#ue4-general

1 messages Β· Page 1151 of 1

hoary seal
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[ ] arent working anymore

waxen cliff
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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

sour oxide
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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"

quiet island
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Is it just me or is this player floating in the air?

sharp crest
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when u ping u shoudl rly say why..

sharp crest
sharp crest
sour oxide
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the logs
but i still don't understand how can i break up project just by moving one block slightly to the right

red condor
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(I would also try restarting your PC if you haven't already)

sharp crest
sick patio
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how do i make a bathroom stall door, limited to just 90 degrees open/close?

red condor
sour oxide
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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

sour oxide
sharp crest
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weird

sick patio
sharp crest
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open this it shoudl be here somewhere

sour oxide
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"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

quiet island
grave osprey
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Is it possible for spawned blueprint attached to other blueprint socket ?

sharp crest
quiet island
sick patio
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should i just lock all the stall doors in the bathrooms, in my horror game?

grave osprey
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@sharp crest what the nodes called ?

sharp crest
grave osprey
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I will test it later

plush yew
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how do you enable showflag.quadoverdraw and showflag.shadercomplexity view?

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i type them in console but nothing happens

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oh yeah

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thx

dense dock
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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?

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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)

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It makes sense that no-one would be making such tutorials πŸ˜„ I'm testing my luck here

tender pecan
crimson solstice
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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.

dense dock
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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...

β–Ά Play video
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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

frank kayak
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help my file does this when i open it

dense dock
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That's what blueprints eventually replaced right?

dense dock
tender pecan
frank kayak
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its a Ai

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this has happened like 3 times

dense dock
frank kayak
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no how would i do that

plush yew
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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.

dense dock
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Yeah, I'm expecting them to give me learning material and/or coach me for a bit

frank kayak
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and it isnt c++ its nodes i dont know shit about code

dense dock
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The real issue here, is that I'm not sure I want to work on UE3 πŸ˜‚

frank kayak
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ok well idk what to do

tender pecan
dense dock
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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

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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

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Ty @plush yew ❀️

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And Kismet looks similar to Blueprints as you hinted, so it's not that huge of a step backwards anyways

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You know what, I was just thinking about the connection to the "K2" nodes that I've seen in the engine

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It all makes so much sense now XD

tender pecan
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Also Unrealscript is not by any means dead. UE4 still uses it for blueprints.

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nope.

zenith saddle
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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

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i have a 3060

twin prism
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Lmao I control shift saved while building ue4 and blue screen of death came.

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Gg

sour oxide
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F

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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)

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it didn't help

royal geyser
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Anyone know why this is happening to my blended virtual textures? Seems like the height map of the landscape isn’t recognized properly, and it’s been driving me crazy for days

shadow ravine
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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

plush yew
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I have a simple question about modify variables. Is there a method to modify a variable over rate like the timeline?

quiet island
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Is there a way to cut a mesh to another shape to fit inside a fountain for example

plush yew
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its a vector

west junco
west junco
# plush yew its a vector

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

plush yew
west junco
plush yew
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In this case the vector doesnt change in a constant

west junco
# plush yew But how do i do that πŸ˜„

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

plush yew
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uff

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I dont understand how that could solve my problem, maybe i havent specified it good enought D:

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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.

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Maybe i should make the A value to a fix one? I can try it

west junco
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you could promote the value to a variable, just before the timeline then use that variable for the A value instead

plush yew
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Ok it doesnt solve my problem uff

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Do you mean getting a constant value everytime the timeline restarts?

west junco
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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

plush yew
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Dumb question: Is Direction Temp constant or does it change as Direction changes?

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Sry im new to unreal Engine

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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.

red condor
plush yew
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Ah okay, then there is another problem that makes it not work xD

red condor
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So if you use it in the Begin Play event that should work for you

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(i.e. if you just want to store the direction when the actor is created)

plush yew
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I just ment with that a variable that keeps the values of another variable at a specific time

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While the another variable is changing

plush yew
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And tbh im not even sure if this lerp is able to solve my problem

red condor
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So what are you looking to do?

plush yew
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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.

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The direction should change in a constant rate. For example 0.1 increment in x,y,z axis per second

red condor
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I see, and can you post the blueprint that you're trying to use for this?

plush yew
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screenshot?

red condor
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yup

plush yew
red condor
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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?

plush yew
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The objekt is moving

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The direction is also changing

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Only problem is the way the direction is changing. Not linear

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last ss is the direction modify

red condor
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isn't modify direction only called once though?

plush yew
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No timeline is looped

red condor
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oho

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I didn't know you could loop timelines xD

plush yew
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XD

red condor
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I always did it on the finish pin haha

plush yew
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hehe, you had the wrong tutorial then πŸ˜„

red condor
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so as far as doing it every second, you can use a timer for that

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check out binding event to a timer

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you might want to look up delta time as well, so it's framerate independent

plush yew
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is it still the lerp or another method then?

red condor
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a lerp should work

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I have to go but hopefully that will get you started, fingers crossed someone else may chime in 🀞

plush yew
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Okay thanks for the hints. Cya mate

scenic lance
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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?

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like the ones on ryzen, hyperx, and corsair keyboards?

drowsy snow
scenic lance
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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

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ie. getting your shileds damaged when they are at full makes the keyboard flash blue a few times

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and flashes red really fast when your at critical hull damage

abstract sundial
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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

drowsy snow
abstract sundial
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What a luck

drowsy snow
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Is this leaked meme from #cpp all over again?

abstract sundial
drowsy snow
# abstract sundial 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

abstract sundial
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Wrong guess

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I have nothing to do with online modding

drowsy snow
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So same question, but this time it's Days Gone πŸ€”

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At least seem to be it

abstract sundial
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Yeah Days Gone

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Im trying to make custom cloth physics

drowsy snow
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And considering Days Gone has no official modding support, well...

abstract sundial
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Its private work only for research purposes

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Plus

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The studio allows mods on Nexus

drowsy snow
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I'm gonna stop there, as I don't want to talk about unofficial modding in this server.

abstract sundial
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Sure thing

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Me too

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I only explained because i have nothing to hide thanks anyways πŸ™‚

fierce tulip
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  1. 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.
drowsy snow
fierce tulip
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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.

abstract sundial
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They dont have a modding policy yes,i meant they don't do copyright attacks on mods

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I'm aware of this rule now, thanks

frank kayak
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my unreal keeps doing this to my bp's

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help

drowsy snow
frank kayak
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pls help

plush yew
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how do you add a material attribute layers to a material?

drowsy snow
neon grove
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if i package for shipping but distribution is disabled is there any difference if it was enabled?

oak berry
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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

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Or a video I can watch to learn

tough hazel
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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```
stoic mortar
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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

frank kayak
twin prism
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Hi where do I change these settings for the packaged build?

sudden scarab
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anybody who loves fantasy, creatures, tower defense? rpg players, game developer

peak tree
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you guys have a fix for this d3d crash? ue4 has been crashing for three days

drowsy snow
peak tree
radiant river
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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?

plush yew
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Anyone know what shading quality is/does?

whole hazel
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I personally don't know but it's pretty self explanatory

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you can change the shading quality of specific assets I assume where 0 is the lowest quality and 4 is the best quality

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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

wild aspen
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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
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But so far I've only found ways to import assets via code from within unreal

timid meteor
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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?

drowsy snow
wild aspen
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I'm confused as to why commandlets are launched as a parameter to the compiled game executable instead of the engine's executable πŸ€”

plush yew
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is there any way of packaging a project to windows without opening unreal engineπŸ‘€

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and only through cpu as I have this other pc I would like to offload to that doesn't have a gpu

oak patio
kindred depot
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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?

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I hate how it throws all the walls, rubble, and 3d models in the same folder. I like to have everything organized.

primal tendon
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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

drowsy snow
primal tendon
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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?

neon bough
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some gate/delay stuff does the trick for sure

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actually i bet theres tons of tutorials about that kind of homework problem

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input forgiveness like late jump in air?

primal tendon
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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?

jovial obsidian
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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

drowsy snow
jovial obsidian
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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.

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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

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this is early days so just prelim planning for blocking and proof demo

drowsy snow
jovial obsidian
drowsy snow
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But you can still make your own wind impulse system to drag out objects.

jovial obsidian
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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

drowsy snow
# jovial obsidian absolutely I think that's the plan. naive me got exited by some of the new ue5 ...

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...

β–Ά Play video
jovial obsidian
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oooh those physics are really nice to look at, especially the hanging and the waving in the air

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any ideas on how to define a 'closed' room without the room just being one big bounding box filled with assets?

drowsy snow
jovial obsidian
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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

kindred depot
polar viper
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I'm surprised a i7 (11th gen) Can't handle UE4 yet my ancient pc (8 years old) can run it with no worrys

young sparrow
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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?

left stratus
#

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...

β–Ά Play video
pine siren
#

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.

shadow ravine
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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?

plush yew
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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.

sweet axle
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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.

remote jasper
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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?

drowsy snow
# remote jasper Hello, i've been a member here for quite some time now, i dont participate in an...

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.||

neon bough
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also you don't need nanite for a prototype

whole solar
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bro this new update

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is so cool

drowsy snow
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My tolerance for crosspost is 3 channels to summon the mods...

remote jasper
drowsy snow
# remote jasper "Once you have proven your capabilities, you have yourself a chance for granted ...

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.||

neon bough
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i doubt that any beginner should plan on this

plush yew
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what to do? πŸ˜„

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20 fps

drowsy snow
drowsy snow
plush yew
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yeah

drowsy snow
# plush yew 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.

neon bough
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i would close it and never look at it again

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that's probably not the main reason for your 20fps

drowsy snow
plush yew
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it's that damn gas station from marketplace

rocky epoch
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also I concur. I would profile before caring about landscape material

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or just change the material to a really light one, and check the difference

severe crater
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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?

remote jasper
severe crater
drowsy snow
hushed stag
drowsy snow
#

Those UE5 fancy thing won't lost into the void anytime soon, so don't worry about not getting use it right now

severe crater
hushed stag
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(or just stay on UE4)

drowsy snow
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I personally stayed at UE4.27 until my game is fully done with the additional contents I planned.

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And I still care enough to give lowspeccers the deserved love

hushed stag
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step 1: set this to shadow maps instead of virtual shadow maps

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step 2: remove reflections or use screen space instead

remote jasper
# drowsy snow And yeah, please do use UE4. You don't need Nanite/Lumen just to get your game w...

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!

drowsy snow
hushed stag
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what happens when you disable nanite btw?

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r.Nanite 0

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so we can see if it's negatively or positively impacting your fps

drowsy snow
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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.

hushed stag
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who needs nanite when you have lod lul

drowsy snow
remote jasper
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@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

hushed stag
remote jasper
#

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?

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like how can you have all those different types of destruction in one mesh?

remote jasper
drowsy snow
drowsy snow
remote jasper
#

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?

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thanks!

drowsy snow
neon bough
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i would go for another engine with that specs

mental gazelle
#

Ey, I'm very new to UE overall, Downloaded UE5 today but it keep crashing for no obvious reason. Any advice?

grim ore
#

what does the crash say

mental gazelle
#

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')

grim ore
#

Nvidia video card?

drowsy snow
mental gazelle
#

Yes nvidia

grim ore
#

read the pinned notes, it's a known issue

drowsy snow
#

Sorry for the fox joke, can't read it without singing in my head lol

drowsy snow
hushed stag
# remote jasper thanks!

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)

drowsy snow
#

Sure, it's a snail affair, but not a total stoppage.

drowsy snow
untold jay
#

im new to this, i lost my content browser. how do i get it back

drowsy snow
#

I know I do. I test on low settings almost all the time.

drowsy snow
untold jay
#

ty

drowsy snow
#

There's also a button on the toolbar to spawn content browser in one click

untold jay
#

This is so confusing

#

Like how do i make tree

grim ore
#

you dont make a tree, you add a tree mesh

untold jay
#

I dont know how to use those things you need to drag lines to other boxes

grim ore
#

blueprints? read documentation or watch tutorials on it then.

untold jay
#

Hmm ok

untold jay
grim ore
#

do you mean a tree, like a real world tree with branches and bark and leaves and such?

untold jay
#

Idk

#

I dont know anything

untold jay
#

If i have tree pack, how can i add it to the world

quiet island
#

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

untold jay
#

Why is megascan grass 12gb

hushed stag
#

because it's some high quality grassℒ️

quiet island
#

but 12 gb though for just grass

#

imagine making a game with all assets being that large

untold jay
#

This is too hard

#

What easy should i try do ?

grim ore
#

start from the beginning

muted imp
#

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?

ocean jasper
#

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

untold jay
#

Why i dont have there sm_fieldgrass_01

#

I have open world demo collection

brisk galleon
#

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

untold jay
terse forge
#

Does any knows how i can delete this grid?

zealous fossil
#

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?

untold jay
#

how do i add like charecter that can run into game

#

i made blank so it doenst have

#

?

#

fine

vagrant hornet
#

How do I make the road mesh on this spline smooth?

zealous fossil
#

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.

paper swift
#

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

zealous fossil
#

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.

paper swift
#

like the multiplayer viewports when playing pie but for coop

#

ooh.. maybe? let me google that

zealous fossil
#

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!

devout whale
#

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?

tender pecan
devout whale
ebon marlin
#

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?

calm pike
#

Is there any way to make UE remember the position and dimensions of "New Editor Window"s when launching multiple instances of your game?

sharp crest
#

Anyone wants to test my arcade game? DM me if you want [Steam key]

#

what's that

mental gazelle
#

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

grim ore
#

did you look at the properties for the light source? in sequencer @mental gazelle

mental gazelle
#

oh well I found it, I just had to manually add it on the "+ Section" button loll

#

thanks

grim ore
#

πŸ™‚

quiet island
grim ore
#

is your navigation mesh covering that area?

quiet island
#

Gets stuck around this height

quiet island
grim ore
#

should or is? you can visualize it at runtime to make sure that's not the issue

quiet island
#

It is haha

red condor
#

Hey Jaimy, is this for your player character?

quiet island
#

Hi Geoff yes

red condor
#

I normally just set the walkable floor angle in the character movment component settings

quiet island
#

Im using the default topdown template

red condor
#

hm, does the character in that have a character movement component?

grim ore
#

it does and that angle doesnt look anywhere near the 45 default

red condor
#

I'm curious as to what the 'walkable slope behavior' setting you showed does

quiet island
red condor
#

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

grim ore
#

i was mentioning that was an option, and there were others in the character

quiet island
#

Could the mesh be the issue

red condor
#

i suppose it could be if its extending past the bottom of the capsule?

quiet island
red condor
#

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

quiet island
#

In all honesty I still barely know what I do and learn while trying at the moment haha

red condor
#

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

quiet island
#

I did that already 2 min ago haha

red condor
#

oh really? well try placing a default cube in, rotating it and walking up a steep side

quiet island
red condor
#

its in the settings of the character movement componenet

#

under 'walking'

quiet island
#

thanks, this must be it

red condor
#

you got it

#

change that up to 90, revert the other stuff to default

#

should be good to go πŸ‘

low geyser
#

cat

red condor
#

(90 for testing of course xD)

quiet island
low geyser
quiet island
#

This works fine on there

low geyser
#

p2earn

quiet island
#

but not the mountain I showed

red condor
#

okay cool, we've narrowed down the issue xD

quiet island
#

those that find it can access it so thats a little play 2 earn interaction already

red condor
#

the mountain is a custom mesh, right? does it have complex collision enabled?

low geyser
#

neat

quiet island
quiet island
#

Your not referring to this tab are you?

red condor
#

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

quiet island
# low geyser neat

Thank you, thats about the only play2earn component I can think of being realisable for me right now with my unreal engine knowledge haha

red condor
#

in the editor window there are little white pills at the top left

#

one of them says show

quiet island
#

It shows all these lines on the map

red condor
#

yep, looks right

#

hmm

#

what's your walkable angle set to? 90?

quiet island
#

Im also a bit clueless on this

red condor
#

that step height xDD

quiet island
red condor
#

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

quiet island
#

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

red condor
#

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

quiet island
#

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

red condor
#

oho

#

I didn't know there was a setting for that xD

#

clearly my characters have never gone so high

quiet island
#

so I assume that must be it then

drowsy snow
quiet island
#

im not sure how to check that

drowsy snow
#

Select the character mesh while PIE is running and see the Z location

quiet island
#

seems 936

drowsy snow
#

That's like 9 m from zero Z

quiet island
#

but 770 on the grass

red condor
#

xD

#

thats not 936

#

a lot of height

#

how did you get so high??

#

xD

quiet island
#

I just imported a mesh lol

red condor
#

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

drowsy snow
quiet island
#

for me its all abra kadabra

red condor
#

yes it is

#

so its not super high then?

#

sorry Jaimy

#

translation error

#

xD

quiet island
#

more confused now xD

#

tried turning things down but that didnt work in general

red condor
#

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

quiet island
#

I was like this mesh isnt that heigh xD

red condor
#

i would try the blank project check unless Makoto has any other ideas

quiet island
#

Atleast im not the only one thats wondering why it doesnt work haha

red condor
#

i'm about to fall asleep, hope you can get it sorted πŸ‘

hallow compass
#

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?

drowsy snow
hallow compass
drowsy snow
hallow compass
#

I get that but the right side doesnt show me what the material is for as they are different ones lol

oak patio
#

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

grim ore
#

Do you not have the originals anymore?

hallow compass
#

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 πŸ˜„

plush yew
grim ore
plush yew
#

Thank u somehow I didn't see that

#

Thanks

neat vessel
#

Would you recommend UE4 to a beginner, or Unity?

grim ore
#

No and yes, but sometimes maybe.

#

Try both of them and see which one clicks with you better.

neat vessel
#

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.

grim ore
#

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

neat vessel
#

Or, I can start with Unity, and then switch to UE4.

oak patio
#

a lot of stuff is completely different, id reccomend sticking to one

#

try both, decide on one

#

they both have pros and cons

delicate elk
#

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.

grim ore
#

Do you have an Nvidia card? if so check the pinned messages

hallow compass
#

@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

oak patio
#

that shouldnt be right

delicate elk
hallow compass
#

it says 22 materials on right side and all filled in. But there are walls without anything

grim ore
#

is the wall showing the default world grid material, or is it nothing

hallow compass
#

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

grim ore
#

yes. so the wall that has no material, is it showing the default world grid one instead?

hallow compass
grim ore
#

so in the viewport its showing the grey grid?

hallow compass
#

yes

#

but on right hand side everything has a material attached

grim ore
#

you might try making a blueprint instead of merging the mesh, its possible its just not going to work with that many

sick patio
#

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?

oak patio
#

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

calm widget
#

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?

jovial hornet
#

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;

spice ruin
#

Have you tried const int32 Z = Y.Len(); ?

jovial hornet
#

hm.. no that hadn't occurred to me based of the syntax

Syntax

int32 Len() const

spice ruin
#

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.

jovial hornet
#

yeah I am learning bit by bit

#

I get wild ideas and start experimenting beyond my means

grim ore
#

@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

jovial hornet
#

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

grim ore
#

pretty much yeah, your extending the FString class with the Len() function

#

so any FString can call this function

jovial hornet
#

ok I think I follow this,

spice ruin
#

Seriously, instead of having it explained here, you'd benefit 1000x more by doing a 30m c++ OOP course

grim ore
#

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 πŸ™‚

spice ruin
#

Means it can't.

#

Except it can, because c++

#

const_cast<yourclass*>(this)->do non-const stuff

jovial hornet
#

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.

grim ore
#

not a bad question as far as I could see

spice ruin
#

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? 😦

#

Only thing that changes is the scope.

calm widget
#

Any way to stop epic games launcher to open up every time you close unreal?

sick patio
#

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

grim ore
#

if it starts at the player start then goes to the menu, cant you have it do the opposite?

sick patio
#

I want it to dramatically descend from the air... to the menu.... then at START go to the player. how do i do that?

spice ruin
#

Why not do the same thing you did with the menu... but to the player?

sick patio
#

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

grim ore
#

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

spice ruin
#

You could even have the player there all the time, just make them invisible or whatever until you possess them.

sick patio
#

is that in the level blueprint? the set view target with blend?

grim ore
#

its a normal node, you can use it pretty much anywhere

surreal prism
#

is each level supposed to have its own game mode?

grim ore
#

it does have it's own yes, should it? up to you

spice ruin
#

Not necessarily. Each game mode should represent a type of game. If multiple levels use the same type, you can reuse game modes.

surreal prism
#

i see

indigo steeple
#

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

cerulean hollow
#

Anyone know of any good stylized rock packs for ue?

surreal prism
rain ingot
#

what language was used to make unreal engine

grim ore
#

C++

austere parcel
#

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

storm parcel
#

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)

drowsy snow
#

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.

steady cave
#

How do I move migrated files into a subfolder without crashing my editor?

faint bone
#

how do i make a pawn movement in a turn based strategy game?

spice ruin
#

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?

spice ruin
#

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.

plush yew
#

WHYYYY UE5

#

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

lost niche
#

Is it possible to keep bookmarks tab open across different blueprints?

sleek mauve
#

Hello

#

I have a question

#

Is it possible to decrypt paks files?

rancid lagoon
#

there are programs that let you extract data from a game, but you can not do that from a pak file

#

sry

sleek mauve
#

Ok, so it is not possible to modify encrypted paks files

rancid lagoon
#

i have to say, please make sure what you plan to do is legal

rancid lagoon
sleek mauve
#

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

rain badger
#

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.

spice ruin
#

Windows Defender does the job for me.

drowsy snow
#

Not to mention free, effective, and built in

rain badger
#

Oh, perfect lol Thanks

plush yew
#

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?

stark gyro
#

is multi user editing a thing?

rain badger
stark gyro
whole hazel
dark depot
#

@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

graceful spade
#

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

fierce tulip
drowsy snow
fierce tulip
#

wouldnt it be easier to just swap between custom collision settings depending on an array of colors?

quiet island
#

@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?

prime willow
#

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 derp

drowsy snow
prime willow
#

ill try it again and see what happens

low geyser
next dome
#

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?

drowsy snow
low geyser
drowsy snow
low geyser
#

unreal engine 6 when

low geyser
storm parcel
#

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.

drowsy snow
storm parcel
dire sleet
#

Water plugin looks really bad in VR on 4.27.2. Is there a way to make it work?

drowsy snow
dire sleet
#

Thanks! Do you have any tutorial link in how is this done?

#

uh, ok

calm widget
#

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.

terse snow
#

Error due to epic games launcher?

scenic sun
#

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 :/

scenic sun
#

I don't have this @drowsy snow

drowsy snow
#

Are you sure? That is in the Project Settings
Unless you built from source and tamper the Project Settings code.

scenic sun
#

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

drowsy snow
scenic sun
#

it doesn't change anything @drowsy snow

drowsy snow
scenic sun
#

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

drowsy snow
#

Do you use static lighting?

scenic sun
#

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

drowsy snow
#

Try rebuilding the lighting

dim merlin
#

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

scenic sun
#

thanks, it's working!! @drowsy snow

dim merlin
#

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 πŸ™‚

#

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

plush yew
#

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

dim merlin
#

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

plush yew
#

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

dim merlin
#

@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 πŸ˜„

sick patio
# grim ore for moving from one location to another, you can use the set view target with bl...

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

β–Ά Play video
distant acorn
#

Anyone maybe knwo why my foliage isnt painting om my blueprint actor?

red condor
# distant acorn Anyone maybe knwo why my foliage isnt painting om my blueprint actor?
scarlet bramble
#

Hello.
Is it possible to embed emulator into unreal engine?
For example embedding Genesis or Sega Megadrive into unreal?
No info anywhere

red condor
scarlet bramble
#

So theoretically I can make a game inside a game using this method?

red condor
fringe pivot
#

Is there a built in way to modify editor contrast?

calm widget
#

My project seems bent on reimporting starter content after i remove them. Anyway to delete these assets permanently?

calm widget
#

Deleting them in the content drawer

red condor
#
#

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

calm widget
grim ore
#

depending on what template you used, it might be trying to reimport it based on the config settings.

plush yew
#

helo

candid shard
#

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!

calm widget
plush yew
#

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?

sage coral
#

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

plush yew
# sage coral Not sure what catagory this goes under but was curious if its possible to take m...

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...

β–Ά Play video
sage coral
#

@plush yew Thank you ❀️

plush yew
#

No prob Bob

grim ore
#

@calm widgetin your project folder,

tender pecan
plush yew
#

Thanks guys ❀️

fathom basin
#

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?

neon bough
#

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 🀷

fathom basin
#

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 ^^

neon bough
#

the thing that opens when you doubleclick the animation in the content browser

fathom basin
#

Oh, greenscreen πŸ™‚

Right. There now but the character does not pop up there for me. Only got a grey area in the middle there atm

neon bough
#

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^

fathom basin
#

Done. Nothing happnes yet

#

Everything i do here transports to the viewport, but not to this screen

neon bough
#

wait

#

window => viewport

#

is there even one active?

fathom basin
#

I had to go window=>Viewport yeah to get it up

#

Then it displays the animation there

#

(Not sure if that answered your question πŸ™‚ )

neon bough
#

so it works now?

fathom basin
#

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

neon bough
#

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

fathom basin
#

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

neon bough
#

but a green texture should really do the job

#

as cubemap

fathom basin
#

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 πŸ™‚

neon bough
#

probably just make a green image in gimp/photoshop and save it as exr file and import it to unreal

fathom basin
#

Alright, that i can do! Thanks again

neon bough
#

why would you do that? or anyone... oh to render vray stuff in unreal...

grim ore
#

which part did you need help with.. the docs seem pretty good

sage coral
#

@plush yew Thanks once again I was able to successfully create a UTC time clock and sync it with my day and night cycle πŸ˜„

grim ore
#

so you didnt look lol

surreal prism
#

If I add another node at the end, will it be executed immediately or after the animation is played?

neon bough
#

Mathew make a tutorial on how to use google :p

#

HTF do i google

grim ore
#

@surreal prismimmediate

plush yew
#

how to use that vfx pack from this months free of the month?

#

placing effects with timing and execution

surreal prism
plush yew
#

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

fierce tulip
#

it can do anything you want

plush yew
#

I thought if the Bendy textures were brought into UE, it would just make them look realistic

#

And thus lose the hand drawn aspect

fierce tulip
#

that depends on the artist working with them, not the engine.

plush yew
#

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

fierce tulip
#

any engine is just a canvas, how you paint on it is up to you :)

grim ore
#

@surreal prismyou would use an event dispatcher bound to the animation finished for that animation

neon bough
#

unreal can do bendy well, too

grim ore
#

@surreal prismyou can also add event tracks to the animation itself and call an Event from there

muted imp
#

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?

cedar wave
fierce tulip
#

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

cedar wave
#

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.

fierce tulip
#

agreed, in some cases I rather paint by numbers than having to make my own brushes

cedar wave
#

100%

autumn latch
#

how can i remove overlapping grass

vocal flume
#

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?

autumn latch
#

i can't hit

#

in this class grass

#

with trace

grim ore
#

there is no collision on Landscape Grass, so that will not work

autumn latch
#

:'(

knotty summit
#

You wouldn’t 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.

prime willow
#

I fixed it~

thick herald
plush yew
#

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!

drowsy snow
thick herald
west pewter
#

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?

unreal hedge
manic jasper
#

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

abstract sundial
#

Hey doesn anyone know is it possible to use NVIDIA_PhysX(for apex cloth) plugin with a AMD Gpu

drowsy snow
#

PhysX in UE4 is GPU agnostic.

abstract sundial
#

i mean in 3ds max scene

drowsy snow
#

Oh, 3ds Max.
I don't know then. I'd use the built in cloth physics painter right in UE4.

abstract sundial
#

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

crimson solstice
#

Doe's any of this matter

drowsy snow
pallid talon
fierce tulip
#

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.

craggy elbow
#

Hi all, does anyone know how to link behavior tree tasks with a data table ? I’ve a dialogue system build on a behavior tree and I would like to implement the text directly from a data table.

ashen sky
#

how easy would it be to even make a tennis game.. with unreal

stiff stratus
#

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.

leaden flame
#

is it possible to move animations from one mannequin to another?

drowsy snow
drowsy snow
ashen sky
# ashen sky none

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

drowsy snow
ashen sky
#

just stuck on modeling. something else

leaden flame
drowsy snow
stiff stratus
ashen sky
#

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

drowsy snow
leaden flame
bitter pulsar
#

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

blissful trail
#

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]

crimson solstice
#

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

versed lichen
#

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

runic grail
#

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?

graceful spade
#

@fierce tulip @drowsy snow I will explore both options and then see what happens

sudden scarab
#

Anybody who would help me out making a simple tower defense? πŸ˜‡ Dm, thanks and wish you calm and consciouss day πŸŒ…

sudden scarab
#

Haha cmon mates, i can do it myself, but i prefer getting 2 know new people with the same vibe πŸ™πŸŒ… The game is just kind of instrument we can ride together.. ✊ I ain't gonna judge anyone for being themself πŸ™

#

The thing is i am a designer, and don't know much in unreal, but slowly learning ❀️ 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 πŸ‡βœŠ

spice ruin
#

Everyone judges people for being themselves.

drowsy snow
sudden scarab
#

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€οΈπŸ™

sudden scarab
blissful trail
#

ok i really need help with this
i basically need to smoothly tilt the camera depending if the player is moving left or right

blissful trail
#

what would i do for the current ?

pine siren
#

Clicking F1 when in PIE shows wireframe of all triangles facing you. Is there a way to also show triangles facing away?

storm parcel
#

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?

oak patio
blissful trail
#

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

pliant lodge
oak patio
#

No problem

buoyant graniteBOT
#

: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.

crisp swift
lusty lance
#

hi guys, just did a format and installed Epic launcher again but missing UE5?

#

oh sorry

crisp swift
#

@lusty lance is exactly my problem

#

no option for UE5

#

@plush yew , should UE5 be on this yellow button picker?

lusty lance
#

yea Alexandre its weird as I had it available before

crisp swift
lusty lance
#

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

crisp swift
#

wow, that is really basd UX from Epic, such as hidden button! πŸ₯΅

#

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?

#

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! πŸ™ƒ

crisp swift
#

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

noble vigil
#

Hi

#

I'm new to ue

drowsy snow
#

You're welcome.

noble vigil
#

Thanks

fierce tulip
#

welcome! good luck, and have fun with the engine!

crisp swift
#

@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>

There’s also experimental support in UE 4.27, but I haven’t tested this out yet. If you go to Project Settings, there is checkbox β€œBuild project as a framework (experimental)” under iOS.

#

ok, will move discussion there. thanks!

noble vigil
#

Anyone ever got a weird dream and try to make a game from it

drowsy snow
rough osprey
#

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?

trim belfry
#

Is there a good spot to ask/get feedback about ui design? Or is that outside the scope of this server?

calm widget
trim belfry
noble vigil
#

I want to make a game about this

grim ore
#

@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.

rough osprey
#

thanks @grim ore is there a reason that services like gamelift directly reference the binary version?

hallow compass
#

Guys is 1600 units the same as 16 meters?

grim ore
#

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

worn cape
#

why isnt it a read strings array ?

spice ruin
#

Because it's a Find node?

jovial hornet
#

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.

jovial hornet
drowsy snow
#

At least in Windows, page file should be at least 1.5x size as the system RAM.

jovial hornet
#

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

plush yew
#

Is there a way to make my mesh convex without it lagging my my game

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All I know is when I set my mesh to convex, and go up to it, the game lags

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maybe its because I set convex to ALL of the vertexes instead of like 16 or 32

surreal prism
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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.

shrewd pulsar
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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.

plush yew
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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?

latent dock
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does anyone have any good tutorials I can watch on how to get stuff from blender into unreal

drowsy snow
plush yew
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It just says UN responding

oak patio
latent dock
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huh

oak patio
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Mb wrong ping

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Meant @shrewd pulsar