#ue4-general

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shrewd pulsar
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if i set it to anything lower then 10k it will point to world center

oak patio
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Try world location not relative

drowsy snow
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Can't recommend you any, because I have my own workflow that actually works without any plugins, and I can't make tutorial videos.

oak patio
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So plug the result of get world location into start

shrewd pulsar
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ok

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he targets the world center once changed.

pallid olive
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hi guys im verry new into game creating. i wounder if i want to make 2d background is this best done in Ps and import it into ue editor?

shrewd pulsar
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anyone know a good youtube video for creating forward vectors at a certain distance

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iv been at this for a few days now lol

honest vale
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what's Hub for UE5 runtime traces (i.e. -tracehost=<host>) and tools like Unreal Insights?

drowsy snow
pallid olive
quiet island
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Good evening everyone I am seeking for some help (if anyone would be able to help me understand something).

I have a mainmenu that im opening before im loading the maingame map. When I normally first load the maingame map the topdown character template works perfectly fine and lets the player move.

But when I make a mainmenu with a button that has open level on click it somehow is not activating that movement option for the topdown character

rich reef
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Is there any way that I can hot reload a game on android?

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Say that I want to move something 5 meters in my level, do I have to recompile the game and restart it on my android device to see those changes (on the android device)?

rich reef
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Or is the idea that I should be doing 90% of the gameplay testing on my pc? Because having to wait a minute and a half to se your changes on the phone is not gonna work.

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I do have a drawing tablet, but it requires use of a pen for it to register touch so most ideal would be if I could just play directly on the phone

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Its an i9-12900K, 32 gb of ram so I was hoping it would be a little faster.

grim ore
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no real hot reload on mobile, but launching on device should just do an incremental update

rich reef
grim ore
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you should be able to do most of your testing in editor using the mobile preview, you can simulate touch with mouse

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check your output log while its deploying , see what it shows

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it looks like a large part of that is removing the old app from the device and pushing the files over to the device

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so device related

grim violet
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Anyone familiar with perception neuron? I am trying to use the corrective t pose on a metahuman and every time i try importing it crashes

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also weird part is it technically already did import correctly it just doesn't show in the content browser ): in file explorer it shows up as a uasset but not in UE5's content browser

plush yew
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is it possible to make material instances cycleble (not in game but in the editor viewport)
where i can just click left n right and change out texture object instances

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i know u can set it up for in game but itd be nice to be able to do this in the viewport

full matrix
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!stream

sullen quarry
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probably an overasked question but how can i reduce the compilation time. it literally took me 2 minutes to add a new class. and like 15 for a small change. i can't really get any better components for my pc because well im 15 and kinda broke so...

grim ore
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dont use C++ is probably the quickest way

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otherwise, small changes shouldnt only compile the changed parts of your project so 15 minutes seems a bit long

sullen quarry
sullen quarry
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do newer versions get quicker compile times?

grim ore
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they can. 5.0 has better live reload as well

sullen quarry
dusk nebula
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How would you handle perks that are assigned and then checked under various conditions? There's no way that using a bool or int and then checking every variable is optimal

soft skiff
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Hey, can anyone help me with a very quick question. When making assets (in Max, Maya, whatever), do I need geometry on both sides of the assets to block any lighting I do in engine?

dense knoll
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Theres some assets in my project that wont show up in editor

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these are from 4.27

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How do i get the editor to recognize the assets?

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it is able to read some of them but not all

muted plume
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Is there a way to cast your character BP to an actor component?

dense knoll
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they arent redirectors

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but am i just screwed here?

quiet island
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Well look at that! I understood what you meant and figured to solve it haha. Your the best

soft skiff
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Hey, can anyone help me with a very quick question. When making assets (in Max, Maya, whatever), do I need geometry on both sides of the assets to block any lighting I do in engine?

sullen quarry
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i used unrealvs quick build and my compile is taking over 3 minutes

soft skiff
thick herald
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Depends really. I mean you could design your meshes to take into account your actual level design and only make the ones you need to with extra 'sides' or use exisiting SM to block light.

thick herald
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Static Mesh

soft skiff
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Alright, I'll keep that in mind.

cunning zinc
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Hello! I input 8 live video feed.
Need to display that in a material, I've tested between

  • 8 texture sampler
  • 1 UMG rendertarget to 1 texture sampler in the material (using an hidden widget component)
    Did anyone of you think about using 1 method or another beeing better ?
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?

misty laurel
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sup anyone know how to change shadow warrior 3s weapon fov ...its horrible...i know there was a fov changer for blair witch ...which was also a UE4 game

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or is it a simple command in .ini

kind dew
misty laurel
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SW2 had a weapon fov change ability but that was hogs own in house engine tho

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wonder how to do it in UE4 SW3

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Greetings, everyone.

A small tweak-guide video for Shadow Warrior 2 this time, I found that the weapon FOV can be changed using a console command, something not very common in modern games, so itโ€™s always welcome.

To access the in game console, we need to press Ctrl and the Tilde keys, or the key above TAB or to the left of the โ€œ1โ€ key, depend...

โ–ถ Play video
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like this

fierce tulip
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this isnt a discord for random unreal engine game questions, this is a discord for game developers using unreal engine.

misty laurel
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well best place to ask imo

drowsy snow
misty laurel
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due to ...experienced devs

drowsy snow
fierce tulip
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we cant be sure, that all depends on how those devs did it.
Probably in engine.ini but heck, they could have ripped it out, replaced it, or called it differently.

drowsy snow
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Also in UE4, independent weapon FOV depends on the first person weapon material (WPO w/ Panini) and per project game user settings.

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So it's not shared on ALL UE4 projects.

misty laurel
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so no solution ?

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if anyone could give it a look would be much appreciated

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was also wondering if possible to disable health / item drops from enemys and disable glow on interactive objects

drowsy snow
fierce tulip
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^

misty laurel
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sorry ...im just looking for some help here , sorry

drowsy snow
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Tried refreshing the offending node?

fierce tulip
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@misty laurel try to find a community in relation to Shadow Warrior 3, im sure they can tell you about fov, and perhaps even modding. but its really weally far away from the scope of this server.

void linden
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Is 35k vertices for a single object too much for mobile games

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By single object i mean the car the player is going to drive

fierce tulip
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depends on a lot of variables. if you can get lower, go lower. in the end use the profiler and see if the car fits in the budget.

void linden
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So basically i have to playtest it to see if it lags or not?

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Thanks for the tip ๐Ÿ‘

drowsy snow
void linden
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Ok thanks

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So materials and textures play a big role in performance too?

fierce tulip
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everything has a role, everything has a budget. (so: yes)

void linden
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Thanks for the help! First time making a game on my own so needed some help

fierce tulip
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good luck :)

tacit junco
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What do you guys think I should learn unreal 4 or 5?

drowsy snow
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At least until UE5 fully released.

tacit junco
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I wanna use 5 cuz of Nanite and cuz quixel is much easier to use

drowsy snow
tacit junco
drowsy snow
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For now, things seem to be still rough around the edges even in 5.0 Preview 1.

tacit junco
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Ok thanks!

grim violet
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can anyone help? i have this fbx file that i need to import to correct a pose and for some reason ue5 just crashes when i import

grim ore
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you have to read the crash log

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or give more info

dire fjord
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Does 1 unreal unit really equal 1 cm? We currently have some real world VR set up in a 9 meter x9 meter room. When you start in one corner, but the time you reach the opposite (9 meters away), we've only gone 8 meters in the real world.

grim ore
grim violet
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Is it possible to copy an edited MH from project to project in UE4?

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I.e.) I want to copy this MH and move it to another UE4 project, is that possible? I tried before and couldnt find the BPs

drowsy snow
grim violet
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OH

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๐Ÿ™

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I will try that thx

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Is it possible to migrate from UE5 to UE4?

drowsy snow
grim violet
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๐Ÿ˜ญ

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Appreciate the help thx

drowsy snow
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Good thing I still do main work in UE4 ๐Ÿ˜Ž

grim violet
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I was dumb and started learning via UE5

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Now my projects I worked on are now being converted.. by me redoing them cat_nooo

dire fjord
grim violet
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Anyone know if its possible to add emission to a groom asset's material? Trying to make eyebrows and eyelashes glow

grim ore
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yes, it should be the 1uu:1cm like you expect, it's just it appears it's not or something doesnt match. You could try adjusting that value and see if you can make it feel right.

dire fjord
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We calibrate and synchronize the 9x9 m virtual and real spaces around the green circle. As we walk around to the red circle we suddenly find ourselves 40-50 cm out of sync, but as we come back to the green circle we are in sync again.

grim ore
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yeah it might be some form of drift, but that distance shouldnt be math related so its got to be something else

plush yew
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I wanna access a sweep when setting actor location of a pawn. But it seems like my pawn doesnt have collision and i dont know how to enable them, because the pawns shape isnt the sceen root.
Can someone help me with this problem?

grim ore
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what is the root?

plush yew
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DefaultSceneRoot of a pawn

grim ore
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you can replace it with your static mesh then if that is your goal, or another collision item like a capsule or cube

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unless you need a scene component to be your root for some reason

plush yew
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I dont think that i need this root, but how to replace it ?

grim ore
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drag your new root on to it and it will do it/ask you to do it

plush yew
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Ohh ๐Ÿ˜„

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Thanks

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This also helped me to get access to sweep now!! Ty alot

dire fjord
# grim ore yeah it might be some form of drift, but that distance shouldnt be math related ...

If you have any thoughts that would be great. I've been banging my head against that for a couple weeks. Settings wise it seems fine, and our virtual and real world seem to be in sync in terms of position and rotation. As we're 50 cm off... Maybe I could try a world scale of 5% difference and see if that makes up for the drift. The quest 2 tracking seems fine so I've no idea why this is drifting

plush yew
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I got a question that sounds pretty simple but its not
Say I take one of those free unreal engine assets they want you to pay for later and then use the math from them

all of the nodes i use exist within unreal engiine itself and is not part of an asset
all of the textures i use are of my own
if all I did was copy the numbers (not copy paste but literally just look at their math and be like ah this float goes into this thingy and use this number for subsurface color etc
Can I then say that this asset I make is clear of any copyright issues
https://files.catbox.moe/b8izjg.mp4

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I used the math from the metahuman shaders

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but nothing in the asset is actually coming from a metahuman asset

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is this legal?

grim ore
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what are you using the math for?

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just a little confused on the part about "free asset that I pay for later"

plush yew
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ok lets take that out of the equation
say i make a blueprint, and it is all nodes contained in unreal nothing custom i imported, i then sell it on marketplace
legally someone can just make their own using the same values and then not owe me anything right?

grim ore
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yes, unless they took it from you. even copying is still copying. proving that is an entirely other thing. again still confused on the pay later part

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as metahuman is free for use in unreal engine

plush yew
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neat i wasnt worried about using the metahumans but copyrighted content in general that is free of use for learning, did not know metahumans were free to use in unreal regardless of publishing as long as its in unreal thats neat

grim ore
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any all of epic assets they provide for learning/training should be free to use in your projects as long as they are used in unreal engine

plush yew
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yep as i said
did not know

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thanks

grim ore
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it should say on the asset itself for the learning stuff

plush yew
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good youtube channel btw

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im pretty sure i used one of your videos when i was stuck on materials

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lol

dire fjord
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one of his videos? I have most of his videos burned into my brain ๐Ÿ˜‰

plush yew
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that reminds me

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should I turn mipmaps off all textures i want to look more gooder

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even with virtual texture streaming on

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Is it somehow possible to have an object receiving Event Hit on player but still be able to go thru them?

grim ore
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mipmaps are a memory thing, you want them on unless its like maybe for a cinematic or something. in general you want them as a 4k texture taking up 10 pixels on your screen is silly

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@plush yewthe object react to hitting the player but doesnt stop and goes thru them? not really, you would use an overlap instead of a hit

plush yew
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thanks

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and virtual texture tile size should be 128 for 4k right

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he leaves his at 128

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but my tiles in blender were made at 4096

grim ore
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heck the official docs have more info than I do heh

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and that doesn't really look urgent

plush yew
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But i wonder how i specify this, like how to set only players to not collide with a specific object :/

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Ah nvm i just found it

plush yew
autumn flame
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Cause the Widget may not exist at that point

Really suggest Binding where the Widget is created

plush yew
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I would, but I cannot find any docs on how to bind to the widget graph, and still get the output on my actor blueprint.

autumn flame
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Totally possible, just don't do what you are doing rn

plush yew
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ok, otherwise I could just do it the other way around and it would be easier if there is a doc on how to push an event from my actor (key pressed action) to the widget.

autumn flame
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Multiple ways, depends on where you create the widget and what exactly you wanna do

plush yew
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I got it working, I have the same idea I posted, just had to do it in the widget like you suggested and it works like a charm. Thank you

wild hemlock
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is Chaos not included in the 4.27 distributed in the epic games launcher?

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must it be compiled from source?

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cant find the Fracture mode

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oh its 4.27 schaos

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can you open a packaged UE5 project in UE4?

plush yew
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quick question while its dead in here, what does this power x2 node even do
all i know is it fixes my textures from opengl applications

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Im glad it helps but i want to know what its doing, i searched for the documentation on it and found nothin

flint crescent
plush yew
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thanks

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is there a way to have unreal engine node links straight

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instead of curved

plush yew
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i am attempting to follow this guide to make a grid material in the insurgency sandstorm editor but the engine is 4.25 which does not have the "step" node. What is the "step" node, what does it do, and how could I recreate it? I found an answer on the forums using custom node, but some one claimed custom nodes are not recommended. Thank you.

https://www.techarthub.com/making-a-procedural-grid-material-in-unreal-engine-4/

In this tutorial weโ€™re going to be creating a procedural material that will project a customizable grid in world-space onto any surface.

plush yew
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in the latest versions of unreal engine 4 and 5 what did they change the name of TCNormal map compression to

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it is no longer in the compression dropdown in either engine for me

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oh

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just found out the seams wont be fixed by this option anymore

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apparently it is a bug in unreal engine when you have support skin cache enabled

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it was already reported a bug, more than 2 years ago. So hopefully its almost time they fix it

modest folio
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As part of a visualisation I am working on in UE5 I would like to hide certain mesh objects based on a setting that I will have the user change in a typical pause menu. I dragged these meshes directly into my scene but suspect that if I want to be able to hide them that I may need to create an actor blueprint and stick them all in there? Is that the best approach or is there a more appropriate way of doing that? Because I am using Lumen for lighting there shouldn't be any lighting issues to resolve when objects are removed that will impact on shadows etc. I am very new to this so I don't know how to do it exactly, but if I am on the right track at least I can read up more in that direction. If anyone is aware of a tutorial that might shine more light on this please share if you can. Thanks!

young stream
# modest folio As part of a visualisation I am working on in UE5 I would like to hide certain m...

if it's in a pause menu it's less of a problem to do something like 'get all actors of class' or 'get all actors with tag'. But if you need it at runtime or need to ensure there's no hitch, using an interface and making actor BPs from the static meshes would indeed be much better.

If you aren't using nanite you could also experiment with a material collection parameter that sets the object's (masked) material to 0 opacity. Depending on how many objects you need to query/affect it might work better, not sure.

primal tendon
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So I'm using Weapon factory and MoCap Rifle Pack animations, when moving in any direction the left hand is moving away from the gun, how do I snap it?

plush yew
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This is a 2K picture, and it only shows 64X64 resolution

young stream
young stream
plush yew
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Thank you~

young stream
# primal tendon I think so...

sounds to me like it's due to hand IK either not being set up or not working in the animbp. I don't know about those assets, but if they work together in the previews or whatever with the epic skeleton, chances are your skele doesn't have hand ik set up properly, or you need to change bone names etc in the animbp setup

upper quartz
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hi guys, i have crash problem about pracache on IOS.

primal tendon
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Hmm, it seems I don't know properly about IK, so which is best tutorial for 2 hand gun IK?

soft rampart
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Hi, movable lights in my scene doesn't seem to cast light at all in gamemode. its completely dark. I'm relatively new to Unreal, can't seem to find a solution other than changing all my lights from movable to static and then baking.

faint bone
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Can anyone help me how i can make a AI movement bp without using navmesh or behaviour tree. any tutorial will be helpful.

drowsy snow
modest trench
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flying pawns?

faint bone
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yep

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i'm making board game but don't want to use navmesh, as i want the to follow a specific path.

modest trench
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basically you need to make a system that can evaluate the "cost" of moving from cell to cell in your game board

drowsy snow
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Also the suggestion above is pretty much improvising different codes. Not recommended if you have no prior working knowledge on C# or Unity

modest trench
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and yeah, this is going to be weird to apply to UE if you don't really understand either

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just the first thing that came to my mind

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if it's just a grid google says to throw Dijkstra's algorithm at it

faint bone
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well i can try to understand. thanks for help.

oak patio
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You can still use navmesh and apecific path

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You can make a navmesh and have it follow a set of points you lay out

modest trench
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could we get more info on what the board looks like?

drowsy snow
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Redirect the answers to #blueprint guys

It is getting confusing

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Prime example of why crossposting without redirect is frowned upon by the #rules

plush yew
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There is a question that has puzzled me for a long time. The problem of stickers will be displayed as long as there is light, and it will disappear when there is no light. Who can answer my question?

plush yew
violet marsh
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Do I understand correctly, that if I use marketplace plugin that generates some content (blueprint logic, etc.), then project with this generated content (even without the plugin included) cannot be shared publicly (to not violate EULA) ? (eg. public git repo)

drowsy snow
modest folio
violet marsh
drowsy snow
drowsy snow
wild fjord
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Hey guys, sorry to bother but is there a way for a smooth third person camera to a sidescroller one? not just activate i would love it with a blend and also it messes up if i activate the sidecam because it always rotates with the boom before its even activated.

drowsy snow
wild fjord
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yes its already enabled

violet marsh
violet marsh
# drowsy snow Yes.

Thank you for all your answers, it helped me a lot, it seem I will really need to opt for the open source plugins for this project as you suggested

median sandal
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Can someone confirm that the blue channel in an ARD map is displacement?

drifting elbow
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hello all, can I somehow manually spawn the Auto Import dialogue?

thick herald
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As in the order of the letters

median sandal
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yeah, probably, it was packed using bridge

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but idk how bridge packs textures

sturdy trench
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Plugins not listed in my friends machine. I guess there was a checkbox to make them listed but I forgot. Anyone knows where was that?

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That was it, thanks

wild hemlock
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this must be really stupid but

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how do you correctly import a screenshot as a material?

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i'm trying to create a simple plane to use as reference for level design

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the image isn't scaling correctly even with the same width and depth when i use it as a material

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using the new modeling tool fwiw

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is there something i'm missing? >_< its a super simple task

spice ruin
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Have you tried just using the plane static mesh that comes with the engine?

wild hemlock
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curious why the modeling one didnt though

spice ruin
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Magic

remote jasper
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Can someone help with a small problem i have?
I created a dirt layer blueprint and after i was done with what needed to be inside i duplicated it 3 more times for grass rock and snow to put them all in the landscape master material, when i create a master material instance and open the instance only the first layer connected in layer blend is shown in the parameters, the other 3 are missing.
All layers have different naming as individuals and different names in the "group name"...so...what i have done wrong?

pallid talon
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Question - When painting trees via foliage, the trees randomly rotate. Looks great. But when zooming out and the billboard texture of the trees start, the tree instantly rotates to forward face with the billboard. How do I fix this?

plush yew
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Trying to find this option

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How do I enable error coloring so that I can visualize?

spice ruin
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Isn't it in the viewport dropdown menus somewhere?

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The one Lit, Unlit, etc is in.

plush yew
spice ruin
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I doubt it's the landscape options.

plush yew
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Hmm, so where could I enable error coloring?

spice ruin
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It might be talking about the static mesh UVs which you can see in the sm editor?

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Shrug

plush yew
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This is what it says: LightingResults: SM_Scifi_Wall_03_OuterCorner Lightmap UV are overlapping by 24.1%. Please adjust content - Enable Error Coloring to visualize.

plush yew
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Dang

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Yea, I don't think I am going to do that

pallid talon
plush yew
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Its a checkbox that I ticked

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I dont see any different on my viewport?

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do I need to build lighting again?

pallid talon
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Probably. I don't personally use it.

plush yew
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alr building it again and let's see how it goes

spice ruin
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Ah ha!

raw beacon
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Hey guys, i'm having a problem Animating with enums not working in sequencer

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I am wanting to animate in sequencer switching between various enum states.

I have an enum state within my main BP with 2 different animation states.
My animBP is casting to that BP and grabbing that enum value, and changing animations within the animBP based on what that enum value is set to.

After recording in take recorder, I can see the keyframes made within sequencer using enums. However.. adjusting them in any way, or adding new keyframes changes nothing. I'm not sure what needs to be done to have sequencer accurately change/update the keyframes of the enum value thats hooked up to my BP/animBP.

If you want a better idea of what i'm looking for, I posted this question with a video on reddit HERE

reddit

0 votes and 0 comments so far on Reddit

โ–ถ Play video
ebon dagger
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Can someone help me walk through, at a high level, the implementation of a basic melee attack sequence from a player controlled character in a 3rd person game?

to be specific about what I'm talking about. Standard fare 3 hit melee combo -
press the attack button and the player controlled avatar swings their left fist, press again and the character swings their right fist, press again and, I guess, the player does a double fist captain kirk
is this kind of thing generally controlled mostly through animation states?

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like, roughly,

  1. input from player triggers an event
  2. event causes avatar to transition into attacking animation
  3. the animation has some kind of "hitboxes" (some basic polygons) which are collision event triggers. those hitboxes are somehow attached to the player animation so they move with the punch animation
  4. further input from the player is put through some logic to determine if it is within some window to continue the animation sequence
    4a) if so, another event occurs and some flag is set to true which will be checked when the current punch animation ends that signals it to continue to the next animation state
    4b) if not, the punch animation ends and the avatar returns to some other animation state -- and I guess the hitboxes are removed somehow?

does that sound broadly correct?

grim ore
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that sounds about right, there are infinite ways to do it but that one sounds doable

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there are some melee tutorials on YouTube, and there is an action RPG learning project from epic that has melee attacks

ebon dagger
ebon dagger
soft thicket
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Does anyone have any idea what this phenomenon is? Depending on where the camera looks, my fog seems to disappear?

quiet island
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Is it hard to add collission to foliage?

grim ore
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no, no if you use the foliage tool

torn mural
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Hi All, I have a few clients looking for Unreal Engine Developers. If you are looking for a job kindly send a resume to Kyle.McCollum@insightglobal.com. Please use the subject heading "Unreal Engine Application". I will send the descriptions over with my response. Must be in Canada and employable in Canada as well. Looking for intermediate to senior developers with strong C++.

grim ore
quiet island
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Trying to avoid this haha

grim ore
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if you are using foliage tool and the mesh has collision,it should work

plush yew
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Just google it and you will get the solution. Pretty common fix

quiet island
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I have them all on blockall but doesnt seem the foliage picks up on it (but does when I do the mesh directly)

plush yew
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Interesting...

grim ore
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what is set to block all?

quiet island
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to clarify, I tested it. Only happens with the foliage. The mesh itself works fine when I place it directly

plush yew
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Select custom and then block all

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and try again?

grim ore
#

nope

#

block all is fine

#

you need to set the collision in the foliage as well

plush yew
#

I know

#

It does say "Use complex collision"

grim ore
plush yew
#

Under collision comple

grim ore
#

did you set the foliage to have collision?

quiet island
#

hmm let me check

#

we have a solution! haha

chrome beacon
#

Hello everybody. I got my newest laptop back, where I had 4.25 and I had to move my SSD D drive into it from the old one where I had 4.26, 4.27, 5EA and 5P1. Now... the whole thing is quite bizarre because now... the launcher obviously sees all the assets I got, it has them all listed, but they need all to be re-downloaded. The fact is I have them already in the SSD I moved into the computer... what am I supposed to do? I mean... if I change the VaultCache location... they get all erased and re-downloaded or simply recognizes them and does nothing? I'm afraid of being forced to re-download them all after deleting them and that scares the hell outta me. What would you do and suggest?

quiet island
#

I think this is it

plush yew
chrome beacon
#

PS I have to redownload the engines as well, I guess

grim ore
#

@chrome beacon delete them off the drive and redownload them

#

yep its just easier to do that then to try workarounds to get it to find the older stuff. Your projects are fine, they are self contained.

chrome beacon
#

no other way, right? this kills me...

grim ore
#

your vault cache can be moved over, it will check on startup and before you download again

#

there are other ways, they just suck to do

chrome beacon
#

it's too much stuff to download it all again... I need to find the way to avoid that else is gonna take me days

grim ore
#

start installing the engine again in a new folder, pause it in the middle of it, close the launcher. move the files from the completed engine into that folder. go back into the launcher and have it resume/verify, hope it works.

chrome beacon
#

the engine is not a problem, I prefer a fresh installation for them... I just want to save the VaultCache and the plugins contents

analog vale
#

Anyone know if the modeling tools editor is just for windows? Or can you use it on macOS aswell?

grim ore
#

vault cache shouldnt be an issue, just copy it over to the new vault cachedirectory

quiet island
#

Believe it or not, now its stuck in the tree xD

plush yew
toxic lily
#

is there a way to lock a bone in place in an animation? getting weird rotating with this anim on the spine 00

plush yew
#

What could be happening is their collision would be tooo close for the player to be able to move after.

chrome beacon
#

So I should install the engines, then redirect the VaultCache to a new empty directory, close the launcher, manually move the assets into the new directory I created and boom... that's done?

grim ore
#

assuming its not already in a blank directory yes

#

you can move the vault cache over before installing engines as well

chrome beacon
#

can you remind me where the marketplace directory is located!?

maiden sundial
#

Is it possible to properly design some kind of sky system in a Blueprint ?
The reason why i ask is bcuz i'm getting pretty different results when i compare the look in the blueprint itself and when i place the blueprint into the world

grim ore
#

@chrome beaconit should be the vaultcache folder in the same folder your launcher is installed in

plush yew
#

Which channel would be best to post a tutorial video? I think this one will really benefit and improve game development for UE4/UE5 projects.

grim ore
dusk snow
#

I am using VR Expansion plug-in and to pull back the bolt on a weapon it has to be a separate mesh but basically every weapon asset has the bolt on the weapon skeletal mesh.

Is there any way to split them apart?

chrome beacon
grim ore
#

oh, yeah engine plugins would go in there

shell ibex
#

I have created 2 blueprint widget class and I would like one to be a parent of the other but it does not appear here, why please?

#

Noob question sorry

plush yew
# shell ibex

Right click on the BP and select "Create instance" from content browser

#

Create child BP class

shell ibex
#

thank you

plush yew
#

Welcome

shell ibex
#

but sorry that was widget blueprint

#

idk if its same problem

grim ore
#

what are the parent classes for the blueprints you want to use?

shell ibex
#

a new blueprint widget

grim ore
#

class is in the top right when you open them, or when you mouse over them

plush yew
#

I posted there.

#

Every Unreal Engine developer who uses Blueprints ought to watch that video. They can benefit from it.

shell ibex
quiet island
# plush yew Beautiful!

not so beautiful that it totally got stuck in the tree Im trying to avoid that at all causes!

#

but beautiful that it has collission!

#

its really hard to reproduce seemed to be like a 1/10000 kind of misclick kind of scenarios. I guess those are the hardest to solve arent they

trim pike
#

How many scene capture 2ds should you have in one level? I heard too many is not good but for the thing I want to do I will need quite alot

#

They all should be a pretty low resolution

grim ore
#

the limit is performance, you are going to have to test

#

its basically another camera

trim pike
#

Hm okay

grim ore
#

I mean 10 captures capturing a scene with 1 cube and nothing else is not the same as 10 captures capturing a sprawling vista with foliage and particles

#

so....

trim pike
#

Ah okay

#

In my case I'm going to be capturing multiple versions of a post process material and combining all of them in one material

#

Nothing else

prime willow
#

so

#

whats the unreal engine term for over the shoulder aiming?

fierce tulip
#

just regular 3rd person?

prime willow
#

this mechanic

#

i cant find anything about how to make it

#

so i know im searching the wrong terms

#

every third person game with guns have it
where you aim and bring up a aiming thing and the camera zooms a tiny bit closer

wide wadi
#

why are my reflections so low rez in the glass? I've got a chrome ball in the same room and the reflections look fine.

prime willow
#

im no good with materials so i cant help you there x-x

pallid talon
#

The Gods were cruel to give you such a low reflection capture resolution. But you find, I am kind.

wide wadi
#

Next question, why are the reflections so bright in comparison to looking at the room

neat vessel
#

This may be a random question, but I am a teenager who really wants to learn UE4, so I wanted to ask, how did you guys learn UE4(what would be the best way)

thick herald
#

If you check out pinned messages in this channel [ top right ] there are links to lots of ways to learn. Many youtubers have great content [ many also have poor or out dated stuff too ] Epic also has an online learning hub full of courses on lots of subjects- all free.

neat vessel
#

would you suggect using the documentation?

thick herald
#

of course, it can certainly help.

#

Start small, take simple steps and don't worry if things don't work out or seem too much at first. Everyone goes through that.

plush yew
#

Can someone "help" me? It's not really help, just support I guess. So I used Unreal Engine between 2019 and 2020, but then used Unity, and even then, I wasn't an expert at Unreal, but now I want to go back, and I do want to be an expert at it like you see these indie and triple a teams do, but I'm not an expert at it, even though I dedicated myself to it for like a day

#

anyone have any advice that might help me pick it back up faster?

prime willow
#

thx ill take a look if i can steal it from the als lol

#

hmm

drowsy snow
prime willow
#

thats actually a good question

#

how plausible is it to tear code from als

#

i really want their animation overlay system

#

its like 90% of the reason why i wanted to touch als

drowsy snow
prime willow
#

so

#

easy if bik brain

#

painful is smol brain

#

cant wait

neat vessel
#

can I use python in UE

#

4

pallid talon
lime musk
#

is there a node to see if an actor has spawned in or is in the world

drowsy snow
lime musk
#

problem is

#

im calling a bool in another class on an event tick

#

and the class where the bool is located gets destroyed and spawned back in later on

#

but its on an event tick so it will keep trying to get the bool thus giving me an access none

#

ill try is valid

plush yew
#

Can someone tell me the simplest way of getting an 3dvector of a characters facing direction?

#

This doesnt give me the vertical direction sadly

#

I only have horizontal axis then

#

Or is it possible and my input is wrong?

#

I use the character object as input

thick herald
#

forward vector is x,y,z though, normalised.

plush yew
#

For some reason i only receive the horizontal (x.y) direction

thick herald
#

ah, yes Get Forward only gives x,y. Get Actor Forward Vector supplies all 3

plush yew
#

i use get actor forward vector

thick herald
#

There is another forward vector that gives rotation values but I'm not sure what axis it gives

plush yew
#

hmm

thick herald
plush yew
#

Im gonna look it up rl

#

rlq

#

Yeyy

#

It worked ๐Ÿ˜„

#

Ty so much

thick herald
#

๐Ÿ™‚

rigid bridge
#

im getting this error outta nowhere

#

im not using up my video memory according to radeon

#

i have a 5700xt and im in a practically empty test level and it bugs out anyway

plush yew
#

Does somebody know stuff about replication? I have problems with getting everything replicated.

muted imp
#

when do u guys think ue5 will be shipped for launch and commercial use

fierce tulip
#

when its ready :)

muted imp
fierce tulip
#

yup :p

muted imp
#

bruh ig we will never know

#

in ue5 preview 1 i cant save any levels. it says connect to a source or something, maybe thats why its called preview

fierce tulip
#

there might be other reasons, but it also happens when you have the same project open twice.

plush yew
#

does anyone know how to add a material instance layer to a material?

prime willow
#

do we have a channel for network replication?

grim ore
prime willow
#

does the documentation cover the differences between client and listen server?

grim ore
#

it should cover the basics

prime willow
#

i just wanna know the distinct differences between the two xD

#

let me go check

plush yew
prime willow
plush yew
#

yes

prime willow
#

right click the main material and make a material instance?

#

isnt that what you need?

plush yew
#

i tried that and thats what you see

prime willow
#

oh

plush yew
#

in the picture

prime willow
#

um

grim ore
#

@plush yeware you trying to add "parameters" ?

plush yew
#

yes

grim ore
#

those would go in the material itself, the instance lets you change them

plush yew
#

yea i know, im trying to figure out how to create a material instance so i can scale my texture and add more details to it and more

grim ore
#

you add parameters to the material, then use the instance to change them

#

you have a material instance, you dont have parameters

plush yew
#

ok thank you i'll take a look

prime willow
#

So i tried setting up a basic network replication

#

but only 1 player spawns

#

even tho im getting no other issues or errors

#

and apparently theres a network player start but idk where it is

bleak zodiac
muted imp
bleak zodiac
dusk nebula
#

it's on the "Play" drop-down

dusk nebula
#

different player starts are actually sort of their own thing to figure out through a GameMode function override

prime willow
#

im not sure

#

one sec

#

i have play as listen server

dusk nebula
#

how many players?

prime willow
#

4

dusk nebula
#

hm

#

let me look at something then

prime willow
#

wait

#

should i launch with pie?

dusk nebula
#

yeah

prime willow
#

i use new editor window

dusk nebula
#

doesn't actually matter

prime willow
#

and all 3 screens appears in the center of map without a body

#

but only the first one spawns

#

i setup a game mode spawner

dusk nebula
#

that's not a player start issue iirc

prime willow
#

but idk if its working right

#

oh

dusk nebula
#

bypass whatever might control your spawns and see if it still does it on default

#

like just allow the gamemode to automatically choose the player start

prime willow
#

o.o

#

do i need to set this up?

dusk nebula
#

without getting too into the weeds, after a player logs in, the gamemode launches the function to choose a player start. If you haven't overridden that, it will either be random between all PlayerStart actors, or it just chooses the first one (can't remember which and it's not important really)

#

@prime willow in your gamemode BP, you should check to make sure that the highlighted function is not overridden. It should appear in the dropdown, unlike mine

#

that's kinda the first step because without that being set to default, the cause of your problem is inscrutable

prime willow
#

o.o

#

so

#

i have 2 functions

#

one to get the player array

dusk nebula
#

I actually don't see this being necessary

prime willow
#

oh

#

x,.,x

dusk nebula
#

even if you only use one player start, it will kinda just spawn them by default

prime willow
#

i have 4 player starts

dusk nebula
#

pretty sure default functionality is that for each player it chooses one at random, and will reuse that one every time

#

also, are you starting your match in your game mode?

#

I realize that your issue is probably that your match status isn't being set, which disallows players from spawning

prime willow
#

my match?

dusk nebula
prime willow
#

wait i dont think i have that node on my setup

dusk nebula
#

if you're interested, you can read about match statuses in the Game Mode docs

#

otherwise just start your match on BeginPlay and kinda forget about it

#

it has to be called from your game mode

prime willow
#

oh okie

#

lemme place that

dusk nebula
#

hint: that's what the gray text below the node name indicates

prime willow
#

i dont have a start match node

#

in my setup

#

o-o

dusk nebula
#

it's default functionality

#

this is in a GameMode BP

#

make sure you aren't using GameModeBase because it probably doesn't have that

prime willow
#

got it

#

oh

#

i was

#

lol

dusk nebula
#

yeah just reparent your existing BP

prime willow
#

wait

#

does the gamemode i made count as base?

dusk nebula
#

it's hierarchal so yes

#

do you need a rundown on inheritance?

prime willow
#

x-x

#

hmm

#

okie i plugged it in

dusk nebula
#

anything towards the bottom is also all of the things above it

#

square circle

prime willow
#

oooo

dusk nebula
#

so your GameMode is a GameModeBase, but a GameModeBase is not a GameMode

#

FYI the purpose of casting is to sort of "refine" a generic reference to one you can use in a specific context

prime willow
#

ah

#

i think i get it

#

would this count

dusk nebula
#

so if you make a function in your BPGameMode and need to call it from somewhere else, it may be necessary to use "GetGameMode" and then cast that GameMode reference to the BP class that contains the needed function

#

yeah so the BP you've made inherits from everything in the drawing above, including GameMode

#

that's why nodes that say "Target is Game Mode" work

prime willow
#

oooh

#

okie

#

so now the game mode needs a target

dusk nebula
#

self

prime willow
#

wouldnt this blueprint be the

#

i knew it >:3

dusk nebula
#

if it self-targets it's fine because it is the required class

prime willow
#

oh

#

didnt work

#

xD

dusk nebula
#

didn't fix your issue?

dusk nebula
#

that error means the node isn't placed in a blueprint of that class

#

double check what BP you're calling that in

prime willow
#

but this is the game mode blueprint

#

its parent class is gamemode base

dusk nebula
#

so if you look back at the paint drawing I did, your current BP is not a Game Mode

#

the naming they use makes it a bit confusing

prime willow
#

oh

#

i see what you mean

dusk nebula
#

"Game Mode Base" is like a bare-bones parent of "Game Mode"

#

you need Game Mode, so your BP's parent class should be that

prime willow
#

which would be the gamemodebase

#

right?

dusk nebula
#

no

#

so you're currently on the third step down and trying to call something from the fourth

#

your current Blueprint is not a Game Mode

prime willow
#

oooooooh

#

im callling this from gamemode

#

not the object or actor

#

i also setup the spawner in gamemode at the bottom

dusk nebula
#

so just to clarify

prime willow
#

o-o;

dusk nebula
#

the BP you're using is set as the level's game mode, but it is not of the "Game Mode" class

#

your BP is a "Game Mode Base" which doesn

prime willow
#

its the game mode i made

#

the one at the top

dusk nebula
#

yes, that there is correct

prime willow
#

PHBasegame

dusk nebula
#

however,

prime willow
#

o-o

dusk nebula
#

your BP isn't a GameMode

#

it is a GameModeBase, which does not inherit from GameMode

#

you can't call functions that are made in GameMode, because your BP is not part of that class

#

go here and change your parent class to GameMode

plush yew
dusk nebula
#

because currently it's GameModeBase and you need to move down a rung on the paint drawing

prime willow
#

this is the current one

#

^

#

okie lemme see what i can do

dusk nebula
#

yeah, so see where it says "Parent Class"?

#

that needs to change because it's not able to gather functionality from other children of GameModeBase

prime willow
#

okie

dusk nebula
#

this itself is confusing because all of the names are the same, but it's the same deal for Actor -> Pawn -> Character

#

if you made a BP based on "Pawn" it would not be able to call Character functions because it is not a Character, it is just a Pawn and Actor

prime willow
#

yeah its a little chunky x3

#

like that?

dusk nebula
#

there you go

prime willow
#

it worked

#

it connected to self

dusk nebula
#

does this clarify at all?

prime willow
#

kind of

#

im going to save this for reference

dusk nebula
#

formerly, your Blueprint was not related to "GameMode" at all, aside from inheriting from the same thing

prime willow
#

but the enxt step would be what in particular

#

after i set start match after my spawner

#

would i just be able to launch and be fine

dusk nebula
#

after changing your parent to GameMode, this is effectively how it works now

dusk nebula
prime willow
#

that's good :3

dusk nebula
#

pretty sure it works by default

prime willow
#

same issue

#

no other players spawn

#

but the camera spawns maybe the camera in the same place for 3 places

dusk nebula
#

you should troubleshoot your match state

#

so on the GameMode's tick, you should get the match state and then print it to the screen

prime willow
#

o.o

dusk nebula
#

so it's going to constantly output what the match's current state is

prime willow
#

okie

dusk nebula
#

if it says "InProgress", then your issue is something else

prime willow
#

yes

#

it says in progress

dusk nebula
#

ok

#

you're using a regular player start, right?

prime willow
#

yes

#

i have tags on it

dusk nebula
#

like you've just dragged it out of the actor pallet on the left?

prime willow
#

in the network spawner

#

yes!

#

that :3

dusk nebula
#

I wouldn't bother with tags or anything for now

#

just leave the tags blank and disconnect whatever function is currently trying to find a playerstart

prime willow
#

okie

dusk nebula
#

the GameMode exists only for the server (Host player) and will find a playerstart for each player controller's pawn without requiring extra functionality or replication

prime willow
#

okie lemme try that way

dusk nebula
prime willow
#

ok so i disabled the functions to find players

#

do i need to remove the player starts

#

i dont have the network player starts i see sometimes

dusk nebula
#

no, you should leave them

#

network player starts are just regular player starts lol

prime willow
#

oh okie x3

dusk nebula
#

there's only one actor type that's recognized by the GM's FindPlayerStart function

plush yew
#

does anyone know a doc that can show me how to scale my widgets in the ui for any screen size? I have it a perfect fit of two widgets at 1920x1080 but when I play in editor it does not fill the whole screen just about 3/4 of it and I want it to fit the whole thing.

prime willow
#

and now all 4 players dont spawn

dusk nebula
prime willow
#

i get the screen that forced them into the center of map but on all characters

prime willow
dusk nebula
prime willow
#

default player pawn?

#

you mean the um

#

this part

dusk nebula
#

yeah so Default Pawn Class has to be the class of the character you intend to use

#

because currently it's not spawning a pawn at all

prime willow
#

so i have a question about that

#

if you know anyhtingabout the direction i have to go into

#

I want to have multiple species with differing mechanics and or such based on the species picked, that get activated based on the species the player plays

#

think of something like an rpg

#

should i put all of that in a component for example

#

and than rig it into the third person bp

dusk nebula
#

there are multiple ways to go about it

prime willow
#

or have several childs of the 3rd person bp

#

my goal is sort of DBz xenoverse 2 or hantasy star online 1 kind of multiplayer rpg ish fighting game

drifting valley
#

Does anyone know where to change the settings for the 3rd person CameraActor that gets spawned when starting simulation? It's not using the settings from my defined CineCameraActor and my scene is getting washed out

prime willow
#

and i havent found which way would be best to go about that angle coding wise

dusk nebula
prime willow
#

so doing this via a component wouldnt be good?

#

i have a rpg set of components that atm handles most everything for the rpg stuff like hp and whatnot

dusk nebula
#

you could do a component, but with the amount of things you want to change per-character, it's not really the kind of thing to be contained in one component

#

a component would be fine to contain stats, yeah

prime willow
#

o.o

dusk nebula
#

so like the characters would have different meshes, right? that's a different component entirely, so you already can't contain all unique information in one custom component

#

not to say that you shouldn't, but imo it wouldn't help a huge amount

prime willow
#

yes different mshes

dusk nebula
#

so for variables you could just make a category in the parent character

dusk nebula
prime willow
#

i was thinking of making a core master character blueprint with components and than make children for each particular race or something idk lol

drifting valley
#

@prime willow do you know where to set the default CameraActor settings that is used by the Unreal 3rd Person template?

prime willow
#

not sure what youre asking about ryan

#

x-x

dusk nebula
#

otherwise just make a new 3rd person template and copy the settings

dusk nebula
prime willow
#

ive been working on my game since 5am yesterday

#

and need a nap

drifting valley
#

@dusk nebula I created a new camera component, it's not using those settings when I press "simulate"

prime willow
#

i just wanted to fix basic replication before i move forward but if you dont mind id like to add you so i can ask about replication stufff the next time youre around if we dont fix this todau

#

@dusk nebula it sort of worked!

#

i still get errors

#

but it replicated

#

my first replication~

plush yew
dusk nebula
prime willow
#

yeah!

#

i really like this

dusk nebula
winter stream
#

i want to get the email of the player or his unique id in order to know the player and get him from my database how can I do that ? ?

dusk nebula
#

PlayerController can't find PlayerState because the Controller starts existing before the Player State does, for example

prime willow
#

o-o

dusk nebula
#

the first thing to try is just going to be a delay of maybe .5 seconds, because if that fixes it, the issue was what's referred to as a "race condition" where things that need to start in a specific order don't happen as intended

prime willow
#

oooh

dusk nebula
#

one irritating part of multiplayer is dealing with the exampled issue at almost every step, and just getting used to testing for it first if there's an issue

dusk nebula
#

another example, when a player character begins play, I wanted it to find all other player characters and set their colors based on their team (it set them locally. not actually relevant in this example). What happens when the first character starts? It searches for all player characters, finds none because it's the first, and then exits. Only the final character to load in will actually do what it's supposed to without intervention

prime willow
#

this is what i get

#

should i put a delay on the character bp too?

drifting valley
#

@dusk nebula when I hit "simulate" it seems to be using a different camera then I set up and the settings are the defaults .. i want the settings to be something else.

dusk nebula
prime willow
#

okie~

dusk nebula
dusk nebula
# prime willow okie~

I'd start by clicking on the rightmost search icon to find exactly where you're missing a reference as it's being called

prime willow
#

its the get pawn

#

node

dusk nebula
#

so you actually don't need to use a possess node

#

ever, really

prime willow
#

o-o;

dusk nebula
#

just in your pawn/character, set the controller class to be the controller that's used

prime willow
#

oh i see

dusk nebula
#

also, what you're trying to do here isn't valid because "Get Controlled Pawn" returns the pawn that is being controlled, but isn't that what you're trying to set?

#

another thing,

prime willow
#

crud

#

maybe

dusk nebula
#

on nodes like "Get Player Controller" or "Get Player Character", which take an integer index, there exists a multiplayer scenario where you accidentally get the wrong one

drifting valley
#

@dusk nebula You gave me a hint, I found it.. i had to open the BP_ThirdPersonCharacter blueprint and the camera is there in the viewport... i can change the settings there

prime willow
#

hmm

#

i used get player character

#

and the firs tset of errors dissappeared

#

i guess i was trying to make sure player one or two or three gets summoned than afterwards start playing

dusk nebula
#

I'd say to bypass what you have currently and see if it works without it

dusk nebula
dusk nebula
prime willow
#

ohhh

#

sorry im really tired

dusk nebula
#

all good

prime willow
#

so i apologize if im having toruble following along

dusk nebula
#

my advice for most common things in UE is to assume that they work, because a lot of them do

#

assigning player controllers and pawns is one of those things that it just kinda does

prime willow
#

so just using player controller and player character

#

will handle it naturally?

dusk nebula
#

pretty much

prime willow
#

oh oki

#

thats good x-x;

dusk nebula
#

the way it works is the controller class is defined in the level settings, as is the pawn

#

technically, the GameMode receives the controller and then assigns it a pawn based on the level defined class, but that Function can be overridden to accommodate a different system, if that's desired

prime willow
#

i see

#

and thats what the tutorials i was doing was teaching me

#

i think

dusk nebula
#

this function exists in the GameMode and just kinda says "use what the level says" by default

#

it basically turns into this if you override it, and all you do is fill out the middle

prime willow
#

okai

#

so

#

i have like 6 errors left lol

dusk nebula
#

what errors?

dusk nebula
#

so for the first one, it's probably because you're trying to reference the player character before it exists, returning a value of "none"

#

again, it's a race condition, and you should put the node that's returning the error after a delay to test for that

#

some fraction of a second delay would be enough because you're only "missing" the window by a few frames, if even that much

#

in fact, all of your error-causing nodes may be having the same issue in different places

prime willow
#

sorry doggo needed a snack

#

i see

#

so find it

#

and than add a delay before the system starts

dusk nebula
#

to test it, yeah

#

having a bunch of random delays isn't good development practice, but it's helpful to narrow down errors

#

one thing to share: if you're trying to reference your controller from your character, but your controller does not exist when BeginPlay is called, try Event Possessed. That event will fire after your controller possesses the pawn, meaning the controller reference will never be invalid

prime willow
#

oooh

#

let me try that one

prime willow
dusk nebula
prime willow
#

just wanted to make sure x3

dusk nebula
#

the red node fires when the character is possessed

#

you do not need to use the "Possess" node because it's already being possessed

#

at this point it's just an automatic thing that you don't have to worry about at all

prime willow
unborn ingot
#

Hey guys, I was just checking in because I got a weird error that I remember getting before but I can't remember how I ended up fixing it. I'm trying to build the lighting in my map and keep getting this error:

"Assertion failed: LockStatus == LOCKSTATUS_Unlocked [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/CoreUObject/Private/Serialization/BulkData.cpp] [Line: 563]

UE4Editor_Core
UE4Editor_Core
UE4Editor_CoreUObject
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Core
UE4Editor_Core
UE4Editor_Core
kernel32
ntdll"

#

Anyone familiar with it?

dapper oak
#

is it worth it making a custom character controller or should i just leave it in the character?

dusk nebula
dapper oak
#

I was more thinking like movement and input... but if it doesnt matter then i wont bother

dusk nebula
#

however, if you're making multiple characters you should make them children of the same parent, so it still doesn't matter because all children will inherit what's put in the parent

#

put movement on the character imo

dapper oak
#

understandable

#

thanks mate!

dusk nebula
fast grail
#

yo i got a question

#

if you buy assets from unreal marketplace, how do you download them to your PC after you bought them?

dusk nebula
fast grail
#

like to your pc

dusk nebula
#

yeah

#

one sec

fast grail
#

oh ok

#

ill have to download unreal engine

#

cause i dont have any projects

dusk nebula
#

they have to be added to a project to be downloaded, yeah

fast grail
#

damn ok

#

uhhh

#

pressing install engine doesnt seem to do anything

dusk nebula
#

not sure if you're using them outside of UE but the licensing agreement is for them to only be used in UE

unborn ingot
dusk nebula
fast grail
#

i want to modify it in blender to make holes in the walls

dusk nebula
#

but the end result is still something in the engine?

#

the point is that you don't take things from the marketplace to use elsewhere

fast grail
#

yeah ideally if i can get the file converted in blender

#

does unreal have its own file type?

dusk nebula
#

no idea

fast grail
#

im mainly interested bc the coding style seems easier

dusk nebula
#

whether you're doing that or not, the intent is that you don't import assets into something other than an engine project

fast grail
#

wait so you're not allowed to even modify it to use it in engine projects?

#

wait so i cant make destroyed variants of it

dusk nebula
#

you can modify stuff I'm pretty sure

fast grail
#

tf

#

oh ok

dusk nebula
#

it's just that Epic doesn't want you importing it directly into something like Blender

fast grail
#

ah

#

if its too difficult to port over ill check out unreal's procedural destruction stuff

#

cause it looked pretty interesting but i rather make my own manual destruction variants

dusk nebula
#

so under the assumption that you're not actually breaking that agreement, you have to add them to a project and then figure out the filetype. Blender might be able to open it

ancient rock
#

any ine tell me how i can import a complete enviormnt from maya to unreal

fast grail
#

alright thanks

ancient rock
#

unreal imports it into parts

#

i made a enviorment group into one piece and exprt fbx but in unreal it imports into parts

#

yeah i did export fbx but in unreal when i import it every thing comes in parts why i had to re join re arrange every thing

fast grail
#

god dammet

bleak zodiac
ancient rock
#

my question is

#

i made a full env in maya and export fbx now i want the same fbx group file in unreal

#

how to do that

#

i dont wana place every thing again i have like thousands of objects

autumn elbow
#

hiya! Can someone do me a favor, please? Can you create a Animation Curve Compression file, set it to UniformIndexable and save, and send it to me please? 4.27 please

wet obsidian
#

Hello guys! I have a question and i don't know if anyone could help me. I am working on an archviz project and i would like to create a cut rendering tool like this one in twinmotion? Does anyone know if is this possible and if there is any tutorial? Thanks for your time!!
https://www.youtube.com/watch?v=RRY70FjstS8&list=WL&index=1

In this video, learn to use Twinmotion's section cut feature to create rendered section cut images!

MY PC SPECIFICATIONS
https://kit.com/TheSketchUpEssentials/sketchup-modeling-and-youtube-creation-kit

Check Us Out on -
Website - http://www.therenderingessentials.com
Twitter - http://www.twitter.com/easyrenders

Disclaimers: all opinions are...

โ–ถ Play video
regal mulch
#

I know there are See Through things for Cameras in Top Down Games

#

So you character is not hidden behind buildings

#

Something similar should work here

ancient rock
#

how to lock mesh slection in unreal enigne

#

mesh wont be selected when ever drag selection any thing

round light
#

anyone able to help me?

am looking to launch an npc when my car ai collides with on via box collision

drowsy snow
round light
#

simulate physics of the npc?

upper quartz
#

hi guys, have anyway can change hard ref to soft ref ?

distant acorn
#

anyone got a tutorial on how to make a stylized waterfall

wicked knot
# round light simulate physics of the npc?

Either you can manually change the header file types to SoftObjectPtr and load/unload whenever needed or else you can use AssetManager & Data assets, about which you can learn in detain in the sample ActionRPG Project.

round light
#

my current zombie ai BT

next badger
#

Is there a way to get all settings that were modified in the project? Like CVARs, Project settings etc?

#

I'm moving some assets between the projects and they do not look the same. So i'm trying to backtrack the settings that causing it.

void linden
void linden
#

what does that mean?

clever bone
#

importing my new heightmap back into ue5 makes the roads full under. Is there a way to pull the roads up or the landscape down?

fair herald
#

Does anyone know how I can run .bet file?

prime willow
#

This was for the second player

#

not the first one

fathom minnow
#

i have a question , im looking to produce a map similar to how valheim generates their procedural maps, what are some of the better programs to achieve this goal ( id like to have a procedurally generated level that hold references to a few different biomes, that have there own set of Materials,npcs,foliage, ect) thanks for any responses

wet briar
#

So, I'm trying to build an interaction manager in my game, and I was planning on making it so each interactable item had an Interact component, which is universal, then an individual component that varies for each item. For example, a Door could have an opening/closing c++ class/component, while a chest could display its inventory in another C++ class/component. So I was planning on both having an Interact component that called whatever class is required, would that be possible?
Essentially where I would just add the Interact component to whatever object, and it would take in another class which I specify per object

#

I come from Unity and essentially what I would do there is have it take in a component in the code, and in each instance of the interact component i would drag in a component into the field in the inspector

dusk nebula
elfin coyote
#

How do i create or a run a dedicated server on unreal 5 build ?

#

do i need to build unreal from source?

plush yew
#

hey im having a little trouble can anyone help

#

im making a sliding door but the thing is the "door close" is never running and it constantly loops the "door open" timeline

#

let me get this straight

#

is there a single game out there

#

running raytracing Gi

#

that isnt rtxgi

#

cause even with a top of the line system raytracing gi is not a good time

#

but rtxgi looks identical and leaves me with 100fps+

#

and games like cyberpunk and metro and all games who have boasted about their raytracing are using rtxgi

#

im not mad
I just wish unreal had a plan for native raytracing in their engine

plush yew
#

now its just not runnign the ComponentEndOverlap

dusk nebula
#

I can't figure what's being done wrong just by hearing what's supposed to happen

plush yew
#

sorry working on it

dusk nebula
# plush yew

try pressing F9 with the end overlap event highlighted to put a break on it

#

that way you can see if the event is not firing or if it's the set location node

plush yew
#

it runs as soon as i step in the box?

dusk nebula
#

end overlap does?

plush yew
#

yeah

dusk nebula
#

send a screenshot of your actor's components

plush yew
dusk nebula
#

I use breakpoints almost constantly btw, because you can figure out exactly where things stop working, and it works for any BP node

plush yew
#

okay

dusk nebula
# plush yew

I was going to say that you may have anchored the box collision to the component you're moving, but that isn't the case here

plush yew
#

nah idk what is happening

dusk nebula
#

try removing the break point, and in your box collision component, set it to appear in-world so you can watch it move

#

just in case

plush yew
#

okay

#

im not moving the box component tho

dusk nebula
#

yeah but it's worth being able to see collision anyway

#

does overlap end immediately after it begins?

dusk nebula
plush yew
#

yeah it does

dusk nebula
#

I notice you're not filtering what delivers your overlap event

#

you should print a string using the return value from the overlapped actor

#

that way you know what is triggering it

plush yew
#

would that be overlapped component or other actor?

dusk nebula
#

it would be other actor

plush yew
#

okayt

#

it triggers itself

dusk nebula
#

so you should put some logic in to effectively only care if a character overlaps it

plush yew
#

okay

#

would it be player character?

dusk nebula
#

either do a not equal to self or cast the actor to a character and only execute if the cast passes

#

depends on what exactly should trigger it

#

if you want a lot of things to open doors, do a not equal

#

if you will only ever want the character to, cast to your character's class

#

another option is to look in your box collision's settings, because it's probably set to overlap with more things than you would want to. You could change it to only overlap pawns and ignore everything else

dusk nebula
#

tags are something different entirely

plush yew
#

ok

dusk nebula
#

mine looks different, but you should find this menu

plush yew
#

overlaponlypawn?

dusk nebula
#

so you should ignore everything except for pawns, yeah

plush yew
#

um still doesnt work

dusk nebula
#

it's doing the same thing?

plush yew
#

yeah

#

i put a print string

#

and it triggers three times

dusk nebula
#

are the mesh components using the "Pawn" collision type?

plush yew
#

the door opens just doesnt close

dusk nebula