can search for invert

plush yew
#

whoops

#

lol

hollow girder
#

I am a noob when it comes to this but I have two related questions. I was watching a video and following along but his timeline bars are only the length of the FX and mine go on forever. Also one of my effects only goes off at 0 and 5 seconds and I can't figure out why.

grim ore
#

the green and red lines define the length

chilly geyser
#

Would it be possible to spawn an bp actor along a spline and make it follow spline like a road?? A bp actor not just a mesh

hollow girder
grim ore
#

you can resize the green bars if that is what you want as well

stuck night
#

I have a question about lighting, can anyone help me?

#

Basically Im trying to build my lighting right now but as soon as it's done, it's like the skylight just disables and it gets really dark (I am doing an interior)

turbid osprey
#

Hello, I have a quick question, so Iโ€™m building a game that has some dragon boss battles, I would like to know how people go about making a boss. My dragon needs the basic stuff such as laying down animation. Walking, flying and transitions. But I also would like some attack animations as well. I have all the animations but Iโ€™m unsure the best and most efficient way to put it all together. If anyone has any links/ideas for me that would be greatly appreciated!

light thunder
#

but I'd really search youtube for this one

#

animation blueprints can be tricky, like, uh, everything else in unreal

dapper oak
#

does anyone here have experience with creating and setting values on a physics constraint in c++? I'm having issues setting the constraint components and can't find any examples online

karmic ermine
#

can i delete this folder?

hoary seal
#

Is there a node for "play animation forward if select return value is true, else play in reverse"?

#

I can't seem to find a link from my Select output to Play Animation Forward

dusk nebula
#

The held weapons/items are part of the meshes in the Paragon assets, right? What's it take to get the meshes without those items?

real heath
tall crypt
#

when you are using UE, what are the temps on your graphics cards? before opening UE my GTX Titan X cards are at 35ยบC, as soon as my project opens within 5 seconds it's up to 72ยบC

hoary seal
#

Any idea why my first Branch isn't triggering?

plush yew
#

is there a way to have morph targets displayed in the viewport without a timeline or playing with my blueprint?
like I just wanna be able to tick on and off some morph targets with my skeletal mesh in the editor window is that possible

dusk nebula
# hoary seal

is it because there's no parameter typed in the text boxes? Also, what's that selector supposed to accomplish when you can plug the bool straight in or use a NOT node

dusk nebula
hoary seal
#

so now im trying to move it to the event for moving into/out of range and having issues referencing my widget

dusk nebula
hoary seal
#

I basically need to get a player's instance of a widget..without having a direct ref to the widget..?

#

yeah I ended up doing that.

#

but

#

now I gotta get the widget inside of my blueprint event graph

dusk nebula
#

at what point do you create the widget?

#

because all you do is you promote the return value of your "Create Widget" node and then you can call that promoted variable later

hoary seal
#

it's created on the player with EventBeginPlay

dark depot
#

you have a reference right there then

dusk nebula
#

yeah, just call the variable that you promoted and that's your object reference

dark depot
#

you can send any data you want on contruct if you expose it as well or get owner

hoary seal
#

so I need to get the player object, then get that player's variable?

dusk nebula
#

yes

#

if you have to, get a reference to the player as an actor, and then cast that to the player

dark depot
#

i mean if you have a reference there isnt a need to cast

dusk nebula
#

the logic he needs is in his character, though, and most of the time you just get actor references

dark depot
#

if your going to cast you might as well get the reference it is anyway

hoary seal
#

Which node do I want for this..?

dusk nebula
hoary seal
#

Get Widget and Get Owning Player input widgets and return players

dusk nebula
#

you need to message your UI or something to update?

hoary seal
#

Play a fade in/out animation

#

depending on distance from interactable

#

Basically just stuck at "get this players widget of this type"

dusk nebula
#

so you can use the return value from the cast to get that promoted widget reference from before

hoary seal
#

Cast To FirstPersonCharacter?

dark depot
#

really waht is it your trying to do you can bind events in your widget to fire in your character if you need something in the character then the widget has no hard ref to the player at all and would be cleaner if you need a ref to the player in your widget make a whatever your character is a variable and then expose on spawn and set it. based on what your saying though you dont really need that just pull from the widget variable to whatever distance variable in the widget and set it

dusk nebula
hoary seal
#

Yes but what im trying to get at is.. getting said variable from the first person character object.

tall crypt
#

does UE4.27 allow me to scale an object and then zero out its scale to "1" with the previous scale change?

dusk nebula
dusk nebula
dark depot
hoary seal
#

bruh

#

my ui var wasnt public

#

no wonder

dusk nebula
#

it doesn't have to be?

#

it being public doesn't change it, I'm pretty sure

hoary seal
#

its showing my available options now

dusk nebula
#

if you have the "context sensitive" ticker on, you can only call variables that are available to your given class

hoary seal
#

I had it off and it still wasn't showing because my Interact UI variable on the player didnt have the eye thing

uneven charm
#

Anyway to have a constant dpi ?

dusk nebula
#

if you click and drag the "as FirstPersonCharacter" pin from your cast node, you'll be able to find that variable anyway

#

so I'll bet that when you call that variable from a blueprint that it wasn't created in, it needs a reference to an object of the BP's type

tall crypt
#

@dark depot thanks, installed and watching a tutorial now..!

hoary seal
#

YAY IT WORKS!!!! ๐Ÿ˜„

dusk nebula
#

yeah, that's what you want to do, pretty much

hoary seal
#

With the new preview version it shows this EVERY time I click play its super annoying

dusk nebula
# hoary seal

it gets easier to conceptualize once you have a solid understanding of how object references and inheritance work, tbh

dusk nebula
hoary seal
#

Uhhhhhhhh...

#

lots ๐Ÿ˜‚

#

but...

#

idk what to do next lol

dusk nebula
#

what's the goal here?

hoary seal
#

Wilderness survival horror game

dusk nebula
#

I mean what concept are you trying to implement lol

hoary seal
#

Oh KEK

#

that parts good for now

#

making gif 1s.

#

gotta make the system work for things other than just windows though like doors, rocks, logs etc

#

I'd like the UI text to change based on what you're interacting with.

#

which..I think I can do cause I made the text a variable as well as the image

dusk nebula
#

like, it would say the name of the thing, or it would be "open" for a door, and "turn over" for a rock?

hoary seal
#

right

dusk nebula
#

do you know how parent and child BPs work?

hoary seal
#

I can only assume at this point tbh

#

like..1s

#

For this instance I'd assume something like this, set the text before showing it

dusk nebula
#

you could

#

there's kind of an easier way

#

just to show you, I made an actor to use as sort of the "base" for all enemies, specifically. It does everything an enemy character would need to do, like run a behavior tree and carry some variables that all of its children will use. It's just a normal character, basically, but I'm using what will be the shared properties of all future children to save some work

unreal folio
#

hey does anyone know of some good blueprinting classes i could take or watch?

dusk nebula
dusk nebula
hoary seal
#

Hmmmmm

#

that's interesting.

#

only issue I really see is like

#

I already have a BP for my windows and doors which have trigger events and such

dusk nebula
#

you can reparent something relatively easily

#

class settings -> parent class
and you just change the dropdown

#

you probably want to make sure you've set up the parent class beforehand, though

hoary seal
#

How "fleshed out" do parent classes need to be?

dusk nebula
#

and you can basically just cut and paste some of what you've done already

dusk nebula
hoary seal
#

Like

dusk nebula
#

so if the parent has a mesh component, the child will also have a mesh component, but you can change what mesh it actually uses

hoary seal
#

How much stuff should be defined in the parent vs the child?

#

I guess redundant stuff in the parent

dusk nebula
#

that's kind of up to you

hoary seal
#

just have to make sure all children will use the stuff in the parent

#

like oop.

dusk nebula
#

so you should put a string variable called something like "hover text"

#

and then you can assign that manually in each child

#

rather than creating and then assigning that variable for every object that should have it

hoary seal
#

If I made it in the parent it makes it in the children too?

dusk nebula
#

yes

hoary seal
#

cool

#

Would my meshes need to be variables

dusk nebula
#

no, just a component

#

one moment

#

so, don't make it a character because it's not a biped that moves, but it would look something like this as an actor

hoary seal
#

oooh..

dusk nebula
#

this is what you change in the child blueprint

hoary seal
#

I made an "Interactable" BP

dusk nebula
#

yeah, so just put any property that you would want all children to share in there

#

like, each child should have a mesh, and some of the functionality and variables we talked about, even if the values will be slightly different

#

and then something to put in the child when the time comes would be what it actually does when interacted with, like a door opening or a rock flipping over

hoary seal
#

So far I have a mesh, prompt text and prompt text color..

dusk nebula
#

not a bad start

hoary seal
#

oh wait

#

no mesh variable

dusk nebula
#

the cool thing is that you can change the parent afterwards and it will update the children as well

hoary seal
#

sweet

dusk nebula
#

but yeah make sure there's a mesh component so that each child will use that

hoary seal
#

Guessing I need to put it into my world to add components

#

nvm

dusk nebula
#

no, just open the viewport so you can see them

#

bad handwriting and graphic, but this is the basic idea

hoary seal
#

nah its good and helpful ty

#

I might just be dumb but when I click Class Settings in my BP..nothing happens

dusk nebula
#

it opens a different tab on the right, by default

#

toggle between class settings and class defaults and you'll notice it

hoary seal
#

I think its hidden

dusk nebula
#

click your view tab on the top to find it maybe

#

I use UE4 still so idk if it's there by default or if you closed it at some point

hoary seal
#

Hmmmmm...

dusk nebula
#

sorry, it's the window tab

hoary seal
#

Yeah I have details enabled..

#

weird.

#

going to default editor layout fixed it.

dusk nebula
#

so yeah you usually create children from that BP but in this case you could also just change the parent of the ones you have currently

hoary seal
#

I changed the parent class to my interactable one and it didn't add the variables

dusk nebula
#

you can also call them just by typing the variable name in the event graph

hoary seal
#

thereeee it is

dusk nebula
#

you'll notice that it shows a bunch of different stuff, like the whole Pawn tab. that's because the Character is actually a subclass of Pawn

#

if you don't know, casting is sort of the process used to attempt to refine a reference to a parent object to one of its children

hoary seal
#

yessirrr

#

Now to get this text setting working

dusk nebula
#

I say don't use a node

#

just make the variable and then in each child you can edit the default value differently

#

then you just "Get" it

hoary seal
#

Yeah but where would I even plug the "get"

#

I'm just toggling an animation on the widget in here

dusk nebula
#

in your widget that shows the text

#

you can make the text box in that widget into a local variable and place a custom event in your widget's event graph

hoary seal
#

This is how I have it right now

dusk nebula
#

yeah so you would remove that text variable getter and probably use an event for when the player hovers over something

#

so similar to what you're doing, but instead of being called once when the widget is created, it would be called after the player collides with the object that should have the text

#

if that makes sense

#

so just make a custom event there with a text parameter and we can go from there

#

slightly different application, but this is what's called inside that widget whenever the player's health changes and the UI should display it

hoary seal
#

Well the widget is created on the player

dusk nebula
#

that's fine

#

you're already casting to the player when they overlap with the object, so you would use that reference to call your widget reference variable

primal tendon
#

So I asked this in ue5 general and didn't get any answer yet...

when adding asset from library should I import it as Version 4.27 or 5.0 EA into UE5 Preview?

hoary seal
#

I should just need to change this "Int Text" right?

dusk nebula
#

not only that, no

#

that red event node that it's plugged into will only fire once

#

you need it to fire each time the player collides with something that should display the text

#

so you make a custom event

hoary seal
#

yes i know how to make a custom event

dusk nebula
#

I'm saying that you should use a CE so that you can call it whenever you want

hoary seal
#

Yeahhh..idk how to make a custom event

#

I don't see it in the right click menu

dusk nebula
#

just right click and type custom event

hoary seal
#

OHHH

#

I thought it was like

#

an object

dusk nebula
#

nope

hoary seal
#

ok....created that..

dusk nebula
#

so when that event is called, you're gonna need to know what the text should be set to

#

click on the event and there's a tab called "inputs"

#

just create one of a type matching your variable you're inputting

#

again, different application but same concept

hoary seal
#

Anf how do you trigger this?

#

Wait

#

This goes in my widget right?

dusk nebula
#

yes

#

the event should be in your widget

#

type your custom event name in any Blueprint and it will give you the option to create a blue node for it

#

fyi here's another trick to create an input or output on a custom event

hoary seal
#

got that part

dusk nebula
#

so now you need a reference to a widget object in the "Target" input

#

because if you have multiple of something, it wouldn't know which one to trigger this for

#

the highlighted text kind of gives you a hint by telling you what type of reference the target pin needs to receive

hoary seal
#

It worksss LETS GOO

dusk nebula
#

way to go

hoary seal
#

hmmm

dusk nebula
#

did you put the event call before the widget becomes visible?

hoary seal
#

Gonna be an issue though of when the text changes, it's no longer positioned correctly

dusk nebula
hoary seal
#

like, this works fine

dusk nebula
#

you can justify the text in different ways, just like in a word processor

hoary seal
#

but once the text is changed it goes all weird

dusk nebula
#

if I were to guess, I'd say that you should make sure it's left justified and then set your text box to "size to content" in the slot dropdown (top of the details panel)

#

I'm weak on UI formatting but I think that may work

#

another option, actually, is to wrap both the button tooltip and the text with a horizontal box, so they won't overlap each other

hoary seal
#

The spacing is right now but it's squishing the image

dusk nebula
#

I'll try to show what I mean

#

so this is sort of what the final product looks like

hoary seal
#

gotta fix the stretch still somehow

dusk nebula
#

use a scale box around the image to force it to its original scale

dusk nebula
tall crypt
#

I installed the model editor plugin and I set my system units to inches /ft... but the systems is till set to cm when creating assets with the model editor? do I need to shut down UE after changing the units to get it to take/stick?

hoary seal
#

yeah, got that

#

Just gotta make the horizontal box smaller now somehow

#

Also looks like the box is only around the image not the text?

dusk nebula
#

I think it shouldn't be set to size to the content

hoary seal
#

didnt change anything

tall crypt
#

example, I need to create a box that is 4ft X 8 ft X 4ft, when I create that box using the cm conversion and then measure the box it's longer, wider and taller...?

dusk nebula
hoary seal
#

Somehow the scale box is larger than its parent.

#

Scale box is the large one, horizontal box is the smaller one

dusk nebula
#

I'm not 100% on some of this UI stuff, so I'd have to look into how to scale it

dusk nebula
#

in all honesty, weird ui scaling isn't super critical compared to making things function in general

tall crypt
#

it is incredibly stupid that UE won't let you type a unit identifier after a number.... you know, like every other program does, lol I mean I understand its default is cm, but why on earth would they not let you simply type in "48in" and let the software preform the conversion?

hoary seal
#

Well its my bedtime now @dusk nebula I appreciate the help a lot in making my stuff work more efficiently, I learned a lot โค๏ธ

tall crypt
#

okay, I conducted an experiment, I created a box with UE units (cm) to be 48" cubed... that's 121.92cmยณ... I created the asset, then edited the asset to see the size and UE shows it as 121cmยณ... it doesn't seem like a lot, but it's 3/8" difference and UE rounded "down" from 0.92 instead of up...???? 3/8" offset over 40 ft for our design is a difference of 3.75" that's a lot!

dusk nebula
tall crypt
#

try it on your end and see if you get the same result... it shouldn't "round" at all... if I want something that is 121.92 cm it should be able to give that to me?

dusk nebula
#

I'm honestly not even sure what you're doing with this, I was just thinking that it may be losing the fractional digits through some type of conversion, like float to int would do through truncation

tall crypt
#

well we are using UE to layout stage and get angles for lights and cameras... but a lot of this has to be moved at specific distances and heights and we are struggling to get UE to do simple stiff that modeling programs and or scene layout programs can do with no problem... which is move things at specific distances in whatever units of measurement you desire. it's pretty frustrating

dusk nebula
#

I've done nothing using real-world modeling, i.e. just using arbitrary values in the default unit, but it seems like you would want to figure out if the problem is on the output side or the input side, meaning your modeling software may be rounding the value rather than UE doing it. It's probably best to determine which it is before continuing

tall crypt
#

I created the test "cube" in UE, using the model editor, using cm's... and UE sized it down, everything was done in UE? it's not very hard to multiple 48*2.54=121.92

dusk nebula
#

oh, well there may be a setting for it somewhere

#

I haven't really done much with this but it sounds like the engine is changing it to what is probably meant to be a rounded value

#

seems like what you're using is new and also exclusive to UE5, so I'd expect a base level of jank just from that

#

why use UE over another program to create models?

tall crypt
#

I'm on UE4.27

dusk nebula
#

ok I'm just wrong

#

there might be a parameter for the level of precision or someting

plush yew
#

does unreal engine compress normal maps by default or do something weird to them

#

they look wayy different in game

#

lighting is different but its not just that the normals have seams they are also lower res

#

i set the max res to 4k

#

and turned off mipmaps

#

no idea what else could cause this

amber shuttle
#

shape keys

tall crypt
spice ruin
#

Unreal can definitely do sub-unit values

drowsy snow
spice ruin
#

It is true that Unreal's property boxes are rather lacking in features, though.

shadow estuary
#

begin play in my game mode isnt firing, i have it set as default game mode

#

any tips

drowsy snow
shadow estuary
#

game state sorry

#

kk ill check

#

its set in both

#

weird

#

NONE

#

of my begin plays

#

are running

#

on any of my pawns or controllers or anything

#

its all BP

#

i was thinking the same thing tho

#

do i need to call super in BP?

#

I added the parent call with no dice

#

hmm

drowsy snow
#

But then I never do any scripting in Game Mode

shadow estuary
#

weird because none of my begin plays are runnin

#

lol

#

i got it, i had to inherit from game mode base and game state base

#

not just game mode or game state

drowsy snow
#

That explains.

shadow estuary
#

im making a turn based rts multiplayer

#

are arrays in BP dynamic, or do i need to set size before i add?

#

i see

#

im also trying to run the game as multiplayer, so i loop through player array

#

but player array is always size 1

valid kelp
tall crypt
sick patio
#

what this mean? how i fix?

tall crypt
#

So i guess im the only one who uses Unreal Engine who finds it weird that you cant trust the dimensions? I mean if I create a cylinder in MODO or Blender that is 36.5625โ€ in length, and then bring that into my CAD software, my CAD software dimensions it at 36.5625โ€โ€ฆ i understand what your saying, but being 3/8โ€ off on a dimension of 48โ€ is not โ€œgetting closeโ€โ€ฆ its just wrong. A dimension saying 48.00134 is โ€œcloseโ€

spice ruin
#

It's possible that the model editor just truncates the number instead of rounding it and it is actually 121.92

shadow estuary
#

is there a reason why when i start the game as a listen server with 4 clients, playerArray is only 1

#

thanks

spice ruin
#

I mean, you could also work in cm and just pretend they're inches.

radiant river
#

Anybody willing to try shoot me the general concept of attaching a camera to a BP but only allowing panning around? And disabling the template's built in movement?

spice ruin
#

(this isn't ideal, I know)

tall crypt
#

@spice ruin you could be right, but obviously there is no way to know that... my CAD software allows me to use whatever units I want to use, I just type the indicator after the number... there's nothing weird about an inch, an inch is the same for cm, meters and mm... it's just a length, how it's divided is different, but it's still broken up in even divisions, just like cm and mm. The part that confuses me is why UE rounded down to the whole number instead of up to the whole number? generally if it's 0-.49 it rounds down and .50 and up rounds up.... the little dimension drag showed the 122cm? (watch the above video)

spice ruin
#

Yeah, I watched it. The first half at least.

radiant river
#

Err, where do I find that code for the template? And do I just copy that to my BP then?

tall crypt
#

@spice ruin I don't mind the cm... actually I don't care if UE would let me type "in" after the dimension... but it's forcing me to stop, and either use google or create a spreadsheet like I did to convert units... (kind of low rent)

spice ruin
#

Yeah. I'm working with some people who'd love that too, but sadly, it's just not a thing in UE.

tall crypt
#

you can divide an inch by "2" and then that number can divided by "2" and so can that number...

radiant river
#

I kind of want to position the camera around the car so you can properly pan around it, like a chase cam (think it's the proper term)

Think GTA camera for cars

spice ruin
#

Use a spring arm, @radiant river ?

tall crypt
#

if you watched the above video, you'll see that I did enter cm's and it gave me the wrong number, lol

rugged oxide
#

hey all, is chaos engine any good

#

never heard of it until now

spice ruin
#

@plush yew his complaint is that the number he had was different to the one in the model editor (121.92 vs 121)

#

The model editor display the top left said 121x121x121

#

I suggested it's just displaying the truncated value

radiant river
spice ruin
#

I don't think he really cares about that part, lorash ๐Ÿ™‚

valid kelp
radiant river
#

I tried to look into the 3rd person example and kind of got confused about it

tall crypt
#

can I export geo created in UE?

valid kelp
#

yeah, right click the mesh in the content browser -> asset actions -> export

tall crypt
#

alright, I'll check it

#

can anyone answer if UE5 allows for alternative dimensions so i don't have to convert every number each time I want to make or move something?

drowsy snow
sick patio
#

what does this mean?

radiant river
#

Yeah I just have no idea what either of those are

#

Components I add to the viewport?

spice ruin
#

To your blueprint

#

You should really watch some tutorial videos

radiant river
#

I prefer text tutorials over videos. And worst case I'm doing a UE course at school so I'll just ask my instructor on Monday

#

Anyway, they go into the blueprint's viewport?

drowsy snow
drowsy snow
#

Or rather BP's component list really

radiant river
#

Yep, added them

#

So now I need to get rid of the scene's camera I guess? So it'll use the blueprint's one

sick patio
#

can i just use W for acceleration and S for handbrake? I don't know how a truck works. I literally haven't driven a car in 20 years.

drowsy snow
sick patio
#

expense?

plush yew
#

so, honest opinion, subsurface vs subsurface profile, which is better and why?

drowsy snow
plush yew
#

wouldnt it be opposite for skins?

radiant river
#

Camera is at the back and set the spring arm in the middle of the car

drowsy snow
plush yew
#

i dont see how subsurface profile has any advantage tbh

drowsy snow
plush yew
#

im sure it does you seem to know more about it, could you tell me a reason subsurface profile is better

drowsy snow
plush yew
#

im sure it is but why

#

like what can it not do subsurface within the shader model can lol

drowsy snow
#

Just set the colour and you're done.

plush yew
#

lol ok

#

how about preintegrated skin vs subsurface profile

drowsy snow
#

Never used the former so dunno

dim merlin
#

So anyone knows how to be able to enable this setting (In Material) :

plush yew
#

is this a bug or did i do an oopsie

#

morph target is set to 1 in the skeletal mesh, but in the viewport (not the skeletal mesh viewer but the level viewer) it doesnt show it

#

is there a box or something i gotta tick to have morph targets stay on?

tall crypt
#

@plush yew thanks for the confirmation ๐Ÿ˜ฆ

sick patio
#

instead of a trigger box, I can make an input action, for the player to talk to ... say... a cashier?

#

so if the player walks by, a cutscene doesn't automatically start playing

plush yew
#

It's been 5 years and Epic still has not fixed this bug, its causing me a lot of fuss, anyway to fix it currently?

#

basically when I reimport a mesh after removing material slots the old material slots are still there even tho they dont do anything

#

can i manually remove a material slot from within the unreal engine editor somehow?

drowsy snow
sick patio
#

sorry i DMed you, i saw you had DND and i deleted it

#

ok i'll look up bind/unbind

radiant river
#

I'm totally lost on what I'm supposed to do with this camera now i've added it. Can I use some script to set it as default?

drowsy snow
radiant river
#

It's an actor*

drowsy snow
radiant river
#

I don't really feel like recoding all of my work just to change it to a pawn ๐Ÿ™ƒ

#

Can't I just delete the scene's camera and make it use a camera on the car?

drowsy snow
radiant river
#

Oh, ok

#

Done

#

Rip, that broke all of my controls

#

I'm going to assume input actions don't work on pawns?

drowsy snow
radiant river
#

So, I need to try make some code to possess it?

#

I've had my key binds for the controls as my numpad keys as WASD have been controlling the scene camera, which wasn't what I wanted

drowsy snow
radiant river
#

Well before I converted it to a pawn, my key inputs worked, now they don't?

#

So actions like these don't work

#

Ah, nevermind, I found out how to possess it

#

My camera is weirdly to the side but it works lol

#

Okay, only issue now is that the camera on my car is fixed, and I'd like to allow you to move around the car outside with the mouse and zoom in/out. Any suggestions?

drowsy snow
radiant river
#

Rotation def. funky

red condor
#

i don't think you need to check pawn control rotation, but i haven't read everything above

radiant river
#

I'll give that a go

mortal cedar
#

Is there a way to fix the bug where drop downs and context menus instantly close?

#

I'm on the latest UE4 and it happens almost constantly

#

I get about a minute before I have to restart the editor

#

I remember they fixed it in an update but it seems like its back. Maybe its an nvidia or windows driver issue though

jagged cave
#

guys, did you ever have a problem, when you're importing an asset, .fbx mesh or animation for example, and immediately deleting it in editor, it shows "memory reference", and completely freezes the editor with all of RAM increasingly consumed?

plush yew
#

What do you guys use for unreal engine as version control? git & github? for blueprint and c++ projects

clear estuary
#

i know that some that use Plastic as version control

#

ah, whoops, skim read that XD

primal tendon
#

I'm trying to get cast to Ultra Dynamic Sky working in GameMode, any idea what to pass to Object?

plush yew
#

as I know they are paid ones. Git is free and with large files, we can handle the unreal I think. but github's storage is too small for unreal. We need cloud storage because of team work. So, I think there are not much options for unreal @plush yew

cedar wave
#

Azure Devops

#

Unlimited Git LFS size.

wild aspen
#

Are there public APIs (c++ or blueprint, or possibly/even better from outside unreal, without launching the engine) to do in code some of the engine's UI work, in particular stuff like "i have a path to an fbx, i want to crete a mesh asset importing that fbx"?

native tulip
#

where can i share my games on this server (its free for feedback/critique)?

plush yew
#

As I heard, there is limitation for storage but you can create unlimited repositories. Does it has unlimited storage ? @cedar wave

wild aspen
primal tendon
#

ok

#

isn't get all actors real bad for performance?

wild aspen
#

If you do it each frame yeah, if you do it once at start who cares

errant bloom
#

Whatโ€™s the max size of a level in UE5

primal tendon
#

ok

cedar wave
#

Unlimited means what it says.

primal tendon
#

oh man it's been some time so I forgot, I'm doing Get Actors from Layer category and it's asking for Actor Layer, what to give for that?

plush yew
#

@cedar wave Thanks I will try it

#

how do i update UE5 early access to UE5 preview?

#

or are they just the same

pearl marten
#

hoiiii,

#

how would you track camera movements and import that reported file to engine camera oum

red condor
#

to anyone who's seen me blathering on about my jerky camera issues the last few days - I fixed it ๐Ÿฅณ

primal tendon
#

Can I do anything with Cast to --- Class?

red condor
#

iirc you can then use cast to class, using that array as the object input

#

since it'll just return the only applicable object

primal tendon
#

oh thanks that helped out a lot

#

That worked out nice...

red condor
#

nice sky!!

low geyser
valid depot
# pearl marten how would you track camera movements and import that reported file to engine cam...

I had just watched this tutorial a few days ago, haven't tried it myself but might be what you're looking for https://www.youtube.com/watch?v=Ta0am2wC-SI

Camera Tracking From Blender To Unreal Engine

Intro 00:00
Strat Tracking In Blender 01:12
Cleaning the Tracking 09:01
Solving The Camera 10:51
Send Tracking To Unreal 15:31
Scaling The Camera 19:26
Aligning the Footage 22:40
Bringing Scenes To Life 25:19
Casting Shadows 26:30
Side By Side 28:48

Blender For Unreal: https://github.com/xavier150/...

โ–ถ Play video
pearl marten
#

tyyyyyyyyy

versed lion
#

hey guys, so I have a laser beam effect I made which is being spawned in a gun's barrel into a hit point by line trace. Although the result is quite fine, if i am moving the laser seems to be left behind, don't know how to explain it so much so there's a video, is it a problem with the effect or bp?

light thunder
#

Open a blueprint (this one is a editor utility) and I see this - so apparently the spawn actor from class node was change? What the shit.

grim ore
#

@versed lionthat looks exactly like it should work, you fire a beam from A - > B, the beam goes from A -> B over time. Unless you want A to be stuck to the barrel while its firing? if so you need to adjust the start of that beam effect every frame.

#

chances are you just need to make it faster and not worry about it, its light it should be faster

versed lion
#

@grim ore thanks for the reply, I know its working fine. but it seemed scuffed a bit you know

#

I will try stick it to the barrel to see if it looks better

worn copper
#

Have this Strange Issue after Light Building. Why Above Railing is illumination that white shade... It was Perfect before Building Light
Same material and Texture used for both but looking different.

Above is Spline Actor That's the only difference. But was Perfect before building light

light thunder
#

if it gets changed, (don't ask me how) it can fuck things up

#

check in #graphics if you don't figure it out here - they take longer to respond but should recognize the issue when they finally see it

prime willow
#

is there a way to add unreal water

#

to my systems

#

without having it reform and destory my won landscape

worn copper
worn copper
grim ore
#

doube click the mesh, check the lighting section

prime willow
#

wait

tall crypt
#

when you go to Unrealengine's webpage and you see the "blue" download button in the top right... which version of UE is that downloading? I'm trying to get the UE5 preview, but the page takes me to to launcher which in turn takes me to a page that talks about the preview and takes you back tot he launcher and the whole thing repeats?

prime willow
#

did i type my question about water?

worn copper
grim ore
#

perhaps tell it to generate, and set its index to 1

spice ruin
#

@tall crypt you can add/remove different engine versions via the laumcher

low geyser
prime willow
#

um i was wndering sorry if i am double posting i cant find it above but
is it possible to use water plugin ocean body or such without it completely deleting my landscape and its changes, id rather not remake my entire map again to add water to it ;-;

light thunder
#

remember you will have to build lights again for changes to take effect - might want to duplicate the level and then turn it to dynamic lighting and see what happens

worn copper
low geyser
#

yahooo

tall crypt
#

@spice ruin so my "+" is greyed out and the only ones I see are 4.23.1 4.26.2 4.27.2

low geyser
#

oh no ue5

prime willow
versed lion
#

@grim ore I was stressing a bit cuz is looked scuffed finding out every game possible that has that pew pew effect, looks just like that as well. For example the gta v laser minigun. didn't see that lol. thanks for the reply tho

spice ruin
#

@tall crypt you have an uninstalled engine, so change the version of that to 5 and hit install

grim ore
#

you shouldnt need to set anything but

tall crypt
#

got it, thanks

spice ruin
#

Kinda silly that it works that way, but yeah.

sick patio
#

um did i do this right and where do i put this ORM?

tall crypt
light thunder
#

Why is this returning none?

#

answer - because actor hadn't completed spawning (collision issue)

grim ore
#

@tall cryptyes if you use the new procedural mesh system and have experience with blueprints

sick patio
#

what's the game where the npc follows you and if you crouch it crouches too? and how would i do that?

tall crypt
#

@grim ore I'd like to look up videos about this, and when I search "blueprint in UE" a lot comes up... is there a specific term I should be searching for?

grim ore
#

for this specific idea? you wont find anything as that is a new feature in 5.0

#

in general it sounds like you need to read and watch the official learning materials to get the basics of UE

spice ruin
#

You can generate meshes like that without being in 5.0

tall crypt
#

I'm wondering if trying to use UE for presentations is the right tool? Perhaps it is and will just require a learning curve...?

prime willow
#

;-;

tall crypt
#

@spice ruin I was able to create the mesh yesterday with model editor, but I couldn't find anything that made scene about how to set it up to change it on the fly or to make the grid array of "decks" like my CAD video shows

spice ruin
#

That's not easy, but it's possible. It's well beyond explaining it over discord ๐Ÿ˜ฆ

tall crypt
#

understood

spice ruin
#

I'm doing parametric geometry for my job rn, it's quite fun when you get used to it, playing around with settings in the details panel!

dense bobcat
#

Hey fam having an urgent issue and totally stuck!! When I render a prores sequence in render queue, all fx, procedural texure anims, and particles GO FAST like playing in FASTFORWARD MOTION in the final video. Fps is an regular sequencer animations are right just fx and procedurals. Any help is highly appreciated ๐Ÿ™๐Ÿ™๐Ÿ™

tall crypt
#

@spice ruin tutorials please! LOL even mundane stuff would be helpful... I order and deliver the pizza!

spice ruin
#

Look up how to use procedural mesh components or dynamic mesh components

#

(the latter is the newer one)

#

It's not available in BPs, though

tall crypt
#

@grim ore thanks, I just commented on his video

worldly spear
#

anyone know how to make particles die on collision and then emit other particles when they die?

dusk nebula
#

@sick patio

#

plus an alternative way to set it up that's easier if you have a good handle on flow control

#

not sure how close what you're doing is to a scrolls game, but you'd do almost the exact same thing to control if the npc should have their weapon out @sick patio

sick patio
#

the scene is a grocery store at closing, and the monster is coming in through the back. and the workers are looking to the player for leadership and guidance

#

i write too much

#

dey follow player

#

there, that's better

prime willow
#

Guys

#

where or what do i even look for to find out how to add water to my landscape without it converting and formatting my landscape to basic form

#

it convets my landscape to a basic flat plane reformng everything if i just add ocean

sick patio
#

covet?

prime willow
#

converts*

#

okie ill try that

opaque seal
#

i cant see 32 bit windows to package my game
someone can help me?

dusk nebula
#

yeah I don't think anything really runs 32 bit anymore

#

that and you get some weird limitations like a 2.something gb ram limit iirc

remote badge
#

boys why can't I enable depth of field in my post processing volume

shrewd barn
#

can I use Stream Level Bound Volume without any problems and always have maps set to Always Loaded? I'm creating a multiplayer game and I heard that using Stream Level can be problematic, so I decided to only set the visibility of the Maps, they will be loaded all the time but not visible, are there any contraindications?

tropic wren
#

When I bake lighting, is that CPU or GPU? What do I upgrade if I desperately want things to go at least a bit faster?

shrewd barn
#

in character

remote badge
worn copper
rough finch
#

Hello, my playtesters are reporting that my game is for some reason auto-launching their steam VR. How can I fix this?

Through googling I can only find stuff about the UE4 itself launching VR when the project is opened which isn't what I'm looking for I don't think especially since the things they tell me to uncheck are already unchecked. Thank you in advance for the help!

thick herald
#

disable all VR related plugins, repackage ๐Ÿ™‚

rough finch
#

Oh cool, I wasn't finding any initially but I guess I needed to look under built-in plugins, not installed ones. I hope that fixes it. Thank you!

red condor
warped osprey
#

I still have the same issue that no one know how to fix. I need to contact someone that's part of the UE4 development team. I think it's the only way. The other choice I have is to quit.

spice ruin
#

What's the issue?

warped osprey
#

Passing variables in the On Drag Detected.

spice ruin
#

That's simple enough... what are you doing right now?

#

Have you defined your own dragdrop operation struct?

#

Or class, whichever it is.

warped osprey
#

Right now nothing. The issue is when I drag from the players inventory to say like a drop box. (Just drops it to the ground). The item info doesn't get passed. Like (ItemName - Name) and no 1 can furgure out why

#

Yes. I did

spice ruin
#

BP or c++?

warped osprey
#

BP

spice ruin
#

Then I can't help!

warped osprey
#

np. Just wait until someone can. That's why I need to chat with a dev from UE4

spice ruin
#

Chances are if you want to do that, you'll need to be employed by Epic, an Epic subcontractor or just pay for it (like UDN back in the day; I've no idea how that works these days.)

warped osprey
#

ok

#

I'll just wait for someone who is or does.

dusk nebula
#

can I save a data table row as a variable to access at runtime? I see there's a data table variable, but that gets the whole table

warped osprey
#

@plush yew Thanks. I never done payload before. So I won't even try.

#

let me ask this, in order to use Drag and Drop. Does the inventories have to be slot based

spice ruin
#

There are no prerequisites for using drag and drop.

#

There's only your implementation.

warped osprey
#

ok, cool, that's not the issue then. It has to be in the way the on drag detected sets variables

dusk nebula
#

is this the only way to use a data table row handle variable?