#ue4-general

1 messages Β· Page 1150 of 1

prime willow
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is anyone here good with grooms?

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im trying tu use multi convex hulls for physics and have my grooms physically reeact to those

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is there even a particular channel here for groom based questions?

spice ruin
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They might object to a channel called #Groom

prime willow
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o-o;

sonic granite
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how do i update the Houdini Engine plugin?

sick patio
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In the bathroom stalls I want the doors that

opens 45 degrees
you can walk into to open it
or slowly use the mouse to open it while standing still
and "lock" it, once inside the stall
I cannot find this in any tutorial.

tall crypt
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I just got UE5 download and its open, can I take the Outliner and drag it onto another screen? I have 4 monitors. also I asked this yesterday, but can i have a separate window open that only shows the "active cineCamera Actor at full screen on a separate monitor?

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what I'm trying to create is the active cine camera full screen on one monitor and a 4-up on another monitor (perspective, top, front, left)

fierce tulip
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yes, window > viewports
gives you an additional viewport that you can open full screen on an additional monitor

light thunder
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what is the correct way to clear out a Grid panel?

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if I clear out all children, I can't seem to add anything to it

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something magical about these buttons - they would not be removed -

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that is baffling

muted imp
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I am trying to use level streaming volumes in my level to seamlessly load in the next area of the map when the player turns the corner of a hallway or alley. The problem is that the game freezes for 2-3 seconds to load in all those new assets and looks jarring. Anyone know how to fix this and not load it on the main thread to prevent freezing the whole game? Someone recommended making multiple overlapping volumes that load in less at a time but that leads to issues like the level disappearing on me sometimes. Do I need to test it in a packaged game or will it always stutter like this? Possibly there is a way to load in more objects as I walk closer instead of the entire chunk of the level at once?

rare frost
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If you have control over which arguments are used in the launching of your game, -nohmd should fix this.

worn copper
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I have this issue after Building Light. I tried many things but not working.
So luckyly i Have Backup.
I there any Better way to get Exact same graphics and shadows we get in editor.

Unreal Realtime Editor first time i felt like it's a SCAM. after baking/building light result are completely wrong. Not even close. Means
Some texture gets Dark & some gets White Shaded. Even id same texture, same mesh, same scene, still 1 is Dark 1 is White Shaded. Just because i tried building light...

Give any suggestions or tutorial to learn how to tackle with this situation.

I felt i was in myth of graphics of my game. Suddenly everything changed upside down...

plush yew
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anyone know how to stop a camera going underground when a string arm isn't viable in this situation?

hidden sparrow
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Hey, how do I copy my First Person character blueprint from one project to another without losing the variables and blueprints? When I migrate my First person character to the second project it just isnt the same.

red condor
hidden sparrow
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Well, everything. I still have the default blueprint with the weapon. Maybe I do something wrong, but im pretty sure I do migrate it to the right project and to the right content folder. I dont know what can be the problem

red condor
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so you're saying the event graph is completely empty and has no variables after migrating? That's very odd

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I'd give it another try and double check the migrate path, it should work

red condor
plush yew
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its attached to the spine_03 bone so depending on the animation sometimes it will make go underground

red condor
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can't you just parent the camera to the capsule? That way animation won't affect its position

plush yew
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well I want the animation to affect the position

red condor
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I mean the spring arm, sorry

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You might want the camera to move with animations, but do you really want its movement to depend on animation data? Or would it be better to 'move/rotate camera to x while such and such is happening', provide the movement logic manually?

hidden sparrow
red condor
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@plush yew otherwise you could set up collision channels so the camera only collides with the ground. Depends on exactly what effect you're going for. Having the camera tied to the bone position sounds like it would be awkward/limiting to work with, but maybe I'm not grasping the reason for doing it

plush yew
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Well let me explain how it works a bit more, there is a reference camera that is always following the bone, then there is a timeline that makes the player camera move over to the position of the reference camera

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But sometimes that reference camera moves underground and then that's where the problem comes

red condor
plush yew
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Hmm I'll try it out but it already is blocking only the ground with how it is now but it won't hurt to try!!

red condor
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oh, so even with a collision check it's still going through the ground?

red condor
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In that case I'm not sure why it would move through the ground - unless maybe it's moving very fast and the ground is too thin? that might be possible

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depends on the animation I guess

plush yew
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it is moving very fast, the character is doing a lot of quick spins and moves

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but Im at my desk now so Im gonna test out the collision idea

red condor
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well, its already set to collide with ground I don't think it'll make any difference

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You could try adding lag to the ref camera though

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That will make it impossible for it to move instantly

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Then the collision check should work

plush yew
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how would I go about that? I have never done that before

red condor
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It's in the settings for the spring arm in Details

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under Lag, 'Enable Camera Lag'

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then you can choose a speed, the default should be fine

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it means it'll smoothly move to a new position rather than jumping

plush yew
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alright gonna try it out!

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hm it still does it, maybe if I add another spring arm to the reference camera and add the lag to that spring arm instead

red condor
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the ref camera will need to be parented to a spring arm with lag to try this πŸ‘

plush yew
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Oh wow that worked!!

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Thank you so much!

prime willow
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what do i do if iwant to extend my water to my entire landscape

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im not sure how to make the water itself circle the outside of my landscape

red condor
drowsy snow
red condor
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hey makoto, I fixed that jerky camera issue I was having finally 😁

prime willow
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so it cant fit a full landscape..

drowsy snow
red condor
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How big is that landscape?

prime willow
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so i need oceanology :3

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oh

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its super big

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lol

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i plan on filling that whole baby up with tons of characters cities and systems etc etc etc

red condor
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xD

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nice

prime willow
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its just gonna take a while lmao

red condor
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are you using world composition?

prime willow
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no

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whats that :3

drowsy snow
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I personally went with UIWS grids

red condor
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:O

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oh ok

drowsy snow
prime willow
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whats world comp D:<

red condor
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its the only way your game will work probably :)

red condor
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stitching together multiple landscapes

drowsy snow
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World Composition is distance based level streaming, made for open world maps

red condor
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and loading in things as the player approaches

prime willow
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send help!

drowsy snow
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Basically chunks of maps streamed in and out, only in vicinity of the player camera, keeping memory usage more reasonable

prime willow
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oh

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than i need this!

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wait i dont have to start over right?

drowsy snow
prime willow
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yay!

drowsy snow
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And it won't work with Landmass

prime willow
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what

red condor
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yeah, it won't work with landmass

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you might not have to reallly start over

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it depends

drowsy snow
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Landmass, the thing that the water plugin depends on, deforming the landscape

prime willow
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can world comp landmass or nopes?

red condor
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nope

prime willow
red condor
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well not ocean anyway at least

prime willow
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i need to die

red condor
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that goes around multiple tiles

prime willow
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ill probably buy oceanology tbh

red condor
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I'm pretty sure it wouldn't work

prime willow
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if

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WAIT

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what

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guys

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im

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so i need world

drowsy snow
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I'm sticking with UE4, so it's not useless for me

prime willow
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but i cant have in unreal 5

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but i want to move to unreal 5

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but i need to start over

drowsy snow
red condor
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ue4 is great, ue5 is too new for me to trust yet

drowsy snow
prime willow
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well iwant level destruct and one other thing cant member e ventually so i have to go to unreal 5 down the line or on reboot

drowsy snow
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Even though Fortnite is of any proof

prime willow
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so do i use wolrd partition if im moving to 5 eventually

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@drowsy snow dun worry if my game successfull ill buy you stonk pc so you can play it ❀️

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so if im going to unreal 5

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do i us world parittion or something else?

red condor
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unreal 5 you'd use world partition

prime willow
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the goal is to make sumfin like pso1 when you play offline but can co-op with people or pvp :3

red condor
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but you may run into other issues, since it's so new

prime willow
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so use world paritions on unreal 4 until get unreal 5

red condor
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world composition is ue4

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no crossover

prime willow
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so what do i do :3

red condor
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depends if you're going with ue4 or ue5 :)

prime willow
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i want to go to unreal 5

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but im still waiting for the 2020 launch window :'^)

buoyant graniteBOT
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@plush yew, :coin: Heads

red condor
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lolll

prime willow
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not before christmas they said

red condor
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well they were right

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it wasn't before christmas

drowsy snow
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I bet it's mid 2022

prime willow
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;>_>

red condor
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i'll never scratch half of what ue4 can do, I'm in no rush xD

prime willow
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so do i jsut keep building witout a care than move to unreal 5 evwentually

red condor
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is this your first game?

prime willow
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m game probably wont come out until 2023 or 2024

red condor
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if so yes

drowsy snow
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But eh, I'm not going to use UE5 until I brought over my modifications from UE4 and planning to make DELUXE EDITION of my game

red condor
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cuz you'll learn a bunch

prime willow
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wot

red condor
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Well I heard that composition and partition are similar

prime willow
red condor
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that it's almost just a renaming and reprogramming, but that was a while ago

prime willow
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fine

drowsy snow
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I do have a machinima project that I plan to move to UE5 ASAP when it released

prime willow
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i go work on dodging and stuff since i cant have cool water

kindred depot
lapis granite
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Hey, i have a small question. I am using an old unreal development kit. Trying to follow a tutorial. He managed to scale x y z sepreatly but i can only manage to scale everything at ones. Sry for this maybe really stupid question 😦

prime willow
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just taking foreve

lapis granite
# drowsy snow Why UDK?

Mhmm not sure if i can use any other. I tried to find the most up to date tutorial i can use. I wanted to create a map for myself playing rocket league

drowsy snow
lapis granite
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But not sure how hes scaling the object in only direction cant seem to figure that out

kindred depot
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support here is limited to such a game this is engine support.

lapis granite
kindred depot
lapis granite
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Will try thank you

drowsy snow
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I don't know why Rocket League could've just upgraded to UE4

lapis granite
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not sure, would be so nice but maybe one day

drowsy snow
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Even the new mobile spinoff seem to still use UE3

prime willow
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it can be infinite

kindred depot
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The only reason why i know this whole ccube thing, i had a scaling issue yesterday xD only solution after 4 hours.

prime willow
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i just had to mess with some hidden sliders

kindred depot
prime willow
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i made infinite water xD

prime willow
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send help!

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look at what you did to my bootiful face

kindred depot
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lmfao

prime willow
prime willow
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nuuu id hurt a national treasure :C

red condor
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:O INFINTE WATER

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now for your next trick

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make it work with world composition :)

prime willow
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o>

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i will!

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only if its compaitable with unre al5

drowsy snow
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I've been trying to ditch UIWS for a while now lol

prime willow
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and now you can >:3

drowsy snow
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Had some difficulties sharing it with an open source project

drowsy snow
kindred depot
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UIWS is NOT fps friendly.

prime willow
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^

prime willow
drowsy snow
prime willow
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best suacy boi

kindred depot
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It's good to make like pools and small lakes with

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but full scale ocean

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NOPE

drowsy snow
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UIWS still use Canvas Render Target, which tanks the performance.

kindred depot
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i caved in and bought oceanoligy. Used it 4 times, now it's wasted money 😦

drowsy snow
kindred depot
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100% one of the best free assets ever released for the month.

red condor
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ocean is easy - just add a huge plane, make it blue, make it go a bit up and down

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done

kindred depot
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caustics, swimmable, wave pattens. underwater dof, ocean foam, floatation.

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one plane wont do this.

drowsy snow
red condor
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^ it's annoying

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cuz it's perfect for open world otherwise

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is it also incompatible with World Partition in 5?

red condor
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i would love to make an open world game

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and world comp is easy enough

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but its such a huge undertaking

drowsy snow
red condor
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I thought I heard they were incompatible before. I haven't tried myself yet

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Hopefully snowie will report back 😁

gaunt abyss
drowsy snow
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So, oceanology sus?

gaunt abyss
kindred depot
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we did talk about this a long time ago. It might of been a port of it, but its 100% more advanced now. the amount of stuff you can customize compared to ocean project is amazing.

drowsy snow
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Now it's environment project btw

kindred depot
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Every time you start your project you have one goal.. To fix what was on your mind, but then you get sidetracked to fix something else, then you see something else that needs a fix and this turns into a endless loop of fixing everything....You end up just saying fuck it for the day.

prime willow
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fix it all

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and than add more stuff

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thanrinse and repeat

radiant river
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I just want it to let me rotate the camera around with my mouse, independent from the car's movement

drowsy snow
# prime willow o-o;

So the issue I found is that Landmass stuff completely bust the streaming proxies, making one chunk's bound covers the entire map. That means one stray landscape have to be loaded at all times. Trying to move the BP brushes into persistent level will make saving futile because the landscape actor it uses stays on the first chunk.

It's a complete bust with world composition.

jolly rampart
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would unreal be good with making 2d games? just wondering, because the lighting system is really easy to use and blueprint is even easier

plush yew
jolly rampart
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i got two very different answers there

plush yew
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Its good! Its just not as complete of features as Unity would have for example

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but it is doable and you can make a really solid 2d game in UE4

drowsy snow
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I've been using Unreal Engine for 5 years, and I know it's possible making 2D games in UE4.

jolly rampart
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im looking to make a game that is based around the idea of the game Rounds

jolly rampart
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like

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would it be easier to use unreal or easier to learn c#?

drowsy snow
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You can run away with a functional game with just blueprints

plush yew
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Hi everyone, I have a question for you. Could you recommend me the best sites with offers for developers?

drowsy snow
quartz vale
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I'm new to texturing and I can't find a texture channel so I'm not sure where to type my question

grim ore
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#graphics ? unless its related to your DCC program then somewhere else

timber yacht
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I need help

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I dont know whether to use c++ in unreal engine or blueprints

grim ore
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yes

timber yacht
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which one?

grim ore
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yes

timber yacht
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ahh thank you!

grim ore
timber yacht
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tf is a profiler?

grim ore
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do you know C++? do you know blueprints? do you know UE?

timber yacht
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I know a little bit of c++

grim ore
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learn UE first and then you can choose what to program with

timber yacht
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ok

drowsy snow
drowsy snow
tropic oracle
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found it easier to build initially with visual blueprints then convert to c++ as needed

timber yacht
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Im gonna do c++ first

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I just bought a course

tropic oracle
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also was an entertaining challenge to convert them

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know that Unreal Engine is using c++ strict 19 or so. meaning it doesn't have the more modern c++ features

drowsy snow
timber yacht
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thats ok

timber yacht
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im starting with c++

drowsy snow
drowsy snow
timber yacht
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ill use my course

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that I juste bought

night dock
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and whats the course?

timber yacht
grim ore
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probably the udemy one

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yep good luck with that

drowsy snow
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udemy

timber yacht
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its easy right?

tropic oracle
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that's a good one @timber yacht. Though some of the course content got updated/removed if you compare what videos were available at different times

drowsy snow
timber yacht
drowsy snow
grim ore
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its always on sale, if you pay more than $9 you paid too much

timber yacht
tropic oracle
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udemy has 90%~ off fairly regularly

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on pretty much all courses

drowsy snow
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Udemy's discount is a scam

timber yacht
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it legit charged my paypal 16 bucks instead of 100

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no it isnt

drowsy snow
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Because the original price is that range

grim ore
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udemy is ALWAYS on discount is what we are saying

timber yacht
timber yacht
grim ore
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99% off of 1000$ is a good deal... unless its always that price

drowsy snow
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It never be $100 per course

timber yacht
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ok i gtg see you guys later

timber yacht
drowsy snow
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Compared to hours of free courses on Unreal Online Learning, yeah nah

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Starting to suspect this is a udemy sales ploy

grim ore
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its always a sales ploy at udemy

tropic oracle
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main issue I have with Udemy is it's hard to figure out which presenters are actually good or not from the demo~ provided for each course. particularly if their teaching style resonates with you or not

jovial hornet
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its a starting point

grim ore
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nothing wrong with Udemy, it's just them being them

jovial hornet
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I mean compared to something like LinkedIn Learning Udemy is Harvard

grim ore
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but yeah with all the free content that Epic gives out, it's weird people starting with UE4 go to Udemy

tropic oracle
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LinkedIn courses can be a dog pile though. Even stuff paid via corporate accounts

drowsy snow
jovial hornet
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For me its because the company I work for got us an Enterprise license to Udemy, and you have a slow day you get bored, you go oh hey look a course on something interesting for $10, sure

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we had LinkedIn learning before and it was certifiable garbage

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also Udemy gives you a nice little certificate to post on your LInkedIn to make it look like you know something

grim ore
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I dunno if there is any perfect learning, someone had a good point tho if you can find something that resonates you and you learn I guess i doesn't matter where its from

drowsy snow
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Sure, the rewards are just badge, but I can say the knowledge is more applicable.

grim ore
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getting a portfolio piece, code or art or video, is nice

jovial hornet
grim ore
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hard to just show knowledge in a portfolio 😦

drowsy snow
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Even I'm still learning new stuff from UOL with 5 years of doing UE stuff

grim ore
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it might be because UOL tries to keep doing new stuff πŸ˜‰

jovial hornet
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yeah but a lot of suits only care about that. The person interviewing you don't know what any of it means, they just know you were willing to use your own money to learn something. And to them that has value

minor grove
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I have a very dumb question. If I get the distance (float) between my location last frame and my location this frame, what unit is that? cm (unreal unit) per second?

grim ore
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well it would be in CM, but not in seconds as your tick would be less than a second

jovial hornet
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the only dumb questions are the ones that go unasked

minor grove
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ahh, so its cm per delta-time

minor grove
grim ore
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yeah you can probablydo some math to figure it out

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could uh.. even get velocity? I think thats a thing on the character

minor grove
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I'm totally drawing a blank on how to convert that to mph or km per hour

grim ore
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the advanced vehicle template has a speedo doesnt it? I know the learning example vehicle project does. maybe steal it lol

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I know there is a speedo somewhere!

drowsy snow
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It has speedo going on

grim ore
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this is why I like just hanging out in here sometimes, cribbing the speedo is a good idea

minor grove
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oh wow, I can just use USceneComponent::GetComponentVelocity instead of caching last frame's position

drowsy snow
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Oh, C++

grim ore
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yep yep, which i why people need to play with all of the learning material epic gives out

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all 3 vehicle projects have a speed, I dont know if its accurate but it is there

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ah they cheat

jovial hornet
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Does UOL have anything on how to optimize the GPU utilization for the editor on Linux, and how to install marketplace assets and plugins via Linux, or are we on our own there

grim ore
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well the codes in the component in C++ so you can steal it right from there then do the multiplication

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I think linux is the badlands unfortunately

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im pretty sure from what I have seen people use windows for the marketplace stuff then move it over

jovial hornet
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Ah yes, I use Lutris EGS for the free game every Thrusday and their huge sales, totally forgot Unreal Engine Marketplace might be viable for moving assets to Linux. I tried installing them all to a single project in a shared drive between Windows and Linux, but that only seems to have been marginally successful

grim ore
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if you download them, they go into the vault cache and you can share/copy that folder

jovial hornet
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Yeah I noticed that but it saying Cache made me think its temp files

grim ore
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nope it's a cache of the entire thingy you downloaded in the event you need it again

jovial hornet
#

intelligent

grim ore
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it can be until you realize you have the valley of the ancients in 2 places on your drive and you run out of space lol

jovial hornet
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I haven't tried any UE5 stuff. Waiting for the green light on Linux compilation.

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yes, yes, I have Windows and it would be so much easier to just do it there, but I have so many workflow optimizations on Linux that don't work in Windows I go mad

timber yacht
#

Hello I have two problems, the first is that my vs code is working but when I try to type in cl or g++ nothing comes up, is that a problem or not? The second problem is when I click on PowerShell to change it to cmd the option to change it isnt there.

jovial hornet
timber yacht
jovial hornet
timber yacht
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how do I aqquire cl.exe?

grim ore
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install vs community, or install the C++ tools seperately

timber yacht
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I did that too

grim ore
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it might not be worth the trouble using VS Code when VS proper is what the engine is tested against

timber yacht
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ok

jovial hornet
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man I don't know how CMD works but in Linux you can put in the path to the compiler and have it execute in the directory that you are in within the terminal

steady fractal
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Um

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Why is the front orthographic view aligned with the X axis?

pastel nacelle
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hi i am getting sdk error

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can anyone help me in that

steady fractal
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what maniac decided to rotate the top view 90 ccw???

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Also, how am I only noticing this now

oak berry
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Idk where to ask this but when i right click my menu disappears. this happens randomly, how do i fix it

drowsy acorn
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is there a console variable to be able to clearly view full map/landscape when zooming out? It's perfectly clear, and then everything is clouded and not visible.

sick tangle
oak berry
sick tangle
grim ore
#

look at the pinned messages if you are using a nvidia card

proven aspen
steady fractal
#

it's blasphemhy

jovial hornet
grim ore
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i beleive its less forward and more the fact that traditionally in a graph view X is the horizontal axis and Y is the vertical, which matches the ortho views

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but even then down should be Y+

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so... dev rolled a D6 and picked the winner from that?

steady fractal
#

lol

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It's just funny that I never noticed this until now

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oh, I see, you mean with the top view

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yeah I said it bad before, the top view I'm fine with

grim ore
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yeah i noticed it at one point then never went back into ortho lol

steady fractal
#

just trying to fix up the tumbling on my planet... lots of trig

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specifically looking at axis to see if I need to "flip" my trig

sick tangle
jovial hornet
steady fractal
#

🀣

drowsy snow
# timber yacht ok

Also to clear up confusion:

  • Visual Studio is the IDE with compiler for programming languages, C++ included
  • Visual Studio Code is just a text editor with programming syntax highlighting (in the same vein of the likes of Atom, Sublime)

Microsoft isn't that well known for good naming conventions, but it could've been worse ||cough Adobe||

jovial hornet
#

it was a smart marketing ploy

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Visual Studio is the respected name for most software devs. So they wanted to cut in on Dreamweaver, instead of coming up with a name that was unique they just called it Visual Stuido as well to make it have that brand recognition

plush yew
#

im currently experimenting with blueprints and i think my stroke had a brain

jovial hornet
#

what is the best way to pull the length of a string that is stored in an array?

I went with something like this

srand(time(NULL)); FString CharArray[5] = {"array", "things", ...}; int32 Randomizer = rand() % 5; FString ArrayValue - CharArray[Randomizer]; int32 HowLong = Len(ArrayValue);

foggy marten
#

hey guys i have an question, may be stupid or not idk

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well here my question, do the loobby system on the ue4 have an actual login process?

#

i can jump in/ join on my other pc but don't know it works for different ips

rare frost
#

does anyone have any experience with replication behaving differently depending on how you connect to a server?

rare frost
#

thank you!

viscid walrus
#

Is there a way to let player sculpt their own landscape in play? Or to change my default mouse cursor before play?

#

So what I am trying to do is to have a clip to show the sculpting of landscape in a video. I want to a hand to be drawn to the screen as the mouse cursor and edit the landscape.

#

I've tried both directions, one is changing the mouse cursor after click play, that way the cursor can be changed, but landscape can not be edited anymore. So is there a way to give player access?

#

Another is changing the default mouse cursor before click play, that way I could edit the landscape and record it. But the thing is I can't seem to change the cursor before clicking play, no matter it is hardware or software cursor, they both only work in game I guess.

#

Does anyone know how? Please help. I've been smashing the wall and my table for too long now

#

πŸ˜‚ πŸ˜‚ πŸ˜‚

drowsy snow
viscid walrus
steady fractal
#

Is there some sort of keyboard shortcut for slowing down the increments when dragging a float value in the inspector?

#

shift|ctrl|alt don't seem to be it

drowsy snow
viscid walrus
drowsy snow
viscid walrus
#

😭

#

I suppose there should be a way but I just can't find it. Even tried on construction in blueprint and still not working. Every tutorial I found is all about change it after clicking play

hybrid sky
#

I have an ai for a horror game that i'm developing in which whenever it sees the player it goes to the most recent point that he saw it. The issue with this is when he is close enough to the player in which he should collide or capture it, he staggers because the location it should move to is being updated as the vision is so if the player moves, he cant catch them

#

how can i make it with a visual approach but chasing works??

#

if i only use a target actor then my ai will find hiding places without effort which is not what i'm going for

dim thistle
#

some one help me I destroy my player character when enemy kills him but the AI throwing error after my player destroyed because of missing refference,How can i check for Null in get player Character

viscid walrus
hybrid sky
viscid walrus
#

An AIMoveTo node just not enough to do the work I guess

hybrid sky
#

i have an idea but if that doesn't work i'll give it a shot

hybrid sky
dim thistle
#

Some one help i made a simple InterpToMovement script to make my enemy go front and back but how do i make him to rotate to the moving direction

gray maple
dim thistle
#

form were do i get rotate value to set that to the char

gray maple
#

I don't know what you need

#

But you are using only a vector variable

#

You need a rotator variable

dim thistle
#

i need my enemy to move from 1 point to another point back and forth

#

how do i do that

#

i did this and it works BUT the char is not rotating to the direction of movement

spice ruin
dim thistle
#

still not rotating to movement direction

rain ingot
#

what is this?

#

is this because of unreal?

half kelp
half kelp
rain ingot
plush yew
#

What would be the best way to tie in bone position changes with morphs

#

I can get the axes for each bone that needs to be moved when applying morph targets that signfigantly change the players body, now i just need a way to make a morph target UI affect not just the morph but the bone locations

#

i understand this is complicated but appreciate anyone who has an insight into how this works in games that have character creators, even the just released Elden Ring forgoed this kind of system for character presets and morphs that dont affect the bones because of how complicated making something like this work is

neon bough
#

and that's why people wont share it πŸ˜›

#

and it's not really complicated if you think about it

#

basically what you got to do is get your weight painting job done well πŸ˜› *scnr*

plush yew
#

uhh...

#

i know that was being fececious but hope you know the difference between skinning and weights lol

buoyant graniteBOT
#

:triangular_flag_on_post: Akshay Gadekar#4829 received strike 1. As a result, they were muted for 10 minutes.

quiet island
#

Whenever I import a 3D model I just made in blender it exports like many seperate layers instead of 1 mesh, anyone knows what im doing wrong?

neon bough
#

yea you have to combine them to one object in blender (CTRL + J in blender when having selected multiple objects)

#

maybe theres some export/import option which automates that job for you, but i'm not sure about that

past basin
#

there is an option to combine the meshes when importing.

steep flax
#

hi, i cant seem to find a option to scale the material ! can some one help where the option is?

neon bough
#

you scale the UV coords that are used at render time

#

either by altering the UV on the model, or by multiplying the texcoord with a scale factor

steep flax
quiet island
quiet island
neon bough
#

i think the "combine meshs" option on import in unreal is the easier way for you

quiet island
neon bough
quiet island
#

hidden under the rock!

#

Ben! your a life safer

#

I know watching tutorials is the best way, but sometimes its things like this that users like me need to search for hours and hours! Really grateful

neon bough
#

andersonmat posted that hint, not me πŸ˜›

primal tendon
#

How to use Jump start, in air and end animations?

#

Including direction and jump while walk/run...

hybrid scarab
#

Does anyone know how to mirror both eyes/displays of a VR headset to the preview window in UE 4.27? I have some weird stuff happening with certain things not rendering in the right eye like reflections and such but can't seem to find a way to show it to others.

#

Sorry, missed that channel. I thought it had something to do with unreal itself. I use Oculus though so I will look for a way to display both eyes there

#

I could of course always use steamvr, thanks

shadow ravine
#

Hey guys, I have a rotation set on a BP which works fine, I just need it to rotate in the opposite direction does anyone know how I can achieve that?

shadow ravine
primal tendon
#

Thanks for that Geoff... now I have a different question, I have set interpolation time to 0.4 for speed in my Blend Space, and due to that the animation first starts with slow walk and speeds up to running but the initial animation doesn't match the speed at which character moves, how to match it according to interpolation time

viscid walrus
#

Hey is it possible to record the viewport with UI elements for gameplay? I did some research and people online were saying Take Recorder, but that appears to not working well for recording gameplay including UI elements(mouse cursor, health bar and etc). Is there any way to do that?

shadow ravine
#

Got another annoying one I can work out. I'm trying to get the eyes of a character BP to look at a focus point. I've got it working but when I move the focus point the directions don't match up. I originally assumed I'd put the XYZ in XYZ but that didn't work so I started crossing the wires to try and test. The best I've got now is Up is Left, Down is Right, Left is Down and Right is Up. Any know how I can sort this, been driving me crazy

drowsy snow
#

Take Recorder is more aimed towards live virtual production, like recording mocaps, in mind. Safe to say the gameplay being recorded is a side effect of it.

plush yew
#

is rtxgi busted in unreal 4.27 or am i not using it right

#

everything is set to movable

#

yet there is light indoors

#

without windows or lights

#

the two console commands are on

#

and raytracing is turned on

#

and default rhi is set to dx12

#

this has to be bugged right? Pretty sure i havnt missed anything

viscid walrus
plush yew
#

does someone have ue 4.27 and can replicate this?

#

I want to report this as a bug if it is but im waiting to know if its something i did wrong or indeed they broke it lmao

light thunder
light thunder
#

Try using just the eye mesh, blowing it up to a big size, and test that way, with the eye by itself

#

Do that for two of them at the same time, with no relation to each, but just next to each other in the world

primal tendon
#

Ok I'll try that idea...

shadow ravine
#

You can see the focus actor top left, which is where the eyes should be looking

haughty steppe
#

Getting this while trying to ask a question on answerhub. Basic trust level.
What could it be for?

light thunder
#

I'll try to find my look at rotation I use, but it's just for the head, not the eyes,

#

@shadow ravine This works for me

shadow ravine
light thunder
#

yes, sorry I forgot I was handling the vertical rotation in the animation blueprint

#

This is hacky AF but all I have to offer -

#

you might be able to figure it out, basically they look up - the boolean is flagged when the game start, because the object doesn't move

#

You might try doing this in the animation blueprint perhaps

#

they are lifting there arm up to "aim" the phone

winter stream
solid crown
#

Am I just stupid? How do I sort the online learning courses by date?

woven star
#

hey guys I have some problems with a skeletal mesh ,where can I ask some questions?

#

I really need some help as I don't understand what's wrong

quiet island
#

I am running in some kind of bug for days now it drives me mad

red condor
quiet island
#

When im making a teleport on the tree hump to the water it works, when I make it to the right platform it doesnt

red condor
solid crown
#

@red condor I don't see that. I'm searching the online courses. I select the sort and the only options are: Default, Title A-Z, and Title Z-A

red condor
#

dropdown looks like this here

solid crown
#

@red condor ah no...sorry different pages

red condor
#

yep different pages haha :)

solid crown
#

@red condor so I can't actually sort them by release when I'm in the online portal? Only on that main page?

red condor
#

It looks like it unfortunately

woven star
#

so I have this problem with the jacket I'm trying to put on the metahuman, idk what it is as the skeletal for the jacket looks fine

solid crown
#

bummer

woven star
#

when looked at separately

#

but in the metahuman blueprint it looks distorted like crazy

#

any idea why that might be?

red condor
#

I'm not sure as I haven't used metahuman yet. Hopefully someone else will help πŸ‘

woven star
#

🀞

shadow ravine
#

Does a Camera Actor get affected by a Post Processing Volume automatically?

woven star
#

maybe something to do with physics?

plush yew
#

I have a simple question, I am working on a fan film and spent about 3 months developing morph targets and a rig for my movie, with plans to render it in Blenders eevee, after hurdle after hurdle dealing with its awful indirect lighting system I have decided to switch to render it in Unreal. Id like to incorperate some controller driven movement with it. I have some really nice animations built for the ue4 manny default dude as all animations for unreal are but I want to use them with my character without forgoing my rig. Can I somehow create a proxy of a rig so it can use ue4 animations and let me use the ones ive been making for the original?

#

the base of the rig was generated with rigify

#

i added a bunch of drivers but i feel like its not too far off to make it work

#

also when I make animations should I retarget them with the built in tool or is there a retargeting tool that does a better job, i wouldnt mind paying for something that does it well

worn pecan
#

anbody know how to fix this bug

#

@here

quiet island
rugged harbor
#

Curious, does UE have a way to attach "scripts" to "game objects" the way Unity does it, or will I need to create a new class that extends AActor, which uses the "script"?

worn pecan
#

yk whats wrong with this server

#

everyone asks questions

#

but it takes two years for somebody to get an answer

rugged harbor
#

It's actually better than the Unity server imo πŸ˜‰

quiet island
woven star
rugged harbor
spice ruin
#

Lol

#

A good (?) example of that is the actor sequence.

red condor
red condor
# worn pecan

Sorry if I'm being dense, but what is the bug? The fact the landscape material isn't showing up?

#

If so it looks like it has unsaved changes, is it compiled/applied?

quiet island
#

So I have put this as the destination but it doesnt let us teleport there

#

but here for example works fine

red condor
#

aha right

#

is it possible that the player is blocked at the teleport location? is it too close to the ground maybe?

quiet island
#

lol I increased height of the teleport

#

and then it worked

red condor
#

boom πŸ₯³

quiet island
#

This is a great step forward^^

red condor
#

awesome!

#

I would make a suggestion too

#

rather than typing numbers into the location fields, you could add a 'scene component' to your tree blueprint at the other end of the tree (the teleport destination). Then you can 'get world location' of that component and plug that into the location to teleport to.

#

This would make things easier for you

#

It also means you could move the teleport location for any individual tree in the level editor if needed

#

No more finding and typing in values πŸ‘

oak patio
red condor
#

nice @plush yew! that's much better, I forgot you could do that xD

severe crater
#

anyone know if there's an option of some kind to enable a collider clipping fix even when an object is still?
So basically, if one object is inside of another it will "fix" itself by unclipping and just offsetting the position slightly. However this only happens on movement of said collider.

I've tried always create physics state with no luck. Can anyone help me?
(Fixed)

red condor
#

look up 'custom time dilation'

zenith saddle
zealous galleon
#

anyone know how to accept player text?
like the player will enter his own name in a main menu

#

BP

red condor
zealous galleon
#

checking it out

#

thank you 🍻

vague jewel
#

"Constant crashes with groom"

Hey all. UE noob here. trying to apply groom from Yeti to my alembic caches (animals) and i get constant crashes. Happens both in my scene and a blank scene.

These are to showcase student animation work with our groom and ziva muscle sims (hence the alembic and not skeletal mesh)

Its very sporadic. sometimes it lasts more than others. Recently its crashed almost instant. As soon as i get a spike in my VRam it crashes. Never at any time have i been able to render anything.

pc specs:

32c ThreadRipper
3090
96gig ram

UE version 4.27

Driving me crazy. would appreciate any optimization tips or tips on GPU.

Attached is a snippet of the shot im talking about. Ive also tried this on the recent UE5 preview version and that crashes as soon as i drag the binding asset over.

thanks in Advance

Anton

oak berry
#

Trying of to think what to do for a game made for a FPS. I don’t wanna do TDM or SnD. Anybody have any ideas

spice ruin
#

CTF

#

C&H (Domination)

lime musk
#

is there a way to automatically make a UML Diagram for my unreal engine project?

humble crow
#

it works as expected on level ground, or attacking from above

#

but below or in air gets silly

peak bloom
#

I love this demonstration.

#

From Bitwixt.

elder juniper
#

Hi, I’m doing a project and am currently trying to implement a simple sound mechanic but am super lost and not necessarily a coder. Is there anyone I can reach out to over DM to help out?

spice ruin
#

People don't generally like it if you DM them. Just ask in here?

void sierra
#

My Unreal is stuck loading at 75% 😩

spice ruin
#

It'll be compiling shaders probably.

#

Leave it for 20m

#

Limiting the velocity of a game mode?

#

πŸ™‚

red condor
#

responded to the wrong comment xDD

#

so bad at discord

red condor
elder juniper
#

Well I’m currently working on an art experience rather than a game.

But I am trying to make it to where each of these trigger boxes are changing my AIs color, and depending on which boxes they hit, a specific song, or audio is played.

I got the color to work, but I am struggling constantly to get the audio to cooperate in the same fashion

plush yew
#

is there a way to array a mesh

#

like without blueprints i mean when youre building your level

#

or copy paste repeate in a given direction

#

seems like a pretty basic function im sure unreal has a key for this

humble crow
red condor
red condor
spice ruin
red condor
plush yew
#

im aware someone automated and sold it

#

just seemed like a pretty basic function lol

red condor
#

ha i agree

#

though I think there's a popular free one

#

personally I use blender as a level editor

#

much quicker, for me at least

elder juniper
#

Yes, I wrote up like 3 separate ones to test so please bare with me πŸ˜…

void sierra
# spice ruin Leave it for 20m

So it looks like Windows is not allocating any time for it. The ellipses also seems to stop animating. I'm not sure what's happening.
0% of CPU:

red condor
#

I have had long waits at exactly 75% before

spice ruin
#

Click the little expand arrow to the left

red condor
#

eventually it carried on

#

hasn't happened for a while tho

elder juniper
#

my events are unplugged because I was testing everything πŸ˜…

spice ruin
#

That's a weird one.

void sierra
#

yeah, I've never ran into this before

red condor
#

google ue4 stop loading 75%

#

it's really common

void sierra
#

yeah, Im in the process of several fixes

red condor
#

hopefully there's a fix somewhere. I do remember getting it but it carried on loading eventually

red condor
#

might just be my old eyes xD

elder juniper
#

Yes πŸ˜‚ my bad

spice ruin
#

Tip: alt+printscreen to only printscreen the current window

plush yew
#

Hi team, i never remember, what rotation/scale do we need to do on a fbx exported from Houdini to Unreal?

elder juniper
#

Okay, this has the audio stuff I was trying to put together, and the material/color change that I got to work. Is this view a bit better?

red condor
#

looks much better πŸ‘

spice ruin
#

Have you tried adding breakpoints to see if things are being run?

elder juniper
#

no, but I usually run a Print string to see if they are

#

The audio worked on one of the blueprints but it was set to "Do Automatically" So I checked it off so that it could be only on the overlap from the AI which isnt working yet

red condor
#

So it looks like these are attempts to do different things? You should probably take them one at a time, describe exactly what you want to happen and what is (or isn't) happening. That way it will be easier to get help.

#

By the way, if you need a more robust audio implementation and want to do synced/layered/dynamic sound then I highly recommend FMOD πŸ‘

elder juniper
#

OK, so my overall idea is to create a system where the AI characters are representations of emotions.

So, what they will do is as they overlap these trigger boxes they will:

  • change color
  • change the song playing in the background
  • and their animation will change

So for example, a box is triggered
The characters turn red, there is β€œmad” music in the background, and they are stomping

Does that help understanding it? I’m not wanting to do several different things, I just tried to make it several different ways to try and make it work out for me

red condor
#

that definitely helps, yep

#

how should the song change? just one stops and another starts?

#

interesting idea btw! I like it

elder juniper
#

I was going for that yes!

#

Thank you Geoff

#

If there is a way to loop it and have the volume of the "not called" ones be at 0, that would be even better, but I am just trying to keep it simple for now

red condor
#

i understand πŸ‘

#

the simple version should be easy. You want to have a single actor that handles the sound. You can cast to it and play the music you need. You might need to stop the one that's playing. There are plenty of tutorials on triggering music. For the more complex version - if you want the music to stay in time as it changes - FMOD's unreal integration is a good way to go

#

becasue Unreal has some issues with timing and syncing that fmod solves

#

And FMOD lets you do much, much more if you want to - it's worth taking a look.

elder juniper
#

Is it a Plug-In

red condor
#

they call it an integration, there's a separate software that you set up your audio events in (fmod studio)

#

And then it syncs to your ue4 project

#

it's how dynamic music in games is done, usually with fmod or wwise

#

they're both 'free'

#

(unless you make a lot of money)

#

But fmod is much easier to use.

elder juniper
#

Nah, Im just a student with no money lol

red condor
#

then you're good to go πŸ‘ it's well worth checking out for your kind of project, up to you if you want to invest the time in learning another software though of course xD

elder juniper
#

Im a beginner at UE as well so XD it's pretty ruff out here

red condor
#

my advice is try for the simplest implementation first while you're beginning

#

so first, get music to play in an actor, get it to change when you press a key

#

the audio component can have a sound assigned to it

#

so when you use 'Set Sound' and select a new file I think it'll just start playing the new song

#

(I use fmod so I'm not sure)

#

but once that's working, you can expand to having it happen on a trigger box, etc

#

if you take it one step at a time you'll know exactly where it's going wrong, and then you'll just need to ask for help on that step

#

but I think you can do this pretty easily. A single blueprint actor, maybe called 'Music Manager', with an audio component, and try 'set sound' to switch the music

quiet island
#

any advise on how to export unreal engine 4 to web best?

#

Geoff they should make you a moderator here, you really putting in effort to help people! Respect

red condor
#

ha thanks! I've gotten some good help myself too, and picked up some random tips

#

today seemed slow for answers so I thought I'd try and help things along - but i've never exported to web sadly :)

plush yew
quiet island
#

Its nothing to complex

plush yew
#

Have you tried to do it in WebGL? And host it yourself ?

quiet island
#

tbh its the first time im building anything ever in unreal engine, but yes planning to host it on one of my vps servers

#

I cant spot the entire export to html option to begin with haha

#

I bet Im missing something as in tutorials I see the html5 option there

red condor
#

looks like there are some required steps for html5

drowsy snow
#

Native HTML5 export is futile, as it has been discontinued since 4.23

#

The community effort also stopped at 4.25

drowsy snow
#

The alternative for HTML5 export is pixel streaming, but that's essentially running your own cloud gaming server

quiet island
#

I have looked there now but I dont see anything of html there

#

I see...

drowsy snow
#

As I said above, it's been long since discontinued.

quiet island
#

So I would need to downgrade this to 4.24?

red condor
#

ah, that's unfortunate :/

drowsy snow
#

The fail rate with Native HTML5 export is so high back then, I wouldn't even bother.
I know, because I tried. It isn't as good as it seem.

quiet island
#

its just an informatic map to ( not a real game ) so it might not be that bad for what we trying to do

#

what would you advise me right now, downgrade the engine or tha pixel streaming thing

drowsy snow
#

Same thing. I tried to make 3D anatomic viewer for a website back then, I had no success get it running across devices.

drowsy snow
quiet island
#

I think I can afford them

#

they are like a SAAS I assume?

plush yew
#

I am very confused
Windows SDK must be installed in order to build this target
I have previously successfully packaged a project

drowsy snow
drowsy snow
plush yew
#

no

brazen panther
#

blueprint ball

quiet island
# drowsy snow Yes.

Ive seen some unreal engine stuff in web that is more advanced and heavy then what we make so I just wanna take my chances on it but without the option of exporting to html its gonna be tough xD

drowsy snow
red condor
plush yew
#

i don't know what to dooooo

#

i can't build my game to windows because it wants me to have an sdk that i have already

quiet island
drowsy snow
quiet island
#

its not going to let me report it to that?

dense knoll
#

whats the best way to exclude this material from motion blur?

drowsy snow
quiet island
#

grrr lol

#

So your saying my only shot is pixel streaming then

#

or Unreal JS maybe

plush yew
drowsy snow
#

Unreal JS would be at best trying to use JS as gameplay scripting, not a fully fledged export config.

plush yew
#

You can make your own and then if you are happy with it look at providers if it makes business sense.

#

I’ve been using this company

quiet island
#

I just honestly only wanted to use a map for interactive informational purposes

drowsy snow
#

or ||Unity||

quiet island
#

yeah I might hire someone one day to do that, for now I just wanna find a way to still use what we made in unreal first..

#

I dont like the way other softwares like unity ( even godot ) works, unreal is more easy to work with

drowsy snow
#

Those has been proven low fail rate across devices, compared to Unreal's more limited and high fail rate native HTML5 export (even back then!)

quiet island
#

its just a metaverse concept anyway for our DeFi Platform

quiet island
#

Might be suitable for our purpose here

plush yew
quiet island
#

I dont expect it to reach 100 users simultaneously anytime soon

plush yew
#

Well I think you can get an AWS cost of about $1.20-1.50 per hour. So if a typical user is using your experience for 15 mins let’s say, then that would be 4 users per hour = 1.20-1.50

#

Depends on where you live I guess and what deal you can wrangle with whoever is going to host it for you, if you are not doing it yourself.

quiet island
#

this doesnt run on a vps or dps?

plush yew
#

Sure

#

I’ve just been using AWS due to its localization services and scalability.

quiet island
#

But I assume you use it for a game or something right? something that probably takes up resources, etc

#

this is just really more of a map to click on logos to redirect to another webpage

#

it say lightweight to a certain extend

plush yew
#

No not a game, and also quite lightweight.

#

Even if it’s lightweight you still need some sort of machine to run it.

#

Doesn’t have to be a giant RTX one, all depends on the experience.

quiet island
#

I own some decent VPS and DPS machines got a huge server setup here to sec making a photo

plush yew
#

Well I mean the tools are free you may as well test it out, nothing too loose

quiet island
#

This thing is about 2 meters tall, perhaps I can run it on there then with some additional modifications

void sierra
timid merlin
#

so im trying to package my project and it says that systems just crashed not sure what to do

toxic lily
#

is it possible to make a character blink without using a face rig or morph targets in UE4.26? just curious

quiet island
#

I prefer the one time investment over a monthly plan

drowsy snow
plush yew
#

You said you might have 100 simultaneous users, so that would be 100 cards

worn pecan
#

so what to do if you downloaded a mesh

#

but instead of one mesh

#

it comes out as more than one

#

how do you use that mesh

quiet island
plush yew
#

That’s why we use AWS

quiet island
#

Yeah but paying $2 an hour is also not worth it

drowsy snow
plush yew
drowsy snow
#

Yeah, FWIW Native WebGL is more of Unity or Godot's thing

quiet island
#

can I atleast port a map from unreal to those environments?

quiet island
#

Annoying thing is that I GET unreal engine, unity I just dont have a feel with and godot is not my favorite either. I like construct 3 but unreal engine is much nicer to work with

#

might have to decide for that cloud solution

drowsy snow
#

If getting to run natively on WebGL for lower cost is an option, I'd rather force myself into Godot and make the WebGL application that way.

quiet island
#

I think im going to atleast finish the entire thing in unreal first and make support it for windows / mac /mobile first then and later on remake it in another environment

#

Who knows one genius might even come up with a html 5 solution anyway cause hes such a pro at rewriting interpretation code and finds a good way for these kind of simple projects in unreal regardless (wont get my hopes up though lol)

west venture
#

Hello guys, i have a question.

ΒΏIs there a way i can copy those 7 frames of animation and paste in at the end reversing it, to create a perfect loop with the first and last frame? (It's a Mixamo Jumping animation and im trying to create the loop )

drowsy snow
# quiet island Who knows one genius might even come up with a html 5 solution anyway cause hes ...

https://github.com/UnrealEngineHTML5/Documentation

I already pointed out this community effort, however it is stopped at 4.24, and requires building the engine from source. I say it's definitely NOT worth the effort going through building engine source just for HTML5 export alone for a minimap (and the time you spent might be best used to pay hourly for AWS or learning Godot)

GitHub

Contribute to UnrealEngineHTML5/Documentation development by creating an account on GitHub.

quiet island
# drowsy snow https://github.com/UnrealEngineHTML5/Documentation I already pointed out this c...

I agree 100% with you. But with the goals we have for our company it makes more sense for me to keep on learning unreal for now and have the interactive webmap done by someone else in our team later. Meanwhile I still think unreal engine is the best engine out there ( despite the fact it not being for web Ill work around it and move my priorities). It still allows us to do great marketing and I know how to work with the engine.

But definitely agreeing with you that for the sole purpose of web its better to switch to another framework

quick trellis
#

Is there any solution to editor context menu disappearing/filling completely black? Roughly every hour or two i have to completely restart ue4. I notice it always begins occurring after some type of video playback on my machine whether youtube or local media player.
I noticed in pins it says to try graphics driver version but that does not fix the problem for me.

plush yew
#

I just can't build my project. I have the windows sdk so i have no idea why it isn't detecting it

drowsy snow
plush yew
#

i'm not sure how to check which version i have, but i found the right one

devout whale
#

Hello, does anyone know how to add drifting and skid marks on the ground when in a vehicle? I cant find any good tutorials out there.

frigid trellis
#

is there any plugin for unreal to have a dockable browser so you can eg. watch youtube videos inside of unreal?

plush yew
#

i just use a second screen

drowsy snow
#

You can even grab the cheapo 1366x768 displays just for putting YT

oak berry
#

Anybody have some good ideas for game modes. I have all the weapon creation and stuff setup. It’s a FPS

oak berry
#

Yeah

#

like search and destroy

#

but more creative

drowsy snow
oak berry
hoary seal
#

For opening things, would it be better to set the relative transform inside the event graph, or make an animation then call the animation..? I'm voting for the animation cause then you can just play it reverse, would be more simple/clean right?

hoary seal
#

Any idea how to fix the delay in my actor sequences?

#

My "reverse" takes like half a second before starting if the window is already open all the way. If I spam the button to open/close while its mid animation its fine but if I want until its all the way opened (play reverse closes it) theres a delay

#

sometimes the delay is longer actually..

rain ingot
#

anyone know what this means? I think it may be the cause of my crashes when pressing play

drowsy snow
drowsy snow
rain ingot
drowsy snow
rain ingot
drowsy snow
#

(make sure you don't end task UE4Editor when it's suspended)

crimson solstice
#

I have 50 Player Spawn's all with the same exact X position though when I press play the characters spawn with a different X

#

The problem with that is because my game is Top-down so I need to have every player all on the same X

rain ingot
# drowsy snow Post the callstack reported by the Crash Reporter
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000000003e8
ucrtbase
ucrtbase
ucrtbase
UE4Editor_Core
UE4Editor_BullCowGame_3108!UBullCowCartridge::BeginPlay() [C:\Users\stlou\OneDrive\Documents\UnrealProjects\BullCowGame-starter-kit\Source\BullCowGame\BullCowCartridge.cpp:11]
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor
UE4Editor
UE4Editor
UE4Editor
UE4Editor
UE4Editor
kernel32
ntdll
drowsy snow
rain ingot
drowsy snow
drowsy snow
frank kayak
#

please help whenever i open a file in my ue4 it does this

#

tryna do Ai and this shit is messing up

frank kayak
#

wish i knew

crimson solstice
#

Maybe I could make Collison boxes for the player to stay in

frank kayak
#

yea maybe

#

ue4 is what i know and its what i like

#

FUCK i just wanna make ai but its more A than I

solemn nest
#

well cant login XDDD

frank kayak
#

damn

#

i have no idea whats up with my stuff

#

folder should have a blueprint it did a bit ago and now poof empty

primal tendon
#

how to separate click and hold button input?
I want ADS to be like pubg way, click to change to aim animation and hold to go to gun lens cam

frank kayak
#

idk i need this to work damnit

#

just does this

plush yew
#

Does anyone know if there is a limit to how much water you can put on your map

#

I added a bunch and it caused problems and my project crashed :3

rain ingot
#

does having 8 gb of RAM make things slower in unreal?

dim thistle
#

Now i want to play death animation can i tell like move to this state form any state Or should i needed to draw transition form all other state to death animation state, some one help

drowsy snow
primal tendon
dim thistle
#

Is that ok , is that a right way to do @primal tendon

primal tendon
#

Yeah sure... that looks fine

drowsy snow
#

No.

#

At least not in real-time.

#

You could bake the simulation in Houdini and somehow export it as vertex animation or alembic data, but it's massively complicated especially for dynamic animations.

dapper oak
#

anyone know why my SetConstrainedComponents isnt working for my c++ Physics constraint?

rain ingot
#

ok so how do I rebuild this again?

cosmic flume
#

I been trying to use a Daz3d to unreal engine plugin but it brings over all the materials as material instance but I want to edit some of the materials but I would have to recreate each of the materials by hand is there a way to convert a material instance to a full material

dapper oak
rain ingot
dapper oak
#

all g πŸ‘ πŸ˜„

spark mason
#

can someone help me with this weird landscape painting bug?

shell surge
#

Hello, does anyone know how can I make an animation play on button press? Right now it starts instantly when you play

worn copper
#
  • Do epic games provide Free Multiplayer Server like Steam?
    If any Other Please suggest which service should i Use.
  • Is there any restriction for usage for steam / Epic games Server?
quiet island
#

Is this wise?

#

I am trying to implement multiplayer session via steam

#

Tried it, cant even rebuild it with these plugins oddly enough

plush yew
#

How can I generate a path(spline) from a point to b point, based on Navmesh data, at runtime?

worn copper
drowsy snow
#

But the online services libraries are free and interchangeable to other storefronts/platforms

worn copper
#

I've tested One test project with steam

#

Just not sure about if there is any user limitation or something.

drowsy snow
#

EOS is more like library for handling stuff related to networking, so you don't have to worry about rolling your own networking system

worn copper
#

or I have to setup Separate server?

drowsy snow
worn copper
drowsy snow
#

Though I don't know if servers provided by Valve allows for third party networking libraries, EOS included.

worn copper
# drowsy snow Yes.

I tested one Multiplayer test project using steam. But not sure it was running on Steam server / Locally hosted on Host computer?

drowsy snow
#

I can't think of a situation where Valve has the ability to provide dedicated servers with no extra charge

worn copper
worn copper
worn copper
drowsy snow
#

This is what Steamworks docs has to say:

You can host these game servers yourself, or allow your community to host them for you.

I've seen no mention of Valve providing dedicated servers, at least on publicly available docs

worn copper
drowsy snow
worn copper
#

My game Have Maximum 5 Players in one Lobby/Match. So i think i can go with Peer-to-peer.
Also called as Player self hosted and other player join as client.

keen charm
#

OS Drive is Super-Fast
I got 2nd Storage

Is it better to have the engine on the OS Drive and Projects on 2nd? or 3rd?

#

got a new pc

drowsy snow
#

Personally I always have them on secondary partition, so if OS drive/partition goes to shit, not much repair work has to be done, and UE stuff can be continued right where it left off.

#

Even clean reinstalling Windows can preserve anything but the OS drive/partition.

plush yew
#

what's the problem? textures in far away look weird when you are moving away from them

#

they kinda disappear

#

scene is not that big to be having problems with view distance

#

seems like it's atmospheric fog that's causing the problem

#

but still

#

but view distance still has problems

#

grass was too thin

#

as you walk lights still change

#

it's not stable

#

post process is too heavy probably

#

20 fps on that scene lol

#

but no way

#

I think it's the sm_fieldgrass

#

it's heavy by default

grave fjord
#

what's the shortcut for quickly turning the selected node to development or off or on?

neon bough
#

that depends on your editor preferences, iirc theres no keybind by default

woven star
#

hey guys , any advice on how to make better cloth materials?

grave fjord
gray maple
#

Someone know how to start recording with the take recorder when hitting a key or event?

quiet island
#

I have this map which is pretty big already, but somehow I keep wanna make it bigger and bigger as things progress. Is there any kind of advise on what the limit should be (I am using quite a few meshes but even more foliage on the islands here and there

woven star
#

yeah , ig that's the hard part:))

ornate monolith
#

Does anyone else had problem/bug with animation not working unless moving the mouse a little bit? It seems to be connected to the directional light somehow, building the lightning seems to fix it most of the time but now it doesn't. So annoying!!

quiet island
# worn copper I think this is 4X4 Km Map

Alright, if I fill up the ocean with islands and stuff will that be doable in normal cases or is it best to leave huge amounts of spaces for environmental background purpose?

worn copper
quiet island
#

This is what I currently got

#

but when zoomed in its actually already huge

#

So im wondering if I keep on filling that water with islands and places to go if it will be a crash case scenario for multiplayer interaction

#

or even single player for that matter lol

#

I always tend to make maps to big and then have them to be to heavy

worn copper
quiet island
#

ahh oke, you comfort my concerns then haha. This will also work for mobile in your opinion?

#

using low poly graphics mostly

worn copper
ornate monolith
#

Does anyone else had problem/bug with animation not working unless moving the mouse a little bit? It seems to be connected to the directional light somehow, building the lightning seems to fix it most of the time but now it doesn't. So annoying!!

quiet island
worn copper
quiet island
worn copper
quiet island
sick patio
#

um how do i animate this door?

woven star
#

is there a way to bake lighting to the metahuman?

#

it's a blueprint so idk if I can , as changing lighting and then baking doesn't seem to affect him

dense knoll
#

Whats the ScreenLayer that UE4 uses for its VR Elements

red condor
woven star
#

and btw , how do I see what exactly changes when clicking these buttons?

crimson comet
#

Hey guys! Does anyone know why my emissive cylinders and particle systems are not reacting to my camera depth of field?

drowsy snow
#

It's not a custom C++ Slate editor utility.

devout wagon
#

someone have some c++ books to recommend pls

red condor
#

I'd like my character to still be able to jump if they've -just- run off a platform - is there a built in way to do that or would I need to roll my own?

zenith saddle
#

Hi getting a crash error inside unreal when enabling ray trace to the projects no matter if ue5 early acces or ue427, last drivers, directx installed.

#

Please some help

#

More output *Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Engine/Private/ShaderCompiler/ShaderCompiler.cpp] [Line: 924] ShaderCompileWorker crashed! Assertion failed: IsValidIndex(Index) [File:D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Public\Containers/UnrealString.h] [Line: 323] String index out of bounds: Index 88609 from a string with a length of 88609 0x00007ffffacc7807 ShaderCompileWorker-Core.dll!FDebug::CheckVerifyFailedImpl() [] 0x00007ffffb555815 ShaderCompileWorker-ShaderCompilerCommon.dll!DispatchCheckVerify<void,<lambda_ec5b1af1e06bfd9670a4e045e9c34ff8> >() [] 0x00007ffffb5475c4 ShaderCompileWorker-ShaderCompilerCommon.dll!RemoveUniformBuffersFromSource() [] 0x00007ffffa7df01c ShaderCompileWorker-ShaderFormatD3D.dll!CompileD3DShader() [] 0x00007ffffa7dffc3 ShaderCompileWorker-ShaderFormatD3D.dll!CompileShader_Windows() [] 0x00007ffffa7dfc41 ShaderCompileWorker-ShaderFormatD3D.dll!FShaderFormatD3D::CompileShader() [] 0x00007ff6191993ea ShaderCompileWorker.exe!ProcessCompilationJob() [] 0x00007ff61919a51e ShaderCompileWorker.exe!FWorkLoop::ProcessInputFromArchive() [] 0x00007ff619195d17 ShaderCompileWorker.exe!FWorkLoop::Loop() [] 0x00007ff619193865 ShaderCompileWorker.exe!GuardedMain() [] 0x00007ff619193aaf ShaderCompileWorker.exe!GuardedMainWrapper() [] 0x00007ff6191a1798 ShaderCompileWorker.exe!wmain() [] 0x00007ff6191a2a58 ShaderCompileWorker.exe!__scrt_common_main_seh() [] 0x00007ff88d9e54e0 KERNEL32.DLL!UnknownFunction [] 0x00007ff88f9e485b ntdll.dll!UnknownFunction []

UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Core
UE4Editor_Core
kernel32
ntdll*

#

Its a 3080

harsh tiger
#

does anyone know how metahuman perform on a oculus quest 2 in standalone mode?

small pewter
hoary seal
#

Did the keys to change brush size change in Preview 1 of ue5..?