#ue4-general
1 messages Β· Page 1151 of 1
Happens in UE 4.21.2, Ive reinstalled literally everything idk how many times, changed registry keys, etc etc, other versions work except this and i specifically need this
some strange problem happen to me. Creating standard 3rd person project, moved something in map, then try to build light and it just prints "lightning build failed"
Is it just me or is this player floating in the air?
when u ping u shoudl rly say why..
Bro press F8 and go closer and check
There should be a button to show logs
the logs
but i still don't understand how can i break up project just by moving one block slightly to the right
have you tried baking light in another project, to check the issue is actually specific to the project?
(I would also try restarting your PC if you haven't already)
not that there should be like built output messages.. it should give u a button to press to show when the ubild fails..
how do i make a bathroom stall door, limited to just 90 degrees open/close?
did the constraint limit not work?
i found in on my main project, than create a fully new (still happen), than restart pc, than download newest version of engine and it still remains
you mean this messages? i can't press it
weird
i was just about to
open this it shoudl be here somewhere
"Map check complete: 0 Error(s), 0 Warning(s), took 0,408ms to complete."
if i build full map and just blank screen if i build only lightning
Good tip! its definitely floating though
Is it possible for spawned blueprint attached to other blueprint socket ?
there are nodes for atttaching
but its only doing that above 1 particular kind of mesh
should i just lock all the stall doors in the bathrooms, in my horror game?
@sharp crest what the nodes called ?
seriously just search attach
I will test it later
how do you enable showflag.quadoverdraw and showflag.shadercomplexity view?
i type them in console but nothing happens
oh yeah
thx
Hi everyone. I may end up getting an offer from a company that is working with UE3, and I have no experience with it. I've been using UE4 for 2.5 years now. Could anyone recommend me where to start learning UE3?
Any resource that would allow me to bridge between my UE4 knowledge and UE3 would be the dream, but I can't seem to find a resource that goes that way (aka, UE3 tutorials for UE4 programmers)
It makes sense that no-one would be making such tutorials π I'm testing my luck here
Considering the UDK source access is for licensees only you are going to be hard pressed to find online tutorials as it's all under NDA's.
How'd I stop collision with 2 paper sprites? I've created collision boxe's with the right collision preset's and I've made all my sprites have the same collision preset's and shrink-wrapped.
Ty guys! I found this UDK forum, as well as this youtube series https://www.youtube.com/watch?v=LXUWiVQ-xDY&list=PLL0cLF8gjBpokMOcUnVpMIZlbxDDdXNAM
Unreal Development Kit Beginner Tutorial Series - #1 Series Introduction
This is the first video of my unreal development kit beginner series which will teach you how to make your own game inside of UDK from the ground up, in this specific video I introduce the series, outline what the series will entail and introduce the engine and it's uses re...
I guess that's the best I'll probably find... I think they are ok with me not having UE3 experience, I was just trying to get an idea of what it would be to work on UE3
help my file does this when i open it
Yeah, at first I thought UE3 and UDK were the same thing. I just discovered that UDK is the free version without C++ source code
That's what blueprints eventually replaced right?
What's the type of this uasset? At first glance I'd say the bp got corrupt
Aye. Plenty of tutorials out there on the UDK and Unreal Script, but if their licensees you gonna be hard pressed to find codes samples. best to contact the epic rep and obtain all relevant info from the locked down forums etc. similar to msft xdk process. π
Have you used Hot Reload for C++ code?
no how would i do that
Hello, ive got a simple question about moving objects towards directions. Ive found many methods to realize it, but my problem is that i couldnt figure out how to move something in a dynamic direction with also a dynamic speed.
I know i could use for example "Tick Event: Set Actor Location", but i wonder if there is a way to solve the problem with "Simple Move to Location" or something else like that.
Yeah, I'm expecting them to give me learning material and/or coach me for a bit
and it isnt c++ its nodes i dont know shit about code
The real issue here, is that I'm not sure I want to work on UE3 π
ok well idk what to do
Why dont you try and push for evolving to UE4 then π€£ And by suggesting it, you can take the lead and show em how it's done!
The game is dope, and the position would pay well. I'm curious as to how much knowledge I'll be able to transfer outside of it if/when I leave that project. The position is for gameplay programmer, so I expect a decent chunk of my work would forcibly be in Unreal Script / Kismet
Anyways, I may be overthinking it. If they do end up making me an offer I'll probably take it. At least it would give me exposure to a AAA codebase on a live game, which is probably more upskill than learning UE3
Ty @plush yew β€οΈ
And Kismet looks similar to Blueprints as you hinted, so it's not that huge of a step backwards anyways
You know what, I was just thinking about the connection to the "K2" nodes that I've seen in the engine
It all makes so much sense now XD
Also Unrealscript is not by any means dead. UE4 still uses it for blueprints.
nope.
Hi people im getting the texture streaming pool over message on a mostly blank map, that before was working right and now every time i open the editor it says texture streaming pool over on all the levels and all the projects
i have a 3060
F
ok, i tried to uninstall avast (that remained when i made some skyrim modpack) and VPN because like some tread says it's somehow can cause this problem, but now i have this added to failed lighting (good that it solves with just one disabled plugin)
it didn't help
Anyone know why this is happening to my blended virtual textures? Seems like the height map of the landscape isnβt recognized properly, and itβs been driving me crazy for days
When installing Visual Studio can I install 2022 version, as I can't find 2019 version anywhere which is what the console is prompting for when packaging
I have a simple question about modify variables. Is there a method to modify a variable over rate like the timeline?
Is there a way to cut a mesh to another shape to fit inside a fountain for example
what type of variable?
its a vector
not sure, but if it were me i would model a mesh that would perfectly fit the fountain, then assign the material to that instead
use a timeline with a float curve that moves from 0-1 then plug the start and end values of your vector into a Lerp(Vector) Node, and make the alpha the float coming out of the timeline, then set the output to the vector that needs to be changed
Yeah thats what i already tried, but in my project this isnt a good solution, because both values are changing already
you could make the change not happen if the timeline is playing, that way it won't affect it
In this case the vector doesnt change in a constant
But how do i do that π
add a branch check for where you set the vector, make the input a reference to the timeline (Get whatever you name the timeline) --> isPlaying and have it only change on the false condition
uff
I dont understand how that could solve my problem, maybe i havent specified it good enought D:
So the timeline + lerp is changing something from A to B within a specific time and 0-1 is 0-100% change, right? The problem in my case is, that A is the equal to the value that is being changed. That makes it not linear anymore.
Maybe i should make the A value to a fix one? I can try it
you could promote the value to a variable, just before the timeline then use that variable for the A value instead
Ok it doesnt solve my problem uff
Do you mean getting a constant value everytime the timeline restarts?
yes, promote the vector being changed just before the timeline to a seperate variable, and have the seperate variable be the one going into A on the timeline
Dumb question: Is Direction Temp constant or does it change as Direction changes?
Sry im new to unreal Engine
I assume that it makes direction temp the same object as direction, so it always has the same values as direction. So how do i get only the values of the time when initializing.
That blueprint sets the Direction Temp vector variable only once
Ah okay, then there is another problem that makes it not work xD
So if you use it in the Begin Play event that should work for you
(i.e. if you just want to store the direction when the actor is created)
I just ment with that a variable that keeps the values of another variable at a specific time
While the another variable is changing
No, i needed that for something else. Lerp stuff
And tbh im not even sure if this lerp is able to solve my problem
So what are you looking to do?
There is an object, that targets a player. It shouldnt follow it straight away, but it is following a direction which over time approximates to the direction from the object to the player.
The direction should change in a constant rate. For example 0.1 increment in x,y,z axis per second
I see, and can you post the blueprint that you're trying to use for this?
screenshot?
yup
so I haven't looked over the whole thing, but if you update your direction in your tick event before setting the location it should work?
The objekt is moving
The direction is also changing
Only problem is the way the direction is changing. Not linear
last ss is the direction modify
isn't modify direction only called once though?
No timeline is looped
XD
I always did it on the finish pin haha
hehe, you had the wrong tutorial then π
so as far as doing it every second, you can use a timer for that
check out binding event to a timer
you might want to look up delta time as well, so it's framerate independent
is it still the lerp or another method then?
a lerp should work
I have to go but hopefully that will get you started, fingers crossed someone else may chime in π€
Okay thanks for the hints. Cya mate
dunno where else this goes:
do you need to add special support to have keys mapped in game to be mapped to like gaming keyboard special keys?
like the ones on ryzen, hyperx, and corsair keyboards?
You could use Raw Input plugin to read the keystrokes, but chances are players already bind extended function keys to standard function keys + Shift
ah just checking if its another of the little QOL stuff my team can add like RGB icue and chroma support for ingame status updates
ie. getting your shileds damaged when they are at full makes the keyboard flash blue a few times
and flashes red really fast when your at critical hull damage
Hey does anyone have Nvidia Apex Cloth plugin for 3ds Max? I know its outdated but im using a old UE version i couldnt find any link on internet
How old? Built in cloth physics painter has been built in since 4.16
4.11π
What a luck
Modding
Let me guess, an illegally obtained pre alpha versions of Fortnite?
That's what #cpp people told me when there was an influx of question similar to you that specifically point to 4.11
And considering Days Gone has no official modding support, well...
Its private work only for research purposes
Plus
The studio allows mods on Nexus
I'm gonna stop there, as I don't want to talk about unofficial modding in this server.
Sure thing
Me too
I only explained because i have nothing to hide thanks anyways π
- Don't encourage or facilitate piracy. This includes sharing/promoting/requesting pirated goods or methods for acquiring them. Discussing tools for PC mods is OK if they're permitted by the game's creators. Discussing the broader topic of piracy and its implications is permitted.
just because there is a nexus, does not mean they agree with it.
Though I dont think Bend Studios minds, would be nice to see it black on white.
They dont have a modding policy yes,i meant they don't do copyright attacks on mods
I'm aware of this rule now, thanks
Well, doesn't make it any less underground tho, and you're going to get better support asking in the modding forums anyway.
It'd be considered official if the Unreal Editor as the mod kit is officially provided and no reverse engineering is necessary, like ARK Survival Evolved.
pls help
how do you add a material attribute layers to a material?
Try resetting the editor layout
if i package for shipping but distribution is disabled is there any difference if it was enabled?
Anybody know how I make custom controls. Basically in the game and in the settings ui you can change your settings. Say to fire is right mouse but the person wants it on left mouse, how do I make that an option
Or a video I can watch to learn
Hey, I'm having an issue with UE4 (4.27.2) crashing on startup (the main program, not a particular project), this started happening after I was forced to hard-reboot my PC while it was running. I tried uninstalling then reinstalling the engine, but maybe I've missed some files somewhere? Could anyone help me out?
UE4Editor_Core
UE4Editor_Core
UE4Editor_Core
UE4Editor_Core
UE4Editor_Core
UE4Editor_AssetRegistry
UE4Editor_AssetRegistry
UE4Editor_Core
UE4Editor_Core
kernel32
ntdll```
How do I get the Microphone Capture variable to pick up my mic?
It seems to work with an ArthursBP blueprint but I can't use it for my current project it seems
lmao uninstalled my entire ue4 and reinstalled it was tryna make stealth ai for a game im making
Hi where do I change these settings for the packaged build?
anybody who loves fantasy, creatures, tower defense? rpg players, game developer
you guys have a fix for this d3d crash? ue4 has been crashing for three days
What
It's an abstract error, and depends on many factors. Can be driver issue, hardware issue.
Also increasing TDR delay value won't work.
did the tdr fix by changing the thing to 10 in my registry and switched to the latest studio drivers then i think it might be hardware? any other causes
Is there a way to change this kind of possess code to be a toggle? As in, is there a way to tell if the player is already possessing that Pawn and act upon it?
Anyone know what shading quality is/does?
I personally don't know but it's pretty self explanatory
you can change the shading quality of specific assets I assume where 0 is the lowest quality and 4 is the best quality
I used something similar but the node wasn't for shading quality but texture quality so I could implement Low, Medium, High, Ultra presets by using numbers 0-4 as stated in the documentation
Is there an api or a way to launch UE without UI in order to import various assets in a project from outside?
I need to automate some stuff without user intervention.
We have a folder structure like:
Project
- Assets
- Something
- v1.0
- export.fbx
- v1.1
- export.fbx
And i have insert to an existing python/c++ system a way to obtain
Project
- Assets
- Something
- v1.0
- export
- something.fbx
- v1.1
- export
- something.fbx
- UE Project
- Common
- Assets
- Something
- v1.0
- something.uasset
- v1.1
- something.uasset
But so far I've only found ways to import assets via code from within unreal
i am going to document all my expierience,
i want to use google docs
to make it like this do i have to pay for it ? on mic store? or is it posible to make it free?
The missing link without the editor is the Asset Factory, and you can't really access it without Unreal Editor running.
I'm confused as to why commandlets are launched as a parameter to the compiled game executable instead of the engine's executable π€
is there any way of packaging a project to windows without opening unreal engineπ
and only through cpu as I have this other pc I would like to offload to that doesn't have a gpu
thank youu
You just use headers for that
Is there any way when clicking the add button for Quixel bridge, to export the content to a sub folder inside of your project directory?
I hate how it throws all the walls, rubble, and 3d models in the same folder. I like to have everything organized.
Unfortunately no.
How to recognize both click input and hold on input? I want something like PUBG ADS click and press and hold both to have 2 different functions
InputAction events have Pressed and Released input events. You can have a small timer counting down when pressed and resets on released.
So like (example) if it's pressed and released within 1 sec then it's a click and if it's held for more than a sec then it's hold down?
some gate/delay stuff does the trick for sure
actually i bet theres tons of tutorials about that kind of homework problem
input forgiveness like late jump in air?
Ok a different question, so I'm using default ThirdPersonBP for basic movements and built upon that for any other stuff in the same BP. Now I'm creating a third person shooting game, when I'm moving I can aim using my mouse and my character turns accordingly but when I'm stopped move my mouse, instead only camera moves around him, what determines this?
Hey all, long time hobbyist dev, first time poster.
I'm starting to prototype a sci fi, space based game and I really want to use air pressure as a mechanic.
I'm really struggling to see this is most places, other than hardspace: shipbreaker which has some really nice decompression and pressure mechanics.
What I'm asking is does any one know of any avenues I should start looking down to reproduce this effect. I've dabbled with fluids and dabbled with niagra, but feel I'm looking in the wrong direction, as these maybe just too computationally expensive
is this something that's complicated, or can it be replicated with a simple bool operation triggering a force effect on the actors when a pressurized room links up with a depressurized area
So basically inflatable ship? Ship crushers?
I'm planning on using chaos for a destruction system, and if a wall blew out, the ''air" would be evacuated out of that room along with a physics force to affect the contents of the room.
if that makes sense haha @drowsy snow
I'm leaning down the direction of just doing this in code rather than any particle or fluid sim. But I guess the wall I hit there, is how to define which rooms are 'watertight' and pressurised and which are depressurised
this is early days so just prelim planning for blocking and proof demo
Oh, that. Certainly can be faked with some collision trigger flagging, and impulse vector physics over time.
yeah I'm thinking I could do it if I had overall boxes in which I built myrooms, and when a wall was damaged that triggers a bool and then force.
just trying to figure out how these guys did this
https://www.youtube.com/watch?v=yFcCdpEutHw
But you can still make your own wind impulse system to drag out objects.
absolutely I think that's the plan. naive me got exited by some of the new ue5 sim tech but realistically I think this is best solved with triggers and an impulse vector
Project Borealis went their way to make their own wind solver in UE4:
https://www.youtube.com/watch?v=ykKhmHTBSk4
In this developer update, Dan ToΕ‘kan provides an overview of the wind and air drag systems we're developing for Project Borealis.
You can find further details in the accompanying paper: https://www.projectborealis.com/wind-and-air-drag-system
Check out our team openings: https://www.projectborealis.com/#join
Fluid simulation video refer...
oooh those physics are really nice to look at, especially the hanging and the waving in the air
any ideas on how to define a 'closed' room without the room just being one big bounding box filled with assets?
I'd say fake the pressure bits, so it's only have the sucking area on open holes.
Thanks for all your help so far, has definitely got my brain whirring
Absolutely will be faking the pressure, ill most likely just be represented by a 1 or a 0 for the bool and the vector impulse to be spawned in the holes in the walls or the doors when opening a 'pressured' room to a depressured room
just found out this is a thing... https://www.unrealengine.com/marketplace/en-US/product/uasset-browser
I'm surprised a i7 (11th gen) Can't handle UE4 yet my ancient pc (8 years old) can run it with no worrys
Hey, I have a fairly specific question.
I'm using a media player to read my Webcam and piping that to a texture.
If I were to connect more than 1 web cam, how can I set this as a variable that my player character can select?
My first release game - Pre-alpha but still. Fun project. I miss the old flying games.
https://youtu.be/y_wDQXnUjnc
Get the alpha/demo for free here:
https://mnj3d.itch.io/wing-fx
Discord - Chat, updates, ideas and feedback:
https://discord.gg/uA5e9KpMmu
News and Support:
Buy alpha version of the game 20th of March:
https://ko-fi.com/mnj3d
Music by MaxKoMusic
1.
An Epic Story by MaxKoMusic httpsmaxkomusic.com
Music promoted by httpswww.free-stock-music.c...
If I have two PlayerStart locations in my level, how do I decide which one is used when clicking PlayInEditor? It seems random, but maybe I'm missing something.
I'm trying to get source control setting so I can get a collab working, but I need to find the port UE5 is running on. Does anyone know where I can find this?
Hello i need someone who can help me create parkour movement for my first person shooter game, im in Feedback and Support voice channel if anyone could help me.
Does anyone know or have any info on the blueprint ninja challenge. I remember the swag box was potponed to January but no news since then.
It's been postponed
Hello, i've been a member here for quite some time now, i dont participate in anything i just hop in take a look at stuff at hop out most of the time, im aspiring to be a game designer (well, i already am since i have created a table top rpg but im looking to be the digital kind) i've been looking at courses and tutorials and stand alone videos about different things you can do in unreal and it really suits the projects i have in mind. The thing is, my pc is old...like really old....2007 old...and my financial situation is not allowing me to buy a new pc that can handle unreal (preferably ue5 since i need nanite for what i wanna do). So my question is, is there a way i can acquire a high end pc for free from somewhere? I am not asking for a free pc from here, im just asking if anyone knows a way or a loop hole somewhere where i can get something like that for free?
Consider making use of what you have right now and use UE4 to make a game, and low spec friendly one that is. The goal is getting yourself to be seen worthy.
Also shall you need assistance on making watchable gameplay footages for promotional/pitch purposes, ask a friend for voluntary work of testing and recording vertical slice footage.
Once you have proven your capabilities, you have yourself a chance for granted a high end development rig by publishers or grant programmes (like Epic MegaGrants). Or at the very least landing you a better paying job that allows you to afford a decently specced PC for development.
TL;DR: ||No free high end PC without proving your skills first.||
also you don't need nanite for a prototype
My tolerance for crosspost is 3 channels to summon the mods...
"Once you have proven your capabilities, you have yourself a chance for granted a high end development rig by publishers or grant programmes (like Epic MegaGrants)." can you expand a bit on that? Like how does it work? Can i just make a simple 2d puzzle platformer for example and if its good i MAY get a good rig from someone (most likely company) like a sponsor?
First of all, don't expect free gaming PC grants just for one simple game. The bar's way too high for that.
Expect that you're getting acknowledged and prove that you can get games working. Expect more progressive incline.
||I will mention that there are competitive game jams with prize of gaming laptops and/or gaming PC parts, but the stakes are high, and the time is often tight that you're getting nowhere with your lowend computer when the time's over.||
i doubt that any beginner should plan on this
I think that's just misplanned mindset
Landscapes?
yeah
Ouch, that's like one of the main offenders of high instruction count. Though it depends on the material, because I managed to get lower number / brownie colours in my low presets, cutting instructions.
i would close it and never look at it again
that's probably not the main reason for your 20fps
Not that I'm discouraging you - I'm also working on a shoestring budget myself, but just thinking about getting free gaming rig isn't going to cut it, mate.
it's that damn gas station from marketplace
or open photoshop and replace colour
also I concur. I would profile before caring about landscape material
or just change the material to a really light one, and check the difference
anyone else noticed code in tick being incredibly unreliable at low framerates? In my case I have something that if it is every "other" frame it will do some code, and if it is not it will do some other code. Sometimes, however either of the two don't happen at low framerates. Anyone know a fix?
yea i know....what i have in mind is also impossible to be done by 1 person and paying people to do stuff for me is out of the question entirely so i have to learn and do everything myself. I just wanted to know if there was a way to get something like this cause right now i get 4fps on ue5 just by being idle in it... Anyway, thanks for the info!
Blueprints?
maybe use timers instead?
c++
And yeah, please do use UE4. You don't need Nanite/Lumen just to get your game working at all.
you can disable lumen and all that weird stuff causing FPS drops easily
Those UE5 fancy thing won't lost into the void anytime soon, so don't worry about not getting use it right now
I'll try using SetTimerForNextTick and see if that works, thanks
(or just stay on UE4)
I personally stayed at UE4.27 until my game is fully done with the additional contents I planned.
And I still care enough to give lowspeccers the deserved love
step 1: set this to shadow maps instead of virtual shadow maps
step 2: remove reflections or use screen space instead
i need nanite cause of the destruction that's gonna happen in there, a lot of polygons everywhere
@hushed stag yea, even if i disable lumen i go from 4 to 15fps... i guess its not meant to happen...my cpu is a core2quad Q9400 and for gpu i have a gtx 1050 (not the ti)... 8GRAM.... it takes 3 minutes just to open the engine... Anyway, thanks for all the info, always nice to talk to experienced people!
No, you're not needing Nanite. I assure you.
ah yeah, that's still some bad framerates
what happens when you disable nanite btw?
r.Nanite 0
so we can see if it's negatively or positively impacting your fps
I mean, goddamn, I've been doing destructions in UE4 with APEX and without any Nanite, and with some visual modifications, it got the job done pretty well.
who needs nanite when you have lod lul
And my own computer spec is also within that range
@hushed stag dont know, i just messed around with some cubes at 15 fps and made them rotate and stuff but it was stable at 15 while i moved them around and stuff like that
@drowsy snow i wanna ask you something about destruction
seems better to stick with UE4 with that default performance lmao
how can you make one thing be destroyed by multiple ways depending with what collided with it? Like for example you have a wall and an explosion happens and it breaks into pieces, how can you make that wall melt if it gets hit by a laser? or cut in any geometry from a blade?
like how can you have all those different types of destruction in one mesh?
yea...plus i have incompatibilities with quixel bridge and it doesnt open in ue5, i dont know if im gonna have the same problem with ue4
Melting geometry? I won't bother doing that unless it's a scripted cinematic, which in that case, just an alembic playback.
Planar cut is a thing in UE4, but I won't use it to make hole in a wall.
In conclusion, I won't overthink it and sacrifice a bit of realism. No one'll initiate review bomb just because the laser crumble the walls instead of melting it.
Safe to say Megascans importer plugin for UE4 actually more reliable, and it's up for the standalone Bridge app to behave nicely...
ok then, i'll give it a try on ue4 and come back with something, hopefully people from here may wanna jump in on the project along the way who knows?
thanks!
Good luck on your future endeavours!
i would go for another engine with that specs
Ey, I'm very new to UE overall, Downloaded UE5 today but it keep crashing for no obvious reason. Any advice?
what does the crash say
Fatal error: [File:D:\build++UE5\Sync\Engine\Source\Runtime\Windows\D3D11RHI\Private\D3D11Util.cpp] [Line: 183] Unreal Engine is exiting due to D3D device being lost. (Error: 0x887A0020 - 'INTERNAL_ERROR')
Nvidia video card?
π¦
Yes nvidia
read the pinned notes, it's a known issue
Sorry for the fox joke, can't read it without singing in my head lol
The CPU bit could be the most offensive part, but I don't think it's a total halt for less frequent building/shipping with vanilla launcher builds. At best longer shader compile times.
i once achieved 60 FPS on a fucking potato with Intel HD Graphics 500 and a Celeron CPU, you can too, so good luck!
(with literally the worst quality settings though lmao)
Sure, it's a snail affair, but not a total stoppage.
At least you have the goal to maintain consistency even at the worst quality settings
im new to this, i lost my content browser. how do i get it back
I know I do. I test on low settings almost all the time.
Window -> Content Browsers -> Content Browser 1 (or 2 to 4)
that's right
ty
There's also a button on the toolbar to spawn content browser in one click
you dont make a tree, you add a tree mesh
I dont know how to use those things you need to drag lines to other boxes
blueprints? read documentation or watch tutorials on it then.
Hmm ok
Is it like i build tree with tools in world and then add mesh to it
do you mean a tree, like a real world tree with branches and bark and leaves and such?
Tht would be too hard for me
If i have tree pack, how can i add it to the world
When I try to move up further on the slope with the standard top down template it kind of ignores the request because its getting to steep. Wonder what can be done to increase that
Why is megascan grass 12gb
because it's some high quality grassβ’οΈ
but 12 gb though for just grass
imagine making a game with all assets being that large
start from the beginning
@quiet islandyou might need to increase the walkable slope on the character https://docs.unrealengine.com/4.26/en-US/InteractiveExperiences/Physics/WalkableSlope/ , there are other options as well for AI
Hey guys, I am currently trying to make a intro cutscene to show the player sneaking around and hiding from guards. I want to have an interactive cutscene where it loops a sneak animation but if u press any key, it will jump right into gameplay from there. Anyone know how to do that? What I did so far was make 2 level sequences. One with the main animation of guards walking and then another that loops of the player in the idle sneak stance with a widget on screen that says "press any button"... how can I smoothly transition then out of that into gameplay?
does unreal have a plugin for arduino (( blender has python to and from arduino api.. i could use behavior trees then output bone transforms to batabase.. python sql to blender to arduino
please thoughts. VR default template - not working on steamvr (index)
Just starting new project, 4.27.2 - straight to pack for windows64.
Quest 2 - launch exe, no problems.
Steamvr - launch exe - doesnt pull steamvr on.
Start steamvr, then game - nothing appears on index, sits in steamvr home, game open on monitor.
I thought nothing needs to be done for 4.27 vrtemplate for it to work on steamvr
in tutorial video he have
Does any knows how i can delete this grid?
Hello. Little shader doubt.
I have this texture on the left, And I want to make it so it shows a different value through time.
Tried a lot of nodes but I am super lost. Any ideas?
how do i add like charecter that can run into game
i made blank so it doenst have
?
fine
How do I make the road mesh on this spline smooth?
Lorash, thanks " just make your output color white if your pixel's brightness (for grayscale you can just grab R) is close enough (absolute difference is less than the amount of time you want it to be bright) to your desired one" This part is the one I do not know which nodes I can use to get.
Hello everyone,
I was wondering if I could have multiple screens/viewports for a local coop game? The game is coop local but I would like to render a separate viewport for each players and then spread those viewports over 4 screens. Is it possible?
Not split screen
separate screens
Tried that but I can't make it stay for a while on, it's a sudden flash since it only shows when it's exactly equal.
like the multiplayer viewports when playing pie but for coop
ooh.. maybe? let me google that
Mhm. Artist brain is struggling. But I will give this a try.
Thanks!
@plush yew I think I got it
I have never seen this, but the IF node has an Equals threshold.
Let me test it. But I think that solves it!
Hello, does anyone know how to make a car system? With decent responsive movement and good suspension (although doesn't matter much) and basic drifting and tire marks on the ground?
I know it seems alot but I cant get good results using the unreal engine car system. Although I havent tested chaos engine yet.
What do you also think?
Chaos or normal engine?
I would start with the vehicle game in the marketplace.
https://www.unrealengine.com/marketplace/en-US/product/vehicle-game?sessionInvalidated=true
it already has those things you mention.
Yes thank you, I'll look into that. :)
Is there a good place that explains how to set up custom game user settings, read to and write to user settings, access them from gameplay logic, and perhaps even outlines how to provide the user the UI for those settings?
Is there any way to make UE remember the position and dimensions of "New Editor Window"s when launching multiple instances of your game?
Hey I need some assistance (I currently have 3 hours of UE experience. I'm making a short cinematic on UE5 and I'm trying to keyframe my lightsource(the sun) to move across the sky and look like a timelapse. When I animated my camera movement it was pretty straight forward to add a keyframe to the "Transform" timeline. Adding my lightsoruce to the Sequencer however does not give me a position/transform bar so can't figure out how to actually keyframe it
did you look at the properties for the light source? in sequencer @mental gazelle
oh well I found it, I just had to manually add it on the "+ Section" button loll
thanks
π
I already do have that setup but it seems to not even let me move higher up
is your navigation mesh covering that area?
Gets stuck around this height
should or is? you can visualize it at runtime to make sure that's not the issue
It is haha
Hey Jaimy, is this for your player character?
Hi Geoff yes
these settings look unfamiliar to me
I normally just set the walkable floor angle in the character movment component settings
Im using the default topdown template
hm, does the character in that have a character movement component?
it does and that angle doesnt look anywhere near the 45 default
I'm curious as to what the 'walkable slope behavior' setting you showed does
I saw that in the link MathewW shared just now
in my character movement component (not from that template) there is no such setting, just a 'walkable floor angle' - which lets me walk up extremely steep slopes if I set it way up
i was mentioning that was an option, and there were others in the character
Could the mesh be the issue
i suppose it could be if its extending past the bottom of the capsule?
I dont think theres anything weird in the mesh that explains it
ah sorry I thought you meant the character mesh. Well you could try with a default rotated cube
I've just tested in a blank third person project and it works as expected
In all honesty I still barely know what I do and learn while trying at the moment haha
but the only setting I changed was 'walkable floor angle'
so I think another setting is stopping it working
i would suggest reverting the settings you posted above to default
and just changing walkable floor angle to 90 to test
I did that already 2 min ago haha
oh really? well try placing a default cube in, rotating it and walking up a steep side
in blueprint or something?
you got it
change that up to 90, revert the other stuff to default
should be good to go π
(90 for testing of course xD)
This works fine on there
p2earn
but not the mountain I showed
okay cool, we've narrowed down the issue xD
yep going to hide staking pools from our website in there
those that find it can access it so thats a little play 2 earn interaction already
the mountain is a custom mesh, right? does it have complex collision enabled?
neat
Was a smart one to I didnt think of that and was still thinking it was to steep
It came with a set I purchased, let me check.
Your not referring to this tab are you?
if you visualise collision in the editor you can see where unreal thinks all the slopes are (click on show at the top, then collision)
in the level editor
Thank you, thats about the only play2earn component I can think of being realisable for me right now with my unreal engine knowledge haha
looking for this
in the editor window there are little white pills at the top left
one of them says show
that step height xDD
I modified it a few minutes ago to test lol
i doubt its the issue but it jumped out haha
ah I see xD
hm well personally I would open a new third person template project, add that mesh, crank the angle and see if it works
if it does you have a setting weird somewhere I guess (or interfering logic)
because everything looks like it should work
I can assure you that everything in my existing environment is the exact same as a new template would be but I agree its quite odd
ah yeah but how about your character settings?
and is there any logic in the character that could affect movement due to an error?
etc etc
i don't think it's an environment problem based on what I've seen
I copied the mesh in the middle of my scene
same issue occurs around this height
I think its a general height limit
I have the exact same issue on this white mesh
oho
I didn't know there was a setting for that xD
clearly my characters have never gone so high
so I assume that must be it then
How high is that?
im not sure how to check that
Select the character mesh while PIE is running and see the Z location
That's like 9 m from zero Z
but 770 on the grass
I just imported a mesh lol
weird, yeah you must have hit a crazy limit
well done diagnosing it
when dragging in a mesh I always hit the reset button on transform
cuz they can end up all over the place
reset takes it back to 0,0,0
you need to move everything down, then you should be good
I guess your decimal separator is period, not comma
for me its all abra kadabra
ohhh
yes it is
so its not super high then?
sorry Jaimy
translation error
xD
on my screen your z number looked way off, because I have period as decimal seperator, not comma
as Makoto pointed out above
so I guess you're not way off the ground
which means I'm not sure what's happening
ahh now I see what you thought haha
I was like this mesh isnt that heigh xD
i would try the blank project check unless Makoto has any other ideas
Atleast im not the only one thats wondering why it doesnt work haha
i'm about to fall asleep, hope you can get it sorted π
Guys I need help please. When I am merging actors together into one mesh some of the textures / materials don't work. Anyone know how to fix this?
Simply reassign WorldGridMaterial materials to what it supposed to be
I don't know what is what. It doesn't tell me
In other words
Reassign the missing materials
I get that but the right side doesnt show me what the material is for as they are different ones lol
well it looks like you are missing a wall material, so look for something along the lines of M_Wall
and see if it works or not
Do you not have the originals anymore?
It's strange I can see the material instance that is being used on the individual section but when I click show in browser it doesn't take me there
I must do but they wont show π
Does anyone know how to do the #volunteer-projects ? Like how to set up one?
Would you recommend UE4 to a beginner, or Unity?
No and yes, but sometimes maybe.
Try both of them and see which one clicks with you better.
I reeeaaally want to use UE4, but it just looks a little complex, and Unity has that dumb splash screen, so thats why I struggle.
The splash screen means nothing and both are as complex and as simple as you want them to be
spend a week with both, pick a small goal. use both. make an educated decision
Or, I can start with Unity, and then switch to UE4.
a lot of stuff is completely different, id reccomend sticking to one
try both, decide on one
they both have pros and cons
I'm getting this bug that I don't think is UE4 itself. The menus turn either black or invisible. You can still interact with them you just can't see them. Only thing I can do is restart the engine which isn't very practical. I encountered this in 4.16 and stepped away from the engine for a while, not just cause of the bug. Finally returned and it still happens. Does anyone know of a working solution for this? Everything I've tried hasn't worked and its getting to be quite bothersome.
Do you have an Nvidia card? if so check the pinned messages
@oak patio@grim oreI have filled in all the missing materials on the right side however there is still missing walls with no materials and they don't show on the right hand side
that shouldnt be right
Yes. I'll try that. Thx.
it says 22 materials on right side and all filled in. But there are walls without anything
is the wall showing the default world grid material, or is it nothing
so the walls that have no material on them are not even showing on the right hand side
Basically I have put together a 3D model with modular pieces I am trying to merge them together so I can move easily and re-scale etc. But when I merge actors it messes up the materials / textures
yes. so the wall that has no material, is it showing the default world grid one instead?
it is in the viewport. But it's not showing on the right side
so in the viewport its showing the grey grid?
you might try making a blueprint instead of merging the mesh, its possible its just not going to work with that many
QUESTION: I can have a sound of someone "kicking" a door (a monster) and maybe have it vibrate, and I don't need the npc there? maybe trigger the sound when the player completes a quest? follow question can i make a wall explode on already made assets? or do you make that when you make the wall?
ue4 destruction can split an already made mesh
and why would you need an npc to have a sound play
if (questcomplete):
play sound
vibrate door
Is it possible to omit meshes from being affected by skylight?
I know with normal lights you can put them into different channels but seemingly not with skylight?
please
hey I was looking through the documentation and I came across
FString::Len
Which is what I need, I think, to find the length of an FString and store it in a variable.
So I did the
#include "Containers/UnrealString.h"
then I have a string called X that is an array of 5 different strings.
I then created a int32 vairable named y and set it to FString::Len(x) const;
But that doesn't seem to work.
I also tried the suggested syntax of
in32 Z = Len(x) const;
But that also does not work.
I have been at this for about an hour and I am not finding the soltuion to this, any pointers on how to do this. I imagine that maybe loading in the array value is causing the issue?
FString X[5] = {"Texas", "Invader", "Megatron", "Journey", "Pickles"}; int32 Randomizer = rand() % 5; FString Y = X[Randomizer]; int32 Z = FString::Len(Y) const;
Have you tried const int32 Z = Y.Len(); ?
hm.. no that hadn't occurred to me based of the syntax
Syntax
int32 Len() const
Len() is a method of the FString class
You should read some c++ books. There's quite a few in the pinned messages for this channel!
Or, well, of the #cpp channel.
yeah I am learning bit by bit
I get wild ideas and start experimenting beyond my means
@twin prismthere are scalability .ini files in your config you can change, there is one that sets the default. the game user settings blueprint nodes let you set them at runtime. there are aso console commands that let you set it at runtime
FString::Len means "Len" is a function of FString, and can be called on an FString
int32 Len() const meants when you call Len() it will return back an int32
so yeah what they mentioned is the correct way, you call .Len() on a string and it returns the int value of that. so Z = Y.Len() should give you the length of Y
assuming Z is properly declared somewhere
In SQL we call this Y.Len() where Len would be a function of the Y scope. In CPP is scopes used in the same way
pretty much yeah, your extending the FString class with the Len() function
so any FString can call this function
ok I think I follow this,
Seriously, instead of having it explained here, you'd benefit 1000x more by doing a 30m c++ OOP course
it is sorta basic CPP so they aren't wrong, but trying to figure it out isn't bad either as long as you don't give up π
Means it can't.
Except it can, because c++
const_cast<yourclass*>(this)->do non-const stuff
I have tried a few c++ courses, I just get really bored with it, I find i learn better by breaking stuff and then trying to reverse course and see where i messed up. I am following a course, but my mind wandered if I could do something like this, but I got in over my head. I will try to not ask bad questions in the future.
not a bad question as far as I could see
There are no bad questions.
There's just questions you can answer youreslf with a bit of discipline and it's stuff you really need to know to use c++
Especilaly with unreal.
They always mean the same thing? π¦
Only thing that changes is the scope.
Any way to stop epic games launcher to open up every time you close unreal?
so i made the moving menu thing, you start off with a player start that's up in the air, and it pans to the camera sitting right in front of the menu, and when you click on options and credits, it pans over to each of those pages with a camera there. How do I do the same but I want it to go from being in the air, to a simple Start/exit menu, and then start moves it to a player start? where you then take control of the character, in the same exact level
did i explain taht right
if it starts at the player start then goes to the menu, cant you have it do the opposite?
I want it to dramatically descend from the air... to the menu.... then at START go to the player. how do i do that?
Why not do the same thing you did with the menu... but to the player?
the tutorial i followed did it with a player start, to the menu and when you click START it goes to a whole other level
for moving from one location to another, you can use the set view target with blend node. Oherwise you can just use sequencer to make camera moves from one location to another and play it. then possess the player
You could even have the player there all the time, just make them invisible or whatever until you possess them.
is that in the level blueprint? the set view target with blend?
its a normal node, you can use it pretty much anywhere
is each level supposed to have its own game mode?
it does have it's own yes, should it? up to you
Not necessarily. Each game mode should represent a type of game. If multiple levels use the same type, you can reuse game modes.
i see
Okay, so general question about how you folks prefer starting your projects. Do you prefer starting like a 3rd person project and then renaming a few files to your liking and deleting files and folders you don't use or do you prefer starting from scratch and setting up everything with what you need and less extra stuff? I see some people do it one way and then others doing it another. Also, some that create a 1st or 3rd person project with the layout and then migrating files to your new project folder and deleting everything else from the project. Which seems way more work than it really should be. lol
Anyone know of any good stylized rock packs for ue?
what language was used to make unreal engine
C++
Thanks!
is "IF" and "Select" the same thing?
If A = A do this
Select A if A
This node does not exist. There is no IF node in niagara
except its there in content examples
So only option i have is Select
It should do the same thing yes?
Behaves the same so im good
Hi, I'm using Unreal Engine 4.27.2, which Android Studio version goes with this? or just get the latest one? Thanks. (I'm developing for Oculus Quest 2 VR headset btw)
Might best screenshot it here, I can't go to VC channels.
Oh, lens flares...
Disable it in project settings and make sure you have no post process volumes/settings in camera component enabling it.
How do I move migrated files into a subfolder without crashing my editor?
how do i make a pawn movement in a turn based strategy game?
Well, the first thing you want to do is probably disable it when it's not your turn.
And I don't mean ->disable(), but more like, just check if it's your turn and do nothing if it's not?
Though, the ability to plan the next turn is always handy. Gaia project does this and it's kinda cool. Shame you can't plan more than 1 move ahead, though.
WHYYYY UE5
https://streamable.com/9w131 ok so here is the rain effect i made for skyrim
and here it is in ue5
animated example
it does not function as it should because of the lack of parallax
i know ue5 has virtual height fields to replace parallax but
it does not work on skeletal mesh
so characters cannot have height mapping
:/
is there a workaround currently
i would also like to make it work for ue4
i know somethings will need to be translated
Is it possible to keep bookmarks tab open across different blueprints?
no
there are programs that let you extract data from a game, but you can not do that from a pak file
sry
Ok, so it is not possible to modify encrypted paks files
i have to say, please make sure what you plan to do is legal
probably not, but i might be wrong
What I was trying to do is modify the audio files to make a Spanish mod of a game, but I ran into that little problem
Any recommendations for a free (effective) antivirus that is compatible with Unreal Engine? I've been using Avast, but ran into some problems while trying to package a project.
Windows Defender does the job for me.
Windows Defender
It is actually good in Windows 10 onwards
Not to mention free, effective, and built in
Oh, perfect lol Thanks
Anyone know how you would go about applying damage when a Niagara particle effect hits an object which in this case would be the enemy, my effect is a rock and when it crashes it becomes smaller pieces and I need to find a way that if that rock crashes into the enemy for it to cause damage but I cant think of a way that is dynamic that can do this for me, any help?
is multi user editing a thing?
Maybe try the Niagara tab (under content creation), if you haven't already
does anyone know how i can do this in UE5, or the closest thing to it
Malwarebytes should do the job, free version is also pretty decent
@stark gyro its been a thing since ue4 so you should be able to check out the ue4 docs on it though know its more for local multiuser editing like over LAN though i have seen people go crazier with it. its just a plugin you enable and setup
Hello everyone,
I am recreating a 2d puzzle platform game I made in The Games Factor 2 over to Unreal 4. The main feature of the game allowed the player to switch between all 6 basic colours of the rainbow to walk across the matching coloured platforms, solve obstacles, interact with objects and deal with enemies. So my question is how can I make the player switch colours and give each colour properties. Such as if you are red and then want to walk on the blue line by turning blue how can that be done in Unreal 4?
P.S I am currently using Unreal Engine 4.22.3
it exists, but since ue5 is still preview/ea it might not work. also #ue5-general
Line trace down, get the floor mesh, and set the dynamic material parameter
wouldnt it be easier to just swap between custom collision settings depending on an array of colors?
@red condor I have been continuing to look into it, I dont think it has anything to do with the height/slope at all it just for some reason doesnt let the player to move at some parts
Working on this widget and I alligned everything here but in the game its way to the right of the viewport, I forgot how to lock buttons to follow the offset, anyone has an idea?
does anyone know if theres a hard limit for how much water you can slap on your map before unreal kills itself
i noticed issues piling rivers on top of the landscape over and over and over lol
@drowsy snow 
I don't know tbh, I don't use the built in water plugin
Hey guys, anyone has issues with metahumans being buggy, hair is just goes blond/full white out of nowhere, super bad artifact even in final renders, super unusable at this state, me and the guys at the company has the same issue on UE 4.27.2, anyone knows a way to fix that?
No yandere in the hall
#metahumans isn't exactly crowded, but should be asked there
unreal engine 6 when
thanks!
Hi, I need help with Unreal and Android Studio. Upon trying to package the Android file, I am getting the following error
Could not initialize class org.codehaus.groovy.reflection.ReflectionCache
Stackoverflow says that I need to change gradle-wrapper.properties file and change the
distributionUrl=https\://services.gradle.org/distributions/gradle-6.1.1-all.zip
to this
distributionUrl=https\://services.gradle.org/distributions/gradle-6.3-all.zip
But when I do it, save the file, and package the app, it resets to 6.1.1 and gives the same error.
#mobile might know more about Android SDK stuff
Thank you I will redirect
Water plugin looks really bad in VR on 4.27.2. Is there a way to make it work?
I won't expect it to work at all in VR.
But hey, the EXPERIMENTAL label got cropped in your screenshot.
in a 4.26 project water is cool in VR
Thanks! Do you have any tutorial link in how is this done?
uh, ok
Anyone can help me figure out ray tracing?
I've got
-DX12
-use hardware ray tracing when available
-support hardware ray tracing
-ray traced shadows
-ray traced skylight
-generate mesh distance fields
All on.
Using a rtx 3080.
Post process i'm using GI lumen, reflections lumen, ray tracing ambient occlusion enabled.
Yet there is nothing under ray tracing debug view or otherwise to indicate that ray tracing is on.
Error due to epic games launcher?
Hello, i'm trying to remove the flares from my screen, the post process volume settings is all set on 0, and i don't know why it doesn't get removed :/
I don't have this @drowsy snow
Are you sure? That is in the Project Settings
Unless you built from source and tamper the Project Settings code.
I showed my screen about what I have
And I don't have default settings and post processing
Is it possible to VC with you to just show you? It would be much easier
Search for Lens flare (Image based)
Not postprocessing
Thank you, it worked!!
But I have also this issue where there's a light in the middle of the map
and i have no idea where it is, i can't see it to delete it
and you can notice the wood on the corner is much brighter than the one next to it
Do you use static lighting?
I bought this pack
I don't know anything about unreal engine
I just use it for my art, to use it as backgrounds and stuff
What do you think it would be? @drowsy snow
Try rebuilding the lighting
So anyone knows why a batch of like 10k of foliage in ISM (forced to billboard) still takes more performance than my HISM all around?
So to explain: I subdivided my map to regions, all of them being 4x4km
thanks, it's working!! @drowsy snow
so i thought, i only need one region as playable area, others being background
so my foliage is not being culled, its all around the map using HISM
and i thought i could use ISM for the background area's and put all the items forced to billboard
Weird enough, using ISM is way much worse @plush yew
And so im very confused, as the only thing i really did is reducing DrawCalls alot
actually i dont want to cull the foliage (trees)
Aha
so ISM would render offscreen to?
Its confusing as HISM inherits from ISM so i thought like it should actually fix my performance, rather than hit it
So basically right now i'm populating a 8x8km map with just HISM
just was looking for a performance fix
Would it be better to like make chunks of ISM maybe?
WP?
aha, well i actually create my terrain using RMC
Its all generated at runtime
So u might advise to merge around 10 trees in a chunk right?
yeah so i was kinda confused as i thought ISM would be just a single draw call for generating the shadows
Yep, right π
Yeah, i just leaned that lol
Actually the thing is i dont want to cull out any big foliage, most likely trees
I dont, ive disabled culling
where did i said that?
basically its what i want, i want to be able to see the entire map
so i found a workaround but does unreal engine not have the ability to scale the skeleton with a morph target? Say you wanted to change the characters height or limb length...
seems like a huge limitation
hhm, so that sounds new to me. so u mean not setting a big distance takes more performance even all foliage is visible?
just 'all' foliage on my map, a 8x8 km one
using ISM? yeah i get it
Seems i might wanna chunk the trees using ISM but well
it would need alot more components though hhm
like i should kinda play around with components vs HISM
( to find the best performance)
Looks like to should be auto fixed by the engine even
Note im not using defaults, as my world is entirely procedural generated (and should be)
However so
There's a playable area, along with a background area that should render tons of trees
the background could just use billboard, forced
hopefully someone who has more experience with this sees this
I have two morph targets
one has long legs
one has short legs
I want to have it so when i apply the long leg morph the skeleton that fits it is swapped out with the original
sadly unreal engine doesnt support morph target weighting with skinned meshes like in maya
so i will apply a new ref pose to each
or is there a built in feature to handle this limitation
@plush yew Just what i tried, however so i might did it wrong to actually use 1 component for the entire background ? hhm
I should do some more testing to actually make smaller groups i quess
but thanks for explaining
Yeah π
This right? I'm new. I literally got so confused i was depressed for a day, then i calmed down and found this video. this is what you were talking about? https://www.youtube.com/watch?v=uW86ZGxesmc
How do I use the Set View Target with Blend node to change cameras during gameplay using Unreal Engine 4 Blueprints.
Source Files: https://github.com/MWadstein/wtf-hdi-files
Anyone maybe knwo why my foliage isnt painting om my blueprint actor?
Hey Guys, I have a bit of an issue and wondered if anyone can help⦠I have a collection of static mesh rocks and boulders which have been mesh-painted and collected into blueprints that, as clusters, effectively become new props in their own right and can be used across different levels. I specced out a level, but when I try to paint foliage o...
Hello.
Is it possible to embed emulator into unreal engine?
For example embedding Genesis or Sega Megadrive into unreal?
No info anywhere
i doubt it, but you might be able to launch one from unreal
So theoretically I can make a game inside a game using this method?
I don't see why not, check if you can get it working though cuz I've never done it π
Is there a built in way to modify editor contrast?
My project seems bent on reimporting starter content after i remove them. Anyway to delete these assets permanently?
how are you removing them?
Deleting them in the content drawer
have you seen this thread? https://forums.unrealengine.com/t/how-to-remove-starter-content-from-existing-project/60372/6
First go to the Content Browser, right click the Content folder, select Fix up Redirectors in Folder. (Some times I find there are still a few Redirectors lying around, do I need to restart my project after this and try again) If you havenβt used any of the starter assets in your main project you can just delete the starter content folder If y...
I recommend this method from it:
I usually added all my assets to a single project and then migrate the persistence level, once done, to a blank project. This process will only migrate the assets used in the current project scene and from there consolidate all of the working assets under the map>environment folder.
(FrankieV)
i think there's an extension for removing unused assets too, can't remember what it's called tho
Thanks for the info i'll check it out
depending on what template you used, it might be trying to reimport it based on the config settings.
helo
Hi! I Just started learning about RVT so I could blend assets on landscapes. But it seems that it is not working properly on all types of assets. Does the assets need a larger base for them to work? Has that happened to anyone? Thank you!
I use the third person template. I haven't had a chance to check out the previous method yet. But just in case you happen to know where i could find those settings?
Hey guys, does anyone know if its possible, to let's say, create parameters in substance designer, and then expose those parameters to unreal engine?
Not sure what catagory this goes under but was curious if its possible to take my computers clock and sync it up with my ingame day and night cycle for example you play the game during the day irl its day in the game and vice versa
Hey guys, in today's video, I'm going to be showing you how to merge two of my other videos. The day night cycle, and analogue clock. This means, that our clock can display our in-game time based upon our day night cycle.
Day Night Cycle: https://youtube.com/playlist?list=PLQN3U_-lMANOYYV-RBltdWfoaItDQnCkJ
Analogue Clock: https://youtu.be/_aO9Z...
@plush yew Thank you β€οΈ
No prob Bob
@calm widgetin your project folder,
Yes, take a look at the substance designer plugin in the marketplace. As far as I know you can interact with SBSAR using the plugin.
Thanks guys β€οΈ
Hey champs! I was wondering, is there a way to toggle greenscreen in the viewport when viewing an animation sequence, if you just wanna do a quick record of it? Any thoughts?
thinking about it... the easiest way would probably be the animation viewer, where you can change the preview settings
not sure if there's a way to change the background color, but a green hdri might do the job π€·
Appriciate it @neon bough . Been trying to wrap my head around the splendors of UE5, but atm do not know the difference between animation viewer and viewport ^^
Oh, greenscreen π
Right. There now but the character does not pop up there for me. Only got a grey area in the middle there atm
in the preview settings pretty much on the top you can select the preview mesh
top right on your screen, select the preview scene settings tab
below the orange animation button^
Done. Nothing happnes yet
Everything i do here transports to the viewport, but not to this screen
I had to go window=>Viewport yeah to get it up
Then it displays the animation there
(Not sure if that answered your question π )
so it works now?
Think so, but I do not have the setting that you have above Enviroment Cube Map. That one I got
Enviroment color is not an option on my side
even if you uncheck "show environment"?
might be an UE5 feature with the color, in that case i cant help you
would go with a green texture as environment texture then
Even then. Alright man. I can't thank you enough. Now I know where to look
Appriciate your time
Gonna see if I can import these files to UE5
Alright, gonna look up a tutorial on how to create that then first see if that works!
Waaay out of my depths here, but you pulled me in π
probably just make a green image in gimp/photoshop and save it as exr file and import it to unreal
Alright, that i can do! Thanks again
why would you do that? or anyone... oh to render vray stuff in unreal...
did you check out the docs for it? https://www.chaos.com/vray/unreal
which part did you need help with.. the docs seem pretty good
@plush yew Thanks once again I was able to successfully create a UTC time clock and sync it with my day and night cycle π
If I add another node at the end, will it be executed immediately or after the animation is played?
@surreal prismimmediate
how to use that vfx pack from this months free of the month?
placing effects with timing and execution
Thank you, then how can I monitor the animation finished playing?
Hey got another question guys, so if anyone knows Bendy and the Ink Machine, would it be possible to keep the "hand drawn" look of the game if it was made in Unreal? I know Unreal is good for graphically impressive games, but idk if it can keep the hand drawn aspect well
it can do anything you want
I thought if the Bendy textures were brought into UE, it would just make them look realistic
And thus lose the hand drawn aspect
that depends on the artist working with them, not the engine.
ah ok
Yeah let me tell you. I MENTALLY struggled with Unity or UE over and over because I thought Unity could only do Bendy well
any engine is just a canvas, how you paint on it is up to you :)
@surreal prismyou would use an event dispatcher bound to the animation finished for that animation
unreal can do bendy well, too
@surreal prismyou can also add event tracks to the animation itself and call an Event from there
Hey guys, I am currently trying to make a intro cutscene to show the player sneaking around and hiding from guards. I want to have an interactive cutscene where it loops a sneak animation but if u press any key, it will jump right into gameplay from there. Anyone know how to do that?
What I did so far was make 2 level sequences. One with the main animation of guards walking and then another that loops of the player in the idle sneak stance with a widget on screen that says "press any button"... how can I smoothly transition then out of that into gameplay?
Do note though - not all canvases are created equal, lol. Easier to paint on some canvas in some scenario's than others.
even the worst canvas can become a masterpiece with the right prepwork, paint, and brushes.
having said that, good luck making uncharted 5 in rpg-maker XD
Oh yeah, with enough effort, any engine can eventually do want you want. But it just depends on where you want to start I guess.
agreed, in some cases I rather paint by numbers than having to make my own brushes
100%
how can i remove overlapping grass
General question: I have a function on a timer. Time is set to 0.1 seconds and loop. What is the probability of the function getting called before the previous execution is completed?
Can a function be called twice at the same time? What happens in this case?
there is no collision on Landscape Grass, so that will not work
:'(
You wouldnβt want to have collisions on grasses anyway. Massive amount of instance meshes with collision enabled causes FPS drop each time you add new instance mesh or destroy. I think your best bet is using render targets for hiding the grass.
I fixed it~
Naa, have a layer that simply removes all procedural grasses, and paint.
Anyone know how to set up a damage over time AOE collision box?
that affects multiple actors within the box
I have been ripping out my hair with this and I know there is a simple solution but I cant find it anyone where!
Imagining Uncharted but it's JRPG
jpeg
I am currently extending the CharacterMovementComponent. More specifically the Crouch function. I want the crouch to happen over a certain amount of time, rather than be instant.
This means I have to scale the capsule component down while simultaneously translating the third person mesh up. My current implementation is functionally sound, but does cause some jitters as the capsule scales down.
I would like to get rid of said jitter.
This is obviously caused by the pivot of the capsule being in it's center and when it scales down, leaves small gaps before the physics catches up, which makes both the capsule and character move slightly.
Does anyone have any tips for how to make the scaling of this happen more smoothly? Like, could I change the pivot of the capsule to be at it's bottom rather than the center?
does anyone know if this fully loads the video then plays or buffers the video:
https://docs.unrealengine.com/4.27/en-US/BlueprintAPI/Media/MediaPlayer/
Media Player
Anyone know why when I try opening up my level to my game it just says, failed to load assets? I've been working on this for my game for a while and all of a sudden when i close unreal and open the level again it says that
Hey doesn anyone know is it possible to use NVIDIA_PhysX(for apex cloth) plugin with a AMD Gpu
Yes.
PhysX in UE4 is GPU agnostic.
i mean in 3ds max scene
Oh, 3ds Max.
I don't know then. I'd use the built in cloth physics painter right in UE4.
well i must do that in 3ds max and import the cloth later into UE but as you can see when i simulate my object the tool viewer doesnt render anythign i tought it might be related to my AMD Gpu and i wanted to be sure
Doe's any of this matter
I've asked there before without a response... Here has more traffic.
if people could answer the question, they would do so.
also
3. Stay on topic. Every channel has a topic described at the top of the channel. Please read these carefully before engaging in conversation. If you're not sure which channel to use, ask someone to point you in the right direction.
Hi all, does anyone know how to link behavior tree tasks with a data table ? Iβve a dialogue system build on a behavior tree and I would like to implement the text directly from a data table.
how easy would it be to even make a tennis game.. with unreal
Alright, I have kind of a random question. I didn't see any channels specifically related, so I am hoping to get some traction here before my question gets buried. I have searched and searched for an answer. I even asked a friend who knows way more than me, and he told me he doesn't know either. I can't be the first person to come across this issue, so I am hoping someone here knows the answer and can help me out. I am willing to give a decent tip if someone knows the answer (and can walk me through it)....
Question is: How does one push a large repository to GitHub?
I have a team of five that has been using Perforce for about a year now. The team is expanding, but our budget is still relatively small, so we can't really afford to pay for the larger access to Perforce at the time. I would like to move the repository over to GitHub (this will also allow me to not have the server hosted on my PC anymore). The issue I am having is that the project is currently about 77GB (we have LOTS of high quality art), but GitHub apparently restricts a single commit to 2GB. My friend suggested doing commits 2GB at a time, but that sounds terrible. I think there has to be a way to do this. I can't be the first person to ever have this issue before. DM me if you're interested in helping out. As I said before, I will give a decent tip to anyone that can help.
is it possible to move animations from one mannequin to another?
Depends on your knowledge in gameplay programming.
Yes. Soft retarget or hard retarget.
i would just want to make games in the future. and have a team to make everything else. or a partner
cause it is really really easy once you learn blueprint
for 1 month
yep. did that
just stuck on modeling. something else
so for some reason, trying to create a copy of the animation for the skeleton I'm using doesn't work? Thing is, it's literally the exact same skeleton with a few extra sockets and yet it doesn't show up?
ahhh. gonna need that
Thanks
errr... still dont know if i should become a game dev.
dont have all the time to do each stuff...
like camera angles
player placement
lighting and effects
so on and so on
If you want to go for hard retargetting, make sure you deal with the retarget settings on both skeletons
well I'm not sure which one I should really use tbh. Like, all I want is to copy the animation to a different skeleton
Hi, I'm using a landscape material from a marketplace pack. and when I apply it to my landscape it's pure black. Trying to paint gives me this error message. The material applies properly to basic meshes like a sphere.
I'm on 4.27.2
actually nevermind I figured it out, found the layer info dropdown that was required by chance
yo so some of my friends are having this issue where when they click on a menu on ue4/ue5 it doubleclicks (they fix this by restarting the project but it starts happening again shortly after) [also they are all using 30 series cards with the newest drivers]
Do Software Cursors run Blueprint?
I've setup a system to switch cursors with a animation all in 1 Widget
And I've called it on the hover event in my Main Menu Widget
Though nothing happens even setting visibility of Widget's do nothing
How do I add more than one montage to a single state machine state node? Trying to be quick and dirty without adding 8 unique setups to just play an equally valid anim
Hi, I am using the SketchFab plugin to import models. Following the tutorial, I simply dragged and dropped downloaded assets into my Unreal Content Browser, however I seem to have an issue with the texture references, as they are stored in a cache location and everytime I reload the project, the textures are gone from my models.
Am I doing something wrong? And is there a way to extract all the releveant assets into a folder so that it could be transferred to another project?
@fierce tulip @drowsy snow I will explore both options and then see what happens
Anybody who would help me out making a simple tower defense? π Dm, thanks and wish you calm and consciouss day π
No.
Haha cmon mates, i can do it myself, but i prefer getting 2 know new people with the same vibe ππ The game is just kind of instrument we can ride together.. β I ain't gonna judge anyone for being themself π
The thing is i am a designer, and don't know much in unreal, but slowly learning β€οΈ I want to deliver a playable play to earn game till the end of this month so it would be great to meet the right people πβ
Everyone judges people for being themselves.
And yes, most of the people are actually unconcsiouss during the day. :) Always on their minds filled with problems and fear. I believe consciousness is being aware of your thoughts and emotions. Being in control of your life. β€οΈπ
Yes! Already trying it out thanks π
ok i really need help with this
i basically need to smoothly tilt the camera depending if the player is moving left or right
what would i do for the current ?
Clicking F1 when in PIE shows wireframe of all triangles facing you. Is there a way to also show triangles facing away?
Hi, is it possible to create a multiplayer VR app in Unreal Engine, where me and my friend are wearing headsets and we are able to stand in the same VR room together that I made in Unreal?
ok i got it to kinda work but it rotates like 360 degrees and only on the left
fek it im just not gonna do it ive been trying to get it to work for literally almost 5 hours straight and its driving me bloody insane and i cant get any help or find any videos on it anywhere
Thanks bro
No problem
14 votes and 5 comments so far on Reddit
Still needs to be in #released, no promo in here
thank you
:triangular_flag_on_post: Appexus Enter#7725 received strike 1. As a result, they were muted for 10 minutes.
:triangular_flag_on_post: Appexus Enter#7725 received strike 2. As a result, they were muted for 1 hour.
Hello guys/girls,
I am trying to install UE5 on Wndows 10, but:
Epic Launcher
UE5 doesnt show on the toolbar, only UE4
Github:
https://github.com/EpicGames/UnrealEngine/tree/5.0
There is no repo on link
hi guys, just did a format and installed Epic launcher again but missing UE5?
oh sorry
@lusty lance is exactly my problem
no option for UE5
@plush yew , should UE5 be on this yellow button picker?
yea Alexandre its weird as I had it available before
also Github link is missing:
https://github.com/EpicGames/UnrealEngine/tree/5.0
ohhh its down here he means
not at the top right corner @crisp swift
didn't they have it as a separate Ue5 preview install before? sure I remember it being a separate tab
wow, that is really basd UX from Epic, such as hidden button! π₯΅
thanks @plush yew , now I got it!
yeah, I come from Swift/iOS world, and UE has such a bad UI framework
by the way, what is currently the possible ways to build UI around UE for more complex desig apps (not games)?
@plush yew ,
"Building Unreal Engine as a library that you can control from external applications"
This is really intresting!
Is it possible to build UE5 as a library that is controlled by a native iOS/Xcode UI App?
I searched the dcos but didnt find anything
and is there a community supported or hacky way that works with a native iOS/Xcode UI App?
I dont mean to build an UI for editor, but for the final shipped App
got it, shame.
got it. do you know any example (repo, tutorial etc) that tried this?
I see...
This guy did exactly this in Unity:
https://github.com/DavidPeicho/unity-swiftui-example
Integration example of the Unity engine in a SwiftUI-based application - GitHub - DavidPeicho/unity-swiftui-example: Integration example of the Unity engine in a SwiftUI-based application
was lookinig for the equivalent in UE, crazy that there ie zero dicussion arount his
yup, but if you want to build a 3D design app, Unreal UI doesnt work
sure, Im one of those. 100% native iOS 3D design app
but wanted to use UE5 for some things
thanks. but seems like a rabbit hole! π
this guy also looked into this, but apparently there is nothing new since...
https://forums.unrealengine.com/t/embed-unreal-in-a-host-application/140910
The applications for Unreal Engine are growing beyond games. For example, it has applications in architecture, industrial design, education, and marketing. Yet, Unreal is basically its own operating system optimized for games, and it wants to handle everything, from rendering to UI. These new application areas already have their own frameworks a...
See tutorials on the pinned message section.
You're welcome.
Thanks
welcome! good luck, and have fun with the engine!
@plush yew
Great finding here...
Looks like UE 5 may have support for this. In the early access code:
<member name="F:UnrealBuildTool.IOSProjectSettings.bBuildAsFramework"> <summary> Whether to build the iOS project as a framework. </summary> </member> <member name="F:UnrealBuildTool.IOSProjectSettings.bGenerateFrameworkWrapperProject"> <summary> Whether to generate a native Xcode project as a wrapper for the framework. </summary> </member>
Thereβs also experimental support in UE 4.27, but I havenβt tested this out yet. If you go to Project Settings, there is checkbox βBuild project as a framework (experimental)β under iOS.
ok, will move discussion there. thanks!
Anyone ever got a weird dream and try to make a game from it
Someone did it in Japan back in 1998, titled LSD Dream Emulator.
I have been going through some tutorials and notice any time the executable is referenced in a packaged build its always in the WindowsNoEditor/GameName/Binaries/Win64/gamename.exe, but there is also a WindowsNoEditor/gamename.exe. is there a reason one is used and not the other?
Is there a good spot to ask/get feedback about ui design? Or is that outside the scope of this server?
#work-in-progress
I thought about umg but it's not strictly/specifically related to umg
Well I dream up of mickey mouse making a vr headset thing to brainwash people then you run away from a kinda like zombie people
I want to make a game about this
@rough ospreythe one in the created folder, the foldername/gamename.exe is the one you want to call. the other one, in the actual binaries folder, is the one that is called by this first app.
thanks @grim ore is there a reason that services like gamelift directly reference the binary version?
Guys is 1600 units the same as 16 meters?
well the ue4game.exe is your actual program, the other one is just the launcher for it. chances are gamelist needs to talk to the actual game when running
why isnt it a read strings array ?
Because it's a Find node?
How much Swap space is recommended for Unreal 4. I can't find documentation on it (probably not searching for the right thing or missing some magic keyword, or maybe Bing just hates me). I noticed that it was using the full 512mb I had initially allocated, so I expaneded it to 16GB and for a very small game I am using 5GB or Swap. So I imagine the larger my game the more Swap I need. I don't mind adding more I just want to know should I go buy a 250 GB SSD and assign it all to Swap or does it have a limit.
swap
Linux?
Indeed
At least in Windows, page file should be at least 1.5x size as the system RAM.
Yeah I think with Linux they recommend 1:1 ram to swap, but I am more interested in how Unreal uses swap. I don't mind having a dedicated swap drive if it needs it for specific reasons
Is there a way to make my mesh convex without it lagging my my game
All I know is when I set my mesh to convex, and go up to it, the game lags
maybe its because I set convex to ALL of the vertexes instead of like 16 or 32
I created a variable in the level blueprint / BeginPlay, it's a reference of a widget I create just there.
Isn't it supposed to be some kind of global variable?
When I try to access it from some widget it's not listed in the contextual menu.
hello was wondering if anyone could help me in VC with get Forward vector. it seems to only work at x10,000 and i will have Sniper zombies lol.
Hey guys everytime I try to open a map or set a new default map my unreal engine 4 starts non responding and it won't work?
does anyone have any good tutorials I can watch on how to get stuff from blender into unreal
Does the UE4Editor process actually showing activities in Task Manager?
Yeah
It just says UN responding
Forward vector will give you a vector that points forwards fpr one unit of space, so you multiply it by how far you want it to go. E.g. forward vector * 1000 would be 10 metres forwards
huh
