#ue4-general

1 messages Β· Page 1154 of 1

raw falcon
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Hi I found it. It cause of my window user name is 'vfx'

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no, it was simple . I found it. It cause of my window user name is 'vfx'

drowsy snow
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bruh 🀣

red condor
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😁 lol

raw falcon
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haha, and it can not be stop that developer folder automatically created as a window use name.

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so simple solution is change the Window user name

drowsy snow
calm widget
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Wondering if there's a fix for this sun glare? Had this issue for a long time, it looks really low res and flickers

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All through many different engine versions and projects. Even in ue5

drowsy snow
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It defaults to 100 which is way too much of a value for it.

calm widget
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It doesn't really do it. Lightshaft bloom is really low. The effect only goes away when i turn bloom of completely

drowsy snow
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Then disable the light shaft bloom.

calm widget
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Yeah i guess. But it's a nice effect

drowsy snow
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(not to be confused with the actual post process bloom)

calm widget
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Yeah. Thanks though i just figured maybe i could increase resolution or something else

drowsy snow
calm widget
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Oh, that's way above me hah. But it looks cool

red condor
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Is it possible to group objects in the map editor? So I can quickly select a group of static meshes for example?

calm widget
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Ctrl+g should group i think. This way you can also export multiple actors as a single mesh, in case you ever need to do that.

red condor
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Ah, nice! Thank you, Google was failing me πŸ‘

rare steppe
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hey this is kind of a weird question and i dont know if this is the right chat for it, but ive seen people make things like a voxel plugin that adds a whole new object into the engine for voxels, i want to do something similar but for box brushes to make a better version then whats allready in engine that can be used for final geometry, i have no clue where to start making something like this so if someone could point me towards where to start i would be very thankful

exotic thicket
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Look at how the box brushes are implemented

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Then create your own version of it and go from there

rare steppe
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yeah but how

exotic thicket
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Open the code file for it?

rare steppe
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ok

exotic thicket
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fwiw this is not going to be a very simple thing :) you're gonna have to dig into the engine code to figure out how it works most likely, as there isn't a whole lot of info out there on how these parts work

rare steppe
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i knew it was gonna be like this going in but i think a community box brush will be a greatly positive thing, people who use engines like scource will be able to use ue better if it goes well

true quartz
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For the life of me I can not get rid of the texture tiling, my scene is a bit large and I have tried most of the tutorials on youtube to no reasonable effect

rare steppe
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if youve tried the scale up texturing thing try it but with rotated images

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i can also give a few pics of my shaders if it helps

true quartz
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Yes please

surreal latch
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could someone helpme with a small problem i am having

rare steppe
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ill get it in a sec

surreal latch
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i am making a top down movement system with sprites. I am trying to get the flipbook animation to change with the direction that the player is moving. The first set of blueprints to the left changes the players animation based off of the x axis and the second is changing in on the y. How would i combine the two so that if the player moves in the x the first blueprint plays, and if the player moves in the x the second one plays?

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i know

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i disconected it to figure out the problem

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here is more of the blueprint

rare steppe
surreal latch
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so would i make a get velocity that checks for the x axis and then if the player is not moving that direction it checks for the y.

red condor
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You know how in some games (Quake for example) there's a log in game that tells you when you pick up an item, the line of text shows for a few seconds, and the lines stack if there's more than one - is there a name for that game feature which might help me find a tutorial to create it in ue4 blueprint?

surreal latch
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cool! i made a branch and fixed the problem

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thank you for your help

rain ingot
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right now there are materials for each object, how can I change it so that there is one material for all 3 objects

red condor
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Looks like a great starting point, thank you!

red condor
rain ingot
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I just want to apply one texture on the full object

red condor
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in blender you'd go to materials, delete the two you don't need, enter edit mode, select all faces, click 'assign' in materials to assign them all to the remaining slot. Then send it back to unreal.

junior kettle
rain ingot
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man these are free models 😭 the only thing I've ever used blender for was animations

junior kettle
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Thats fine you can still import them into blender.

red condor
junior kettle
icy bolt
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How to set up a simple vr door?

rugged oxide
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do you guys know if its possible to make a first person view models cast shadows but only on itself and not the floor below you

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or at the very least, have it affected by shadows but not casting them

red condor
red condor
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rugged oxide
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when cast shadows is turned off, shadows dont hit the meshes

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so if you walk in a room it stays lit up

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this was just with the default ue4 fps template

patent eagle
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hey all, am trying to get CoreRedirects to work to redirect a BP enum to a C++ version, the CoreRedirects is not considered at all, even when I insert wrong paths, etc

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any help folks?

true quartz
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It is giving me the sploches but the tiling is still there

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As it shows in the video

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I am using Megascan Grass assets

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Also the MS assets come with a displacement texture but i dont know where to put it, I tried WorldDisplacement node but everything went black

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Nope, unplugging them still gices the same result

glacial needle
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Hey does anyone know where I can either buy a FPS map similar to overwatch or any videos on how to make it with that stylized look?

plush yew
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Is it true that i can make a unreal engine game with no coding experience?

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try what?

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idk haha

plush yew
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that all is just confusing

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nope lol

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imma try that

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yes it is for me

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how long does it usually take to learn blueprint?

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yeah

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i also have a problem installing the unreal engine

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yesterday i tried installing it but it said i have no space. now today i tried again and its saying "Not Installed Unreal Engine (version)"

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shii nvm

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i had to go to library tab

rain ingot
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what could be causing this?

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not sure how to fix it tho

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theres just random pieces of light everywhere

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I think I figured it out

solid quest
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Hey I am trying to switch to one of Unreal's older project but it gives me an error when I am doing it with .uproject file

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Discovering modules, targets and source code for project...
While compiling F:\Projects\aissgnment51Farm\Intermediate\Build\BuildRules\aissgnment51FarmModuleRules.dll:
f:\Projects\aissgnment51Farm\Source\aissgnment51Farm.Target.cs(11,3) : error CS0103: The name 'DefaultBuildSettings' does not exist in the current context
f:\Projects\aissgnment51Farm\Source\aissgnment51Farm.Target.cs(11,26) : error CS0103: The name 'BuildSettingsVersion' does not exist in the current context
f:\Projects\aissgnment51Farm\Source\aissgnment51FarmEditor.Target.cs(11,3) : error CS0103: The name 'DefaultBuildSettings' does not exist in the current context
f:\Projects\aissgnment51Farm\Source\aissgnment51FarmEditor.Target.cs(11,26) : error CS0103: The name 'BuildSettingsVersion' does not exist in the current context
f:\Projects\aissgnment51Farm\Source\aissgnment51FarmServer.Target.cs(12,9) : error CS0103: The name 'DefaultBuildSettings' does not exist in the current context
f:\Projects\aissgnment51Farm\Source\aissgnment51FarmServer.Target.cs(12,32) : error CS0103: The name 'BuildSettingsVersion' does not exist in the current context
ERROR: Unable to compile source files.```
slate thicket
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would anyone happen to know why my two meshes have identical normals, tangents, and binormals, yet left one is inside out

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both have the same material and tbh im lost

plush yew
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Also do you need a very good pc to make games? my pc isnt the best

grim violet
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Quick question, what does this mean?

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Nevermind didn't know about Static lights

rain ingot
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could my glass be causing the light on the wall?

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cant figure out what is causing that light

plush yew
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is gtx 1650, ryzen 7 3750h and 8gb ram enough? :D

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shit

rain ingot
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so thats a +

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so confused on whats causing this light

plush yew
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there are no compatible ram sticks for my laptop in here where i live

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so i gotta live with 8gb

rain ingot
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oof

slate thicket
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that was it! the file format im importing must have changed it's face indicies for whatever reason, thanks!

idle stump
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Let's say I had a bunch of checkpoint actors throughout a level and I want to add some debug functionality to list the checkpoint names and allow you to select one and teleport to it - How would I render that list? Does Unreal already provide some mechanism to do such a thing? Like an IMGUI type of in-game interface for debug.

slate thicket
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psk

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believe it was called actorx in udk or whatever

rain ingot
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well

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what could be the cause of this?

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that texture is the same as others

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but its brighter

prime willow
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so when i move my character the camera mvoes alongside the character

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whilst still keeping the ratio distance to the camera

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it will however make the game move alongside the character during axis inputs

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is there a particular setting that navigates or controls the cameras ability to inherit axis movements as well as move when movement axis's are applied

idle stump
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Is there a hotkey to just drop into the level where editor camera currently is? Like 'right click > play from here' but as a hotkey?

red condor
idle stump
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Ah, yes I found that just after asking πŸ˜… That should suffice

red condor
prime willow
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its okai

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im very very stupid

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my camera was rotated wrong

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so it ept messing up no matter what i did

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im so sorry

red condor
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ha no problem! I'm pretty stupid too xD glad you figured it out πŸ₯³

raw beacon
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Does anyone know how to access animBP from sequencer, using a recorded character BP?

lucid trout
grim violet
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Ye

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I found out all about it, thanks

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Had no idea overlapping was bad loool

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noob stage is fun

red condor
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(turned out this did everything I needed btw, thanks again 😁)

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Is it possible to have my post process affect the UI (hud) as well as the game itself?

gusty hatch
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Here I did what you said and skipped the add static mesh component

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and added them to the root directly and set collision to block all

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I add a cube into the world and set its collision to block all

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I move the ship through the wall = no collision detected lol

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here is the same problem from 7 years ago

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now let me remove all my meshes and replace it with the default cube and set to block all

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same issue

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now let me drag the default cube onto the scene root

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problem solved ... except back to my original complaint - how can I have multiple meshes in the default scene root with collision ?

remote badge
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physics asset

gusty hatch
blissful trail
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so i'm having this issue where sometimes ue4/ue5 just uses more and more of my system resources until my pc crashes or sometimes bluescreened it mainly used all of my gpu (this happens on 4.27 and 5.0 but not 4.26)

neat vessel
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Im a beginner who hates to believe that unity should be for me

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Im tryna make a small 2.5d pixel game

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This is so random lol

prime willow
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I didnt fix anything lmao

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i thought i did tho!

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ill make clip hopefully someone knows the asnwer

errant bloom
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Hey everyone

winter marsh
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Hey, if anyone is new to Unreal and would like to learn the engine, please feel free to DM me and i will do my best to teach you. Also if anyone has any issues with anything, also feel free to DM at anytime

autumn flame
stoic sentinel
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how come my model is see through?

autumn flame
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Have a GitHub account?

drowsy snow
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Unlink then relink it again

last dune
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someone knows how to solution this ?

verbal moon
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@plush yew apply it in blender and fix the uvs so it fits correctly than reimport your mesh and apply the texture / material there.

plush yew
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A lot of the things the unreal devs do dont make sense but this one takes the cake

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when you enable their built in hdri backdrop

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all the hdris are 4k

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yet unreal engine can only display a max of 2k hdris

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what was their goal with this

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is there some big brain way to enable 4k

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or did they just say yeah these look good who cares about wasted space

plush yew
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yeah splitting up cube maps as a workaround isnt great

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lol

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i know this is what most ue mods suggest for the time being

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anyway just found that funny they would put in maps that could not be displayed

rain ingot
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πŸ˜” I don't even have any games downloaded

plush yew
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i talked to a mod and while they didnt explain why they were in 4k he did confirm the max displayed size for any cubemap in unreal is 2k

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lol

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sure

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cool but even if you use a 16k image max in game will not rise above 2k

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where can i find this node?

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the grass size node

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when i search it in the nodes, i cant find it

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ok

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ur not telling me anything we didnt agree on

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lol

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if you can answer this with a yes or no without arguing for the sake of arguing ill be impressed
can unreal engine display a 16k cubemap in game
yes
no
pretend its a valentines day card

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if you are not sure that is fine, nobody needs to have an answer for anything at any given time this aint reddit lol thats why i was saying arguing it is silly

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while im not sure if it is possible myself thats why i want to discuss it humanly as it could lead to a solution

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i know it is a lot of resolution just isnt high enough for the project im using it for

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i may have a workaround however discussed on the ue forum someone suggested splitting them up

remote badge
knotty fern
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Hi, I'm beginner but i love unreal-engine so much. I have a small question, Can i make web browser game with using unreal-engine? And how?

grim violet
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Every time I zoom in my camera, even in viewport not as camera, my metahuman disappears. But its shadow still shows. Really odd glitch happening after importing mocap data

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It only happens when I am close enough to it

silver obsidian
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I am at my wits end about launch to Quest 2 from Unreal Engine. My problem has to do with 360 video playing in a game that will play on a Quest 2. Everything is working fine in preview from the headset, but as soon as I launch it to the Quest 2 and watch it from the headset, the aliasing is noticeable and lack of definition as well. Not sure where to check..anyone else have that issue? I have tweaked the setting for what is needed on the Quest 2 but still this problem.

real heath
lost niche
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I'm getting a log message as Failed to load "MyStruct" referenced from "MyBlueprint upon starting the editor. I tried solutions post online (Running fix redirectories for Content folder, removing Intermediate and Saved folder) but it doesn't seem to be resolved. Can someone help me any further on this?

drowsy snow
lost niche
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It has a reference to the struct yes, it's in use. It removes the log when I remove the struct reference as well. But comes back when I get and break it again. Blueprint refresh doesn't work either

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Everything is in place and in use

plush yew
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Hey guys, I'm extremely new to Unreal

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Does anyone know how do I package a game on low scalability?

fierce tulip
hazy eagle
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I have a problem like this can anyone help?

marsh forge
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hi guys

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i copy the content of my UE project to another pc

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and my map lost all the mesh reference

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how do it fix it ?

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the mesh loses material reference as well

knotty summit
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I'm tired of waiting Unreal Engine to shut itself when the game crashes. Takes too much time.

quiet island
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I just got a set of meshes, etc but some meshes are always like this on the opposite side. So im really wondering if anyone has a suggestion how to work with that or if there is a way to just mould it on both ends

woven marlin
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Why does this occur? UAT always fails

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Tried with windows and others its always fail

oak patio
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When you have some parts of a mesh invisible its always a normals problem

quiet island
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which looked absolutely amazing there

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but lots of them are partially broken ( yes it supports the version im using )

red condor
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Hey Jaimy, is that a single mesh from the asset you bought in your screenshot? Or are there two there?

quiet island
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3 out of the 5 seems to be fine to

quiet island
red condor
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ah yeah it does definitely look like the normals are flipped in the second screen. I wasn't sure if maybe there was a 'one sided asset' in your first screenshot (like a cliff that's only designed to be seen from one side for example). Strange issue for a marketplace asset to have... It is easy to fix yourself but definitely worth messaging the vendor

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if you wanted to do it manually: import to blender > edit mode > select all faces > recalculate normals outside > export to ue4

oak patio
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Yeah no one should be shipping an asset with screwed normals smh

quiet island
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its from this set

red condor
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can you post the link for the set?

quiet island
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wasnt sure if that was allowed but yes haha

red condor
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hm, with this being an interior set I would expect some of the assets to be intentionally one-sided

oak patio
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Didnt somone advertise that in here last week?

red condor
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the ground/ceiling/wall meshes specifically, these would look weird from the wrong angle

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(since they are designed to be viewed from within, to model the other side would be creating unnecessary geometry if that makes sense?)

quiet island
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I actually thought there wheere going to be huge cave meshes, etc

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But I might just not know yet how to work with a set like this which could explain it haha

red condor
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It may be that you are using meshes that aren't designed to be viewed from that angle of rotation, and the normals are in fact correct

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Its just that the geometry you expect to see doesn't exist

quiet island
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yeah these 3 are completely fine

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so it could be indeed something like that

red condor
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I think it must be, yep. You see the 'back side' of geometry is invisible in UE4 - so going back to your first screenshot, the higher mesh is facing away from us. If you were using it in an interior wall, it could never be viewed from this angle and therefore would look correct in game. So those ceiling/wall meshes are designed specifically for interior use and have no 'back side', making them optimal in terms of poly count but harder to repurpose. Does that make sense?

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@quiet island It's one of those things you wouldn't necessarily think about unless you've designed 3d assets yourself :)

crimson comet
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Hey guys! I’ve been exporting cinematics and I keep setting and locking the FPS to 24 but when I upload my png sequence in premiere it turns it into 30 fps. Any idea why?

worn copper
red condor
worn copper
red condor
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ahh ok

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you need to apply an impulse to the cube

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depending on the exact effect you're looking to achieve

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but essentially when the player hits the cube that's what's happening, so you'd do it yourself in the blueprint instead πŸ‘

worn copper
red condor
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you are applying an impulse without direction or magnitude - find a tutorial on physics impulses, learn how they work

worn copper
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okk thankd

crude tulip
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One message removed from a suspended account.

drowsy snow
crude tulip
ancient wadi
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Hi everyone, we would like to develop a game for the web but HTML 5 support has ended.
We have version 4.27, but we don't know how to go on, does anyone know what is currently used to develop a game on the web?

jolly anvil
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Hey there. Anyone have experience in VR with map transitions? Only a couple of tutorials out there but don’t work on my build. UE4.27 MacOS

keen charm
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is it okay to transfer large UE projects between disks. Like lets say I was actively working on a project and I put it from my 2nd HDD to my 2nd SSD to work on it better, is this a good idea? and then when done put it on 2nd HDD back again

true quartz
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I have a landscape with 7 textures, is there a way where I can automatically randomly have the textures mixed in there or do I have to paint them one by one

hard crater
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Hey, I was wondering what the most straight forward way to export a texture2d as a png file at runtime is?

knotty heron
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Is there a way to detect if the player is shaking the mouse?

neon bough
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yes, math

fallow relic
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The UV's that are generated by the plane tool will have the same proportions as width and depth you are setting. There are two options to adjust this, you could use the new UV Editor in preview 1 or you could set your width and depth to 1. Then scale the plane to your desired proportion and if you want use the bakeRS tool to freeze the scale to 1.
The UV editor is a new plugin you can turn on. Then select you mesh and under Actor->Asset Tools-> UV editor. You can select the island and scale it how you want.

maiden sundial
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I never really worked with world building, but now i'm slowly starting with it.
Now i'm facing a rather weird default behavior when it comes to LOD's.
Like e.g. i'm placing an tree and once i'm around 5 meters away from it it will go to LOD 1 which results in a pretty weird look.
Now i wonder if there's a general setting for LOD's where i can e.g. say "If you are within 25 meters use always LOD 0" or if i really need to do such an setting for each object individually

calm widget
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Getting this error trying to cast to my player character to get mouse axis value:

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However everything works fine. Only shows up after PIE

plush yew
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I have a 2x6 lobby. Is it normal to use 7 spotlights so that every corner is lit-up?

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Properly?

remote jasper
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can someone show me a good tutorial so i can make a master material that works?
I made a landscape with World Machine and i saved the dirt/grass/rock/snow layers but when i create the master material with all 4 of those textures in it (as material functions) the textures don't apply to their layers. Please help!

true quartz
remote jasper
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the thing is it should be doing it automatically since the landscape already have the layers set it and then you have the master material with the different textures in

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i set each texture to their layer and then nothing happens

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so my guess is i have done something wrong in the blueprints or something

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but i have followed the instructions of a tutorial exactly and it doesnt happen

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in the video the person just applies the material and everything falls in place, he doesnt even mention it to be honest

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but when i do it nothing happens, the whole map is just covered with the with texture....

red condor
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it talks about how to make sure the material layer blend is set up correctly, maybe that's the issue?

remote jasper
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thanks!!!

red condor
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no problem, I hope it helps! πŸ‘

dense knoll
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What file handles the FILE_PACKAGE_TAG and how would one set a custom asset tag?

red condor
# plush yew I have a 2x6 lobby. Is it normal to use 7 spotlights so that every corner is lit...

hey, looks like another method you could try is a directional light with cast shadows turned off: https://forums.unrealengine.com/t/fill-complete-indoor-level-with-light/342731/9

molten wasp
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Hello was wondering if anyone can point me in the right direction as I have two mechanics I want to work on but not sure how to do them. The first is a sanity system that will cause the player to start seeing and hearing things depending on the level of sanity. The next will be how I can have multiple versions of a level that can be switched between but keep location same as I want to make one version of the normal map and the other a kind of alternate dimension

remote jasper
# red condor no problem, I hope it helps! πŸ‘

welp...it did nothing...this is how is supposed to look and this is how it ends ups showing....
There is a sentence in there that says
"You've imported your landscape, but you may notice you can't see your Cliffs or Dirt slopes! Fear not!
The reason for this is the material's layer blend. Whichever layer is last will always be on top. So, essentially, your grass is covering both your Cliff and Dirt layers. Reordering them fixes this issue. I thought it was important to highlight this. Please note however, that the order doesn't affect hand painting layers."

But i do that and i still have the same problem...

plush yew
red condor
red condor
plush yew
red condor
plush yew
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Mostly static

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I don't need dynamic lighting

red condor
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Static lighting has no overhead in a running game

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The number you can use is virtually unlimited πŸ‘

plush yew
red condor
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After checking the website, watching a couple of videos and reading several forum threads I'm completely confused as to whether I can use Houdini in Unreal Engine to scatter/scale my own custom meshes without buying a license. Does anyone know?

fading tartan
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is there a way to convert ue5 project to ue4.27 and to keep all the levels

dark depot
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no

fading tartan
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oh

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so I would hyave to rebuild everything again?

dark depot
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or use future ue5 builds

fading tartan
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ok, i see

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thx

dense knoll
plush yew
quiet island
red condor
plush yew
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basically to correct them I i translate color textures with a powerx2 squared node

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so same as setting the texture to power of 2

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i dont understand colorspace much, is there a reason blender lightens textures like this

quiet island
# red condor Good, I'm glad I wasn't rambling haha :)

Was just playing around but I forgot we made a pretty wide camera movement option with zoom out and rotate so the user can still kind of move the camera and then view through this wall, I guess those meshes didnt think about that then haha

crimson hornet
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Hello, I am a 3D Environment Artist for video games and I usually make my textures for my models in Substance Painter and then bring them into Unreal Engine where I edit them the way I want. I was recently told that I can actually make textures in Unreal Engine and just skip the Substance Painter process. Is this correct? If it is correct what are some good tutorials to learn this? Right now I am making a concrete building and I was told recently to use Unreal Engine shaders to texture it but I don't know how to get started.

glossy mica
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I have no experience with substance painter but can't you export, normal, albedo and heightmaps from it

crimson hornet
# glossy mica Are you using PBR materials?

Yeah so Substance Painter can export all of that and I was planning on importing a PBR material into Unreal Engine and edit it but whenever people tell me to create a texture in Unreal Engine it sounds like they want me to make it from scratch. Do they really mean to just import a PBR texture and edit it in Unreal Engine?

covert creek
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Hello guys, any friendly soul that helps me figure out an issue with a static mesh colliding even tho collider is uncheck? πŸ˜„

kindred depot
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voxel plugin

glossy mica
crimson hornet
marble otter
#

How do I save a map so when I load in next time, the objects are still there? I'm new to Unreal, and I keep having to recreate a playground.

haughty hound
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Hello, not sure if this is the right channel to ask this, what is what u guys use to record gameplay? Thanks

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I even tried to buy FRAPS but cant, some issue with paypal

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Thanks @plush yew

red condor
#

Is there an easy way to avoid stacking inputs? I.e. if I have a input axis for movement with controller and keyboard set up, pressing left on both at the same time doubles the acceleration, making it far easier to avoid obstacles in my game.

marble otter
#

Didn't work last time sadly

#

Hopefully doing a few more saves works this time around

red condor
marble otter
#

I’ll try it rn

#

its gone

#

lmfao

#

I did allllll the saves too

#

I reloaded the map and got it though

#

Weird that I have to reload it

molten wasp
#

I would like to be able to change the area from a normal world to a more run down and dark, and also to be able to have spirits and creatures that are round depending on a player sanity level can anyone help at all

marble otter
#

πŸ‘€

#

Not sure what it means lmao

red condor
molten wasp
#

I am struggling with the float variable part as I have the varied levels. But with the things spawning I again don’t know how to trigger it

red condor
#

You can use Spawn Actor From Class if you want to spawn something. How specifically are you struggling with the float variable part?

#

By the way if you're just getting started and want to learn some basic concepts, I highly recommend this tutorial series for chill, helpful and well-explained Unreal instruction: https://www.youtube.com/watch?v=iTwxuahe5B4&t=3s

In this episode, we'll cover how to make and open a new project, how to move around in 3D space (it's really fundamental to everything you'll learn later!) and how to navigate UE4's editor to find what you need.

Get Unreal Engine 4 here!
https://www.unrealengine.com/en-US/get-now

Music:
L e a v e s by Sachko - https://soundcloud.com/sachkobe...

β–Ά Play video
molten wasp
#

If I am new to the code part of game dev as I usually do the assets but wanted to make my own thing

surreal eagle
#

can i run both chaos and physX at the same time

red condor
#

@molten wasp Nice! I started for just the same reason. It takes a little getting used to but after following a few tutorials of your choosing you'll have some good ideas for how to tackle your questions above πŸ‘

plush yew
#

So I cant find this on documentation or anything, but it seems like it should exist. Is there a node like select but it takes one execute pin in and has the Enumeration out?

#

It's like select, but backwards and has execution in/out

#

Wait nevermind sorry that's called a switch I forgot 7ACOSP_lmao

drowsy snow
molten wasp
plush yew
#

For some reason switch didn't come up in any of my search results πŸ˜†

drowsy snow
#

Saves you lots of convoluted switch nodes

plush yew
#

Well, for this the switch would be used to activate completely different execution parts

red condor
#

How can I check the physics velocity in the forward direction of my physics actor?

#

(I think I'm wording this badly, google is failing me)

#

I'm using a force to move my actor along its forward vector, but first I want to use a branch to check its not already going at top speed in that direction

#

If I knew it was going straight forward in world space, I'd use 'Get Physics Linear Velocity' and just check the X component. But the pawn can rotate, so... something to do with a dot product? I suck at math :)

distant acorn
#

Anyone got any tutorial on how to make a stylized waterfall

red condor
#

there's a niagara one on the first page. If you're looking to make a 3d model you wouldn't do that in Unreal, but there are lots of Blender tutorials for example

woven marlin
surreal eagle
muted iron
#

I am trying to export pano images from a scene using the panoramic export tool. The resulting image is has totally wrong lighting. Anyone else have this issue?

wide wadi
#

Using GPU Lightmass and I'm getting what looks like a light leak at the top of the wall. There is a ceiling that it intersects with so I'm not sure why this is happening. I've increased the light map resolution on the wall and I still have that fading glow

#

after build is complete its still there

split jasper
#

Is there a way I can make a mesh only show up to cast shadows? (EG the "body" of a first-person character)

boreal kindle
#

@split jasper In the rendering tab, if you uncheck 'Render in Main Pass' it won't be visible but will still cast shadows etc.

split jasper
split jasper
#

THERE we go, the phrasing of it confused me. Thanks twice!

surreal eagle
#

how recompile ue4

#

i've done some custom edits

dull hazel
#

sorry if this isn't the place to ask, but how good is UE when it comes to 2D games? Been wanting to learn UE, but I don't think I wanna do 3D games, but I've seen quite a few comments saying UE isn't the greatest/easiest for 2D is this true? pepeStraightFace

surreal eagle
#

ue4 is more for 3d (this includes top down/side scroller)

#

it's overkill for 2d

idle stump
#

Unity, Godot and GameMaker are popular options for 2d. Another good option is doing it yourself with libraries like SDL, Monogame or Raylib, depending on your needs and skills. With UE4 it's totally possible - you'll just find yourself fighting the engine along the way.

oak patio
#

I found amking a 2D game quite fun with SFML, but I wouldn't reccomend it for any major project

#

maybe some small games but nothing more

#

also really helped me learn OOP and c++

remote badge
#

unity has better documentation and bigger community anyways

winter stream
#

is it possible to delete the preview text on the shadow

sick tangle
opaque seal
tropic wren
#

fellas, is it a good idea/bad idea to replace DefaultSceneRoot in a new Blueprint with something else

#

I hate the white ball

wise trail
#

Yes its fine

tropic wren
#

I HATE IT

#

thank uo lucifer

wise trail
#

Can just drag your top component where it is

#

To replace it

timid spade
#

how can i check if 2 vectors are aligned

#

worldvectors

#

not relative

tropic wren
#

ask them nicely

#

vectors dont lie like humans

timid spade
#

idk how

tropic wren
#

ok pretend im two vectors

timid spade
#

im trying to make modular ads

tropic wren
#

ask me if im aligned

timid spade
#

idk how to check if one is in front of the other

#

facing same direction

#

they dont have to be same position

#

just same x and y position relative to character

prime obsidian
timid spade
#

thinking of it slightly differently

#

they need to be aligned

#

not just facing same direction

#

although that is part of equation

#

something to do with forward vectors no?

prime obsidian
#

What do you mean by aligned?

timid spade
#

im making modular ads

prime obsidian
#

Aligned how?

timid spade
#

second

#

basically, i want the 2 vectors to be in same z and y position relative to each other

#

x position is kept

#

so like

#

the sights on the gun

#

are aligned with the camera center

#

but if i do it my original way

#

i make the ironsight socket positions the same as camera socket

#

and that causes some issues with recoil animations and etc

#

i just want the 2 to be aligned in the forward direction

#

but their x position is kept the same

#

if you need visual format i can try making one

#

might be hard to understand my explanations suck

prime obsidian
timid spade
#

this is horrible

#

but

#

lemme open up unreal again

#

i want the sight to be centered like this, however i dont want the forward and backward position of the arms to be altered in any way

#

just the side to side

#

so like

#

i need

#

the forward vectors of both

#

if you dont understand still give me 5 mins and ill try my best to explain

prime obsidian
#

I get it, you basically want the camera look through the sight from exactly the center right?

timid spade
#

yes

#

the way i originally did it

#

is found the difference between arms origin and ironsight socket, and then found the difference between that and the camera socket

#

and my function would then interpolate the arms until the ironsight socket was the same exact position as the camera socket

#

however, when recoil animations played, the function would try to compensate for the backwards movement of the arms due to the animation

#

and it would look very odd

#

im trying to do the same thing except remove the issue with the function accounting for forwards and backwards movement

#

basically aligining the 2 vectors in a forward direction, but not them being directly on top of each other

#

in a forwards and backwards sense

prime obsidian
#

Your normal ads pose is not aligned with the default camera. So you want to move the gun to the a correct location right?

timid spade
#

yes

#

using math because i dont want to make a bunch of anims for each individual gun and sight

#

and i dont want the math to compensate for the recoil animations. just needs to be aligned with the center

#

theres something on marketplace that does the exact thing i want but its like 40$ for jsut some simple math

prime obsidian
#

You have hand ik setup or you have just directly attached the gun to a socket?

timid spade
#

no, i just move the entire arms mesh

#

gun is attached to hand

#

its not a component of the character

prime obsidian
#

Ohh so you want to move the entire arms mesh to fix this?

timid spade
#

thats what im doing right now

#

hold up

#

lemme show u the original math

#

lots of changes but ironsight arrow is just a component

#

it has the same position as the ironsight socket on the gun

#

fpmesh arrow is just the parent for my arms mesh

#

i tried doing a workaround for the recoil but it didnt work

#

same location as the root of my arms mesh

#

i dont like this setup because its worldposition and is very finnicky

prime obsidian
timid spade
#

yes

prime obsidian
timid spade
#

it does

#

ill show u how

#

lemme record this

prime obsidian
#

Yes

timid spade
#

oh oops

#

this is ads that affects recoil animation

#

if you look at the dust cover button on the back of the ak

#

holy crap

#

the quality is bad

#

second

#

this is so annoying

#

ok basically

#

it pushes the gun forward during the animation

#

looks kinda off and gives the impression the gun is going forward during recoil

#

the second video is a different way of doing ads but not optimal because im using a timeline which causes position issues if you spam ads button

the gun does not move forwards during recoil

#

you can see here the top of the dust cover is just barley visible to the camera

#

this is how it should be

#

that is middle of the animation

#

this is mid animation

#

and the dust cover is in the same position it would be as if there was no animation playing

#

because the ads function is moving the arms forward

#

because the socket position is moving backwards, so its not in the same exact position as the camera

#

that is why im trying to only make them aligned, not same exact position

prime obsidian
# timid spade

So basically this interping effects it when you play the recoil animation right?

timid spade
#

yes

prime obsidian
#

I get it

timid spade
#

its pushing the arms forward mid animation

#

ok cool

#

alright man

#

really appreciate the help

#

just for context

#

ive tried to check if the animation is playing, then to stop the interp (if it is playing) but if youre shooting while not ads and go to ads, the arms wont move at all

prime obsidian
# timid spade alright man

Move the arms up by Camera.Z - Arms.Z and then then ArmsLocation += ArmsForwardVector.GetRightVector() * -1 * GetPointDistanceToLine(Point will be Arms location and Line origin/direction of camera)

timid spade
#

thank you bro

#

i will try that now

remote badge
#

anyone ever had a bug where an event triggered twice?

timid spade
remote badge
timid spade
#

and take the x and y from arms location

prime obsidian
timid spade
#

ah isee

prime obsidian
remote badge
prime obsidian
#

It shouldn't happen though.

#

I guess you messed something up.

timid spade
#

thank you again. gonna do this tmr

#

its 4am haha

prime obsidian
remote badge
prime obsidian
prime obsidian
remote badge
#

It doesn't matter, AI fire gets called once then it calls itself somehow

prime obsidian
#

That's why it's called twice.

remote badge
#

No it's not. That's a separate branch of code.

#

If you look at the video, the debug node path clearly shows AI_Fire being called

prime obsidian
remote badge
#

Then it proceeds to loop inside of itself a single time for an unknown reason

prime obsidian
#

Have a separate fire node for the other branch.

remote badge
#

And I can delete it and I'll still have the same problem.

#

That branch is not even in use

#

It's a burst event for when the AI is using automatic fire instead of single

#

I am testing in single fire.

prime obsidian
remote badge
prime obsidian
#

You have plugged two pins into a target. It will execute on both.

remote badge
#

That's not how execution pins work.

prime obsidian
#

I am pretty sure that's what causing the issue.

remote badge
#

Interesting bug

#

I combined the bp_gun pins in a previous reference I called

#

Works now

#

Pretty sure this is a bug and not an intended feature

#

It's the exact same object, I just called get() on it twice

prime obsidian
#

Its basics that you shouldn't do that.

remote badge
#

It's bad design if this is an intended feature

#

If I wanted to execute the event twice I would call it twice

#

Otherwise there should be a compiler warning

prime obsidian
#

Man stop blaming the engine. Just because you don't know why is it like that then it doesn't mean it shouldn't be.

remote badge
#

This is terrible design, just admit it

prime obsidian
#

Plugging two pins into a same target is terrible programming I would say.

remote badge
#

It's a common mistake

prime obsidian
remote badge
#

Both of these are identical in execution

#

And that makes zero sense

prime obsidian
#

Plugging a pin from another branch into the target makes 0 sense

remote badge
#

It's a common mistake, like I said. Blueprints don't have clearly defined procedural programming, so you can declare variables anywhere on the blueprint and connect them anywhere down the execution chain. Because of this, accidentally connecting two variables to an event call, leads to the event call being called TWICE. This behavior is completely foreign to established programming practices. Even python dictates that you need to handle calls involving different variable types, such as an integer vs a tensor of integers.

vagrant hornet
#

No light source, blank level but terrain is lit up?

raven tendon
#

Why is the engine crashing randomly with this error

#

There's nothing in the crash logs to indicate any cause

cloud bay
raven tendon
#

hmm

#

Downloading rn. Takes more space than the engine πŸ˜„

cloud bay
#

I did, and I haven't found/comprehended anything in regards to termination.

#

Yeah, and it's in a rather specific context.

#

Could termination count as an amendment? πŸ€”

modest trench
#

!8ball Could termination count as an amendment?

buoyant graniteBOT
#

@modest trench, :8ball: My sources say no.

modest trench
#

thanks manny, I'll send you the bill by fax

cloud bay
#

It realistically won't be the court, but a DMCA appeal on whatever platform, if Epic decides to terminate the engine license

#

Or even more realistically, a cease and desist letter, since who'd have money to take a court battle against Epic

drowsy snow
modest trench
#

we are incapable of providing any real information on how this stuff works

#

need a dedicated IANAL emote

tropic plaza
#

It seems mobile preview is not available when RayTracing is enabled. I want to use GPU Lightmass, but disabling/enabling raytracing causes recompiling of all shaders. Any workarounds?

cloud bay
#

You represent and warrant that you do not appear on any United States list of prohibited or restricted parties (including the Specially Designated Nationals List).
Welp, it seems like using Unreal is not quite safe after all.

neon bough
#

well, silicon knights called for it (from what i know by reading the wiki entry)

rain badger
#

I'm working on an app game that involves players playing in an 'event' at the same time, but they aren't all playing on the same level per-se. I mean there is really only the one level in the game, but the players aren't interacting at all with one another.

What I am sort of looking to do is have the server start the game, and then periodically send out one piece of data every few seconds or so to all of the players. The players do their thing, but not sending any information back to the server until they meet a certain condition and then send a piece of data back to the server.

So I'm working through a server tutorial right now that is like a standard ue4 tutorial about a shooter game using replication to determine whether things are shown between players. But is there a better way to go about what I described? Or is basically having it send all that data with every player at the same spot but nothing being replicated to the server, the only way to do this?

#

I can clarify some stuff if needed

plush yew
#

Hi, I'm struggling with not common issue. I've changed my CPU from AMD 53600 to AMD Ryzen9 5900X for better performance. Nonetheless now when I hit compile in Rider for Unreal Engine it is consuming all my 16GB RAM and freeze. After a while it hasnt been doing any of 21 actions. Moreover It cant be problem with my project code because I've also tested It on Intel I5 CPU and it works.

radiant river
#

How hard is it to make a simple minimap that shows where you are in a set square area (ie. a maze)?

plush yew
#

thank you very much sir. For now a moment porting my project to UE5 would be a difficult but I'll try to limit memory for cores.

radiant river
#

Yup, me

I made a maze project where you need to escape by hitting switches to open doors for my school project, but one suggestion I got from my playtests was it was too easy to get lost and having a small map in the corner would be good

Though it's not high priority I guess. More important things to do like make my win trigger's overlap event work πŸ™ƒ

livid pecan
#

Hi all,
i'm stuck on a seemingly simple problem. I need to override AActor::PostEditMove (and other similar virtual functions) on multiple classes (Actors, Pawns, etc.). Since multiple inheritance is out of question i'm trying Actor Components, but i can't seem to find a way to "attach" the component to the PostEditMove event. Can you guys give me a lead to follow?
Thank you

red condor
#

I want to create a large world by scattering geometry procedurally and am considering various options beyond/alongside the standard foliage and dynamic foliage tools. Blender geometry nodes are pretty decent and I found an addon that lets me move things to ue4 while preserving instancing, its my current best option but can't do everything I want, like respecting mesh size when scattering. Houdini covers my needs and does far, far more, but I'd rather not pay that much if there's a cheaper/more limited tool that still suits my needs. Are there any other options it might be worth looking into?

tropic plaza
pulsar arrow
#

Hello! I am very interested in learning Unreal engine, for animation/cinematic etc (not to make a game). I am experienced in Blender but I would like to add UE to the workflow. There are alot of guides/tutorials out there, is there anyone specific that you guys and girls would recommend? Paid/non-paid doesnt matter.

#

hey thx, I missed that

grave fjord
#

Whenever I create a blueprint I get the views split like this. Any way to get it back to the default?
Last time I used unreal I played a bit with the tabs.....

grave fjord
naive dune
#

<@&608320500170620938> The link for the student to studio webinar doesn't seem to be working for me. Can someone from Epic check it out pls? πŸ™‚

#

Is it working for everyone else?

atomic nebula
#

Hey guys, I'm trying to extend the Gameplay Debugger in order to create a custom category for it, and I'm not successful at the moment.
Although tutorial is for 4.15 I'm using 4.27 version (had to fix some minor issues).
It is compiling and launching the editor as usual but module seems to not start and my custom category does not show up.
If anyone knows how to make it work in 4.27 I'd really appreciate any help.
I'm following this tutorial by the way:
https://www.orfeasel.com/creating-custom-gameplay-debugger-categories/

naive dune
late trench
#

Hey, does anyone know of patch notes for the UE5 Preview 2?

drowsy snow
elfin abyss
drowsy snow
#

Also I think webinar VODs come out pretty quick

icy bolt
#

How to make a simple vr door?

naive dune
#

Should've used the roles tag πŸ˜‚

naive dune
red condor
#

When using world composition, is there a quick way to assign all selected actors to the levels they are nearest in the editor? Here's an simple example, I'm bringing in a ton of instances at once from blender, and they all get dumped into whichever level is currently active, in this case the persistent level. Now I need a quick way to assign them to the levels they are "in" visually. (you can see three levels in this screen). Any ideas?

gloomy fiber
#

hey guys anyone know whats new in preview2 ?

#

just found the notes

drowsy snow
naive dune
drowsy snow
pallid talon
#

Is it possible to disable an mesh from being painted on with foliage?

quiet island
#

how can I fix collission height issues on a mesh?

red condor
#

When troubleshooting collision, always try visualising collision first - if you see any basic collision shapes that don't fit to your meshes, these are the ones with simple collision enabled.

uncut crow
#

what are those lines which dont let me edit anything on the UI ?

drowsy snow
#

It sometimes do be stuck like that.

uncut crow
#

should i try closing it after saving ?

drowsy snow
#

Just try move around a tab again to different position (without releasing the mouse button) until it registers as snapping to different section, and bring it back

uncut crow
#

okay

oak patio
#

Are you currently playing the level, I get that orange border when I am

drowsy snow
oak patio
#

Ah makes sense

uncut crow
red condor
#

Is there a way to set up a selection region/volume in the editor somehow? So I can quickly select all actors that are in that region whenever I need to?

drowsy snow
#

I forgot the key combination

languid berry
#

Ue4 web browser, natively blocks pop ups does anybody know how to fix

red condor
# drowsy snow 2D region, I think it's Alt + drag (if not Ctrl)

Ah, I don't mean click and drag box select (ctrl+alt+drag), I want to define multiple precise 'selection areas' that match up with landscapes in world comp and then be able to reselect in those areas later as needed (it'll be needed a lot as I work on my world design and add object data from blender, so I can quickly select them and then assign them to the correct level). Hope this makes sense.

red condor
red condor
#

I've never used a blutility, but I think they are for editor use unless I'm mistaken? It's from 2018, hopefully it'll work in 4.27

magic fiber
#

Does this mean that starting from UE5 Preview 2, VR plugins will be disabled by default?

#

Or is it saying that VR plugins being disabled by default was a bug and they fixed it?

cedar wave
#

Pretty much the most important change to be honest. (They'll be disabled by default)

magic fiber
#

Oh thank the lord

sly snow
#

you are welcome

#

I think I joined Epic primary to make that checkin! I hope it can stay. It had some fallout that got fixed. So its more complicated than it might look first.

dense vortex
#

Guys how can I hire web3 developers here

fiery flax
#

My folders in my project are empty, I can't see anything, but they contain uassets if i check in the file explorer. Why cant I see them inside unreal engine?

#

Help!

#

In the content browser

serene birch
#

yeah about time \o/ opt in VR plugins!

wide wadi
#

does anyone know why I am seeing my directional light through the ceiling inside?

grim ore
#

@fiery flaxwhere did the uasset files come from?

lime musk
#

if i add the delay, the code doesnt fire off

#

but if i dont add the delay, the code fires off

#

i need the delay

#

how would i over come this issue

plush plinth
#

#work-in-progress

fickle prawn
#

I changed a material on an actor but its not updating all the actors in the scene, is there something I'm doing wrong or is this a bug?

oak patio
#

did you do it in the blueprint editor or in the individual actor in the viewport

#

@fickle prawn

royal yacht
#

Is anyone using a mac for this application? I'm trying to work with xcode but the health bar and indead bar are not showing up on my base character in the game I'm making.

plush yew
#

looking quiet good imo, what do you guys think bout this animation

fierce tulip
#

#work-in-progress

dapper orchid
#

is anyone aware of what might cause this kind if issue? note me and a friend have gone over it to some extent.. 1. light maps are fine 2. this exact same mesh is placed in another area of the scene and bakes fine with the lighting. anyone want to give me some thoughts on why this is happening?

fluid dagger
latent sonnet
#

HELP PLEASE! This character disappeared from the content browser and broke the project

fickle plank
#

Do you think unreal engine will be good on Mac Studio?

grim ore
#

yes

#

but there is more than one mac studio, and that question is like "will unreal engine be good on my computer"

latent sonnet
#

Does anyone know why uassets won't show up in the content browser?

grim ore
#

they are not compatible, or broken. check the output log

fading sand
#

Does anyone know why UE crashes when I'm using a simple Movie Pipeline Queue Engine Subsystem script but works fine in the Car Configurator sample project? I keep getting this crash "Assertion failed: ExternalPooledTexture.IsValid() [File:D:\build++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderGraphBuilder.cpp] [Line: 653] Attempted to register NULL external texture."

hard crater
#

If it worked for you, what things did you have set up for it?

#

If you don’t mind sharing

royal yacht
#

Does anyone use a Mac for Unreal engine? I'm trying to work with xcode.

languid berry
#

trying to go into the ugc plugin on github but not letting me even though i gave access to my github someone help

prime obsidian
wise trail
#

Random question any news of unreal being used for steam deck? I havnt looked into it much myself but havnt seen anything either.

royal yacht
prime obsidian
royal yacht
prime obsidian
royal yacht
opaque sleet
#

Hello guys, I would like to ask you for tips how to do player pawn attachment to another actor, for example helicopter, server/client. Helicopter is owned and moved by server. I have an issue that when the helicopter moves and the player is in as passenger he is doing some "shaky" movement. I guess it is because of player doing some reconciliation? Also the player is attached using AttachToActor function, and he can only look around movement is disabled. Thanks.

dark rune
#

How do I get advertisements to show in my unreal engine Android app/game?
What services should I use? How do I implement them in unreal engine? What should I look out for? etc
Can someone send some resources I can look at?

plush yew
#

how do i make the gap between the meshes unnoticeable - theyre exactly the same

fierce forge
#

hello, do somebody know why I see these lines when i'm moving the camera? The terrain is a procedural mesh

prime obsidian
prime obsidian
opaque sleet
rocky hound
#

Hey all,
I was following a course that dealt with grabbing objects using the physics handle. I noticed that the physics handle returns the grabbed component which is a pointer to a UPrimitiveComponent (Subclass of actor components).
According to the docs:

PrimitiveComponents are SceneComponents that contain or generate some sort of geometry, generally to be rendered or used as collision data.

But I thought that Pawn was the class that is related to the mesh stuff.

I've always thought that Components were just Behavior stuff for the pawns.

I'm a bit confused about this Actor->Pawn->UPrimitiveComponents relationship and why are we grabbing Components rather than the Actor/Pawn itself. I just can't imagine a scenario when I would want to grab part of a composite object. (unless I'm misunderstanding something)

runic arrow
#

anyone knows is there a website to download an open-source, sample game files for unreal engine? thanks!

tame marsh
runic arrow
#

yes, particularly c++ code

tame marsh
#

Well the community wiki was a nice repository....

runic arrow
#

ooh, didnt know there's this website

#

i'll check it out

tame marsh
#

Sorry, it was kinda in jest. There was a community wiki but Epic took it offline

runic arrow
#

thanks

drowsy snow
runic arrow
tame marsh
#

There's a new version of the community wiki at https://unrealcommunity.wiki/ but it seems lots of the older resources have been lost. Granted, lots of it was rather outdated

Welcome to the Unreal Engine Community Wiki; a community-driven resource for educational content pertaining to the Unreal game engine.

runic arrow
#

ooh that's the website im currently looking at

#

i tot this is the original community website

tame marsh
#
runic arrow
#

over a year of maintenance mode

dark rune
#

right
thanks ill go there now

tame marsh
red condor
#

World composition is dependent on landscapes, right? In my case many of the landscapes will be flat, so in theory they could just be planes.

#

I don't think ue5 has anything I need for this game tbh, planning on sticking with 4

#

is it that much better? Haven't looked into partition at all, but I assumed they would be conceptually similar

#

you're tempting me to check out ue5 xD

#

I have seen some rumbling about problems with world comp, but not many specifics on what they are. My tests so far are limited, but it -seems- to be working well - so far anyway..

night oar
#

Hi everyone hope every one is good. Well I have a question I have a multiplayer Hud which displays the health of both players. But I cannot find a way to display real time health of both the player. I would appreciate any help.

drowsy snow
#

The new animation features in UE5 are the only brownie points from me, but then loses them on lowend feasibility (LPV's gone, PhysX 3's gone)

#

Can only hope Lumen and Chaos become fast somehow in 5.0

#

At the very least Lumen's capability to use lowest non-nanite mesh LOD.
GTA V has been doing that in PS3 no less.

#

Otherwise LPV is kind of my saving grace in UE4

unique kraken
#

hey guys i need a take on something. i have a face that face has roughly 300 bones. (specific reasons)
and im worrying about performence.
most of the bones only have a few vertecies assigned.
as far as i know you can delete bones from lods, meaning i could have some specific lods 0-10 or something, removeing more and more bones.
though im still worried about performence when i literally use 300 bones on the face

#

anyone can voice there oppinions?

drowsy snow
unique kraken
#

hm

#

well for one char maybe but this is supposed to be like for all my faces

#

lets say, i have 10 of those faces + other stuff in the scene. i just wonder if this would just kill performence

drowsy snow
#

Gears 5 cutscene models probably has close numbers. Maybe MetaHumans as well

unique kraken
#

hm, probably. but what im doing feels a litle extensive πŸ˜›

#

maybe ur right and i worry to much, LOD it properly and it might work i guess

red condor
#

Apologies if my previous comment came across as dismissive. I know world comp is a cheap trick, but I think/hope that's all I need for this particular game πŸ˜„ Regarding caveats, I'm aware of a few - no landmass, blueprint communication is trickier, AI can have problems navigating. I think I can design around these. Are there any others I should be aware of?

#

Ah yeah, no multiplayer for this game thankfully. I am going to check out ue5 definitely. My process at the moment is reliant on a few tools that work with ue4 but aren't updated yet for ue5 - but I expect they will be eventually.

#

One thing I am hoping to do is 'fake' world comp for parts of the game, so I can load the same landscape over and over again (my player is forced to travel in a single direction - essentially an endless runner kind of deal). As I understand it, world comp is really just an easy way to tell unreal when to shift the origin and load another landscape, and which to load. So I'm hoping it shouldn't be too hard to do this manually.

red condor
#

Most of my game will be non-infinite, designed routes across a larger (imagined) world. World comp for these will just be a bunch of levels going in a single direction. But I was thinking for boss fights an endless effect would be cool - just so it doesn't matter how long the fight takes. (However I could maybe fake the player (spaceship) and boss forward movement for those if needed). I'll try the 'fake world comp' method today to see if it could be viable.

#

Ah, I'd never heard of the circle trick, that's clever...

#

Yeah nice! A simple 'straight line' idea just occurred to me. I could just have the level loaded twice, one in front of the other (or two identical levels if necessary for world comp). When the boss reaches a certain point along the world x, I move the player, boss and any bullets back the distance of one landscape to give a visually seamless transition. I wonder if that would mess with world comp tho, will have to test.

faint bone
#

I need help.

#

failing to understand how list works in ue.

#

i want to create a player selection index, his name and his character choice saved like a list but my mind is not coming up with any solution.

#

i want to add multiple entries on runtime and get those choices later in gamemod.

fiery flax
#

Does anyone know why I can't see my hands in vr? Like it doesn't detect my controllers at all for some reason, but the headset works fine

pine siren
#

I have a huge procedural planet with a DirectionalLight, a SkyAtmosphere and a SkyLight. Everything works pretty well, except for the SkyLight. Everything not directly lit by the directional light is pitch black.
I tried to move the SkyLight next to the player, and it started working. Do I have to teleport it around following the player, or are there any settings I can use to keep it at the center of the planet along with the atmosphere and light actors?

pine coral
red condor
#

My fake 'infinite area' is working! I'm achieving this with two identical landscapes, and jumping the player (spaceship) back the distance of one landscape when they have travelled far enough. The only problem is the spring arm, which has lag enabled, resulting in the camera gradually moving back to the new location (when testing with lag disabled the transition is seamless). Is there some way I can trick the spring arm into not compensating for the updated player location? My first idea was to disable lag for a split second, but the transition is still very noticeable.

regal oxide
#

Hello, I have a question. I've had to add some geometry to some of my walls to make them a little more complex. Is there a way I can see what kind of performance hit I take by doing this?

rare frost
#

does anyone have any recommended video tutorials on how collision profiles/channels work? i thought i had a good understanding but a recent bug has proved me wrong!

#

non-video tutorials are welcome as well

cedar wave
# rare frost does anyone have any recommended video tutorials on how collision profiles/chann...
Unreal Engine

Choosing what collides is obviously very important, but it can be tricky, and it’s a problem that we have spent quite a while discussing while developing UE4. The system we have can seem a little complex at first, but it is very powerful and consistent, so I wanted to give a little background on how we arrived at it. We’ll talk about the differe...

calm crow
#

Hello, do you know how to link a custom proxy or hlod (i built myself) to a group of mesh ?

shell surge
#

Hey guys, anyone here using ultrawide monitor for unreal ? Like 49 inch ? What do you think, is it worth it

dusk hemlock
#

Don't know what is causing these issues while rendering on IoS devices
It's not Z-fighting (It mostly faced on the sky sphere or Landscape)

maiden sundial
#

Huh, is there really no #chaos channel ?

grim ore
maiden sundial
#

Kinda felt like Chaos is too specific for that, but i that case πŸ‘

drowsy snow
maiden sundial
grim ore
#

yeah but Physx didnt... and you know... it was the physics system in UE4

drowsy snow
#

Heck, back then building from source is a must, before Epic provide separate listings in the launcher

quick shadow
#

I have had this issue across multiple versions, going back at least a year (probably closer to 2). The "Find in Blueprints" functionality will kind of .. hang. It might find some results before it hangs or it might find nothing. But it never finishes properly. I need to restart the editor then I might get 1 or 2 "clean" searches before this hang starts happening again

proven mauve
#

This is big brain. I'm loving it.

calm crow
calm crow
#

i want to have 4 mesh that transform into 1 mesh when distant

#

you havn't read my message

red condor
#

ohh

calm crow
#

(to precise, i don't want it to be generated with unreal, i want to import mine)

red condor
#

sorry about that, I saw hLOD and read LOD πŸ˜…

calm crow
#

np

drowsy snow
#

Hand tailored LOD definitely possible tho

remote jasper
# remote jasper welp...it did nothing...this is how is supposed to look and this is how it ends ...

Just an update on this in case someone has the same problem as me....You have to manually go to each layer and select import from file and assign a weightmap for each layer....for some reason none of the videos had this anywhere cause apparently it happens automatically but for me it didn't! I just watched some random video about world machine that showed it as he was applying textures....
Thanks everyone for their help anyway!

calm crow
red condor
remote jasper
red condor
fading tartan
#

whenever I export my blender model I get a lot of fucked up textures in unreal

#

export preset

grim ore
#

your textures wont come over as materials into UE4, you have to set them up still

fading tartan
#

oh ok

#

thx

red condor
#

Is there an easy way to avoid stacking inputs? I.e. if I have WASD and cursor keys set up for an axis, pressing left on both at the same time doubles the input, making it far easier to avoid obstacles in my game.

grim ore
#

does it double the input (as in the axis is now for some reason 2/-2), or is the event for input firing twice, one for each key?

red condor
grim ore
#

yep then clamping it might be the smart idea

red condor
#

investigating these options now, thanks. For the second, this also applies if a controller is set up as well as keyboard in the input controls - but maybe there's a way to have peripherals take over from each other when one is used?

#

Yep, clamping works perfectly - not sure why I didn't think it would :) Thanks!

cedar hare
#

I would love some advice for company based livelink support. I want all livelink connections to be isolated to just their computers only.

It’s mainly because unreal live links plug-in updates all feeds every second which makes it impossible to pick your local feed.

I suspect I need to narrow the unicast end point on Mayas side in order to make it more isolated. From testing I believe unreals listener is pulling everything.

If I could narrow the listener to just their computer would also be a solution.

I just need clarification on unicast end points and tunnels. As resources tell me how it works, but not this type of application.
Thanks In advance

dapper orchid
cedar wave
#

<@&213101288538374145> πŸ‘† Cross-poster

buoyant graniteBOT
#

:triangular_flag_on_post: Tristian#1881 received strike 1. As a result, they were muted for 10 minutes.

night cloud
#

So im running into the issue of my editor getting stuck at 90% when i try and open it for one of my projects. This is the log when it gets stuck. I didnt change anything drastic and have even already went through and removed the small amount of code I did change to see if it would have any effect. Has anyone else had this kind of issue or know of any ways to get to the bottom of this issue

wraith wasp
#

hi ! i am new at unreal engine , anyone can explain me - when i am trying my project - PLAY - VR preview - it got mutch better graphics, when i am Launch - game . how to earn the same graphics?

neon schooner
#

Hi all! I'm having a UE issue I was hoping to get some help with as well. I'm animating a character in Maya with motion capture but hand keying facial blendshapes to export an FBX into UE. The facial blendshapes don't work however once the mocap is applied. Any ideas??

rain ingot
#

My MFAA is off

#

didn't fix it though

rain ingot
#

minimzing my screen fixes it, but I want to know the root of the cause if anyone has experienced it before

drowsy snow
neon schooner
cyan cargo
#

I want to use Billboards in VR but the billboards are rolling with the VR headset. Is there any way to prevent this?

vital whale
#

Hey team, could use your help! I used an Example map given to start a project. I leveled the entire map, stripping it down to literally the floor, and then built up a sizeable map on top of that, over the course of a couple months. Ive been saving it, creating back-ups, and loading it up every week, with no problems. Today I load it up to get to work, and its the original example map. Not only that, all of my back-ups, become the original example map. Has anyone here had that problem before? I'm open to any and all ideas lol
it was after some update, I think it mightve been an epic games update of some sort. When I try and open up the .umap files, they also won't open, or will open with the original example map as well. No worries if you can't help, i'll just... be here πŸ₯²

grim violet
#

How do I change the reference pose of a skeletal mesh inside of UE4?

#

I try using the Modify Pose in the retarget manager but it doesn't update the reference pose

dusk nebula
#

I recently learned what the "Expose on Spawn" tick box does for a variable and it's kinda great

plush yew
#

The one that loads when you open a new project for the first time?

#

Does not need to be first person tho, just that default map

#

Is that what you are talking about when you say example map?

raw stone
#

Hi, have anyone implemented the Asset Manager for loading PAK files for mobile? I'm in need of some resources to get started with it

vital whale
#

@plush yew In my case, it was the free Rural Australia Template

small pewter
#

Hey, I have a general question. I wanted to know what's the name of the job at Epic where I could create Fortnite Creative Devices for players to use. Like I want to focus on creating only that through blueprint (as I have only some bases on C++ but not that much) so do you think it's possible and also what's the name of this job please so I can look it on the Epic Job List Website / Linkedin offered Jobs by Epic πŸ™‚ ?

Please ping me if any answer

plush yew
#

Im not sure the technical reasons, but it is definitly best to aviod using any of those preloaded example levels

#

They always have problems

#

Seems like you just ran into another reason why not to use those.

tribal trail
#

I'm working on a joint project. When I double click the project, it opens just fine. When I try to open via the browser, it asks me to convert it. Any clue what's going on? (my version: 5.0.0-16682836+++UE5+Release-5.0-EarlyAccess)

woeful wadi
#

hey I've got a question, I always see that multiplayer fps games have the local player's model as only having hands, but on the server it's a full character model. Are there any tutorials which explain this that someone could recommend?

noble bridge
#

help

#

i cant install ue4

#

everything is gray

exotic root
#

The top right corner?

peak cedar
#

hello

#

i am trying to spawn a particle emitter in the direction my pawn is facing but it is spawning always in one direction. does anyone know what is the proper way to fix that

noble bridge
drowsy snow
tulip halo
#

@small pewter Hi, I think that there probably isn't a specific job for creating items in Fortnite. Rather, I think you'd be hired as a game designer/programmer to work on various games at Epic, most likely including Fortnite. So probably game designer or programmer is your best bet. Sorry!

small pewter
#

Also do you know if those 2 jobs you suggested above could be done in remote (as I don't live in USA) ?

exotic root
#

Studios tend to have specific creative processes, so they prefer people who can follow their format, so that if you got hit by a bus, someone else could pick up your work

tulip halo
#

Learning a programming language is also definetely good in general for being a game designer/programmer

small pewter
tulip halo
#

Yeah, I'm just starting to learn C++ too coming from little to no programming experience. It's definetely challenging.

#

I have a pretty good grip on blueprints but C++ is definetely the deep end of the pool.

small pewter
#

Like I have some programming knowledge as I code everyday in lua, I did some java, javascript, C and C++ so I'm not a beginner at programming at all, but the C and C++ pointers and references is my biggest weakness because of the way people explained it to me

#

Also do you know if those 2 jobs you suggested above could be done in remote (as I don't live in USA) ?

tulip halo
#

I think that depends on each company's policy about working remotely. I'd check Epic's website or job application page to see if there's anything about it.

vapid plaza
small pewter
vapid plaza
#

then I would assume it is in person

small pewter
#

argh 😦

tulip halo
#

This is a list of the avialable positions. There's a check box to show if it's remote compatible or not

exotic root
#

I would recommend just trying to get any job in the position you want. Your dream job will come when you have the credentials to be asked to work there, as opposed to applying

vapid plaza
#

jobs at epic are hard to get

small pewter
# tulip halo This is a list of the avialable positions. There's a check box to show if it's r...

The problem is the Remote checkbox show countries being remote to USA and my country isn't in any of those countries so I don't know if by "Remote" they mean you can't work from any country from home, or by remote they mean a remote country so either you have to be in person in one of their studio in one of those countries or you can work on remote but you have to be in that country anyway

tulip halo
#

Hm, yeah I think they mean that there are positions available in studios outside the US? Not 100% sure

exotic root
#

again, I wouldn't latch onto Epic. Find any job (in the field you want to be in that is) and you'll have greater success

small pewter
#

Also I'm seeing there's no Junior jobs, so anyone starting his carrer can't apply ?

exotic root
#

Make Epic the long term goal

tulip halo
#

I agree, I think starting out at Epic is pretty unrealistic, unfortunately. If you build up some experience working for smaller indie companies and whatnot, then you'll have a better shot.

small pewter
#

The thing is I really love Epic's philosophie with Fortnite and I really like this game (I don't like the BR but the creative part of it) and I would really like to work on it too to help improve it by creating awesome creative devices to help people

tulip halo
#

That's great! I think there are tons of game studios out there with similar passions and ideas that would be a better start. They're also easier to get jobs at, and will probably let you work remotely

small pewter
#

I hope so, the thing I'm really scared about is starting in the job world (as I'm still a student, almost finished) so I'm kinda scared to not be effecient enough like the way studios are waiting for someone to be

tulip halo
#

That's another great thing about starting small, there's less pressure to be perfect. Indie studios can be a lot more laidback than big triple-A companies like Epic, even if Epic is great

small pewter
#

also the problem I'm having with Epic is it's in the USA and the USA is the last country I would like to live in (because how insecure I would feel there)

tulip halo
#

Remember, you don't have to work at Epic. But if it's your goal, that's great. You can cross those bridges when you come to it. Small studios are the way to go. You can see how you feel about it in a few years or so, once you have the experience.

vapid plaza
#

also, epic is freaking hard to get jobs at

small pewter
vapid plaza
#

they are a prestigious studio who works on huge projects.

#

more people want to work there so there is more competition

#

basically, there are millions of people who want to be a fortnite dev like you

#

and you have to be better or more connected than all of them to get the job

tulip halo
#

Yeah, it's definetely tricky. But having a lot of experience will definetely help.

small pewter
#

I see

#

I hope one day Epic opens a studio in Europe

plush yew
#

I have a concept, curious where I'll get with it

#

Currently I'm thinking... how nice can you get a game with the same sort of style as the older doom-clones and daggerfall to look, by this i mean the 2d enemies and props in a lower-poly 3d world

#

I imagine with a combination of shaders you can get something really impressive looking

modest trench
#

there are like a dozen of those now

plush yew
#

I wonder if you can apply specular and normal maps to a billboarded asset. Like if the light would work

plush yew
#

Was that on unreal? learn something every day i suppose

drowsy snow
#

Yes, it's a UE4 game.

plush yew
#

doesnt look like amid evil uses billboarding, those look like 3d assets

drowsy snow
#

The weapons are billboards.

plush yew
#

I was referring to the enemies mostly but i dont even know if the weapons are billboarded, watching some gameplay

shell surge
#

is it possible to play media on a cylinder without getting stretching?

plush yew
#

either way a pretty game tho

#

oh no, i found an interview on it with unreal : O very impressive movement in that case

young zealot
#

Does anybody know how i can fix a bug where my main UI pops up on every level? It pops up on my menu level and i only want it to pop up when i load the actual gameplay level. I think it might be something to do with some default UI or something (The UI only appears on the main menu once the project is already packaged)

buoyant graniteBOT
#

:triangular_flag_on_post: Fluffy...#5981 received strike 1. As a result, they were muted for 10 minutes.

short hinge
#

Hello guys, can someone suggest me how to make cloud like this?

fierce tulip
#

many ways, depends on what you need to do with it, see em from far away, get up close, etc.

short hinge
#

i want to make it for game environment.

fierce tulip
#

that still doesnt answer what you are going to do with it.

short hinge
#

Oh sorry .I want to them see from far away

fierce tulip
#

in that case just mesh planes with cloud textures/materials on them should suffice.

#

oh, that one is paid, because of course it is

short hinge
#

What if I want to make them to see both near and far?

short hinge
fierce tulip
#

then you might want to look into volumetric clouds, should be quite some tutorials you can find for them.

modest trench
#

they are actually built in funnily enough

#

you can even place them individually too

short hinge
modest trench
#

yep

short hinge
#

Thanks for suggestions. I will try it.

kindred depot
#

Does anyone know why; When I export my model out of unreal engine as fbx, it turns into a lower quality version of the model?

oak patio
#

What do you mean exactly

#

Show some screenshots

kindred depot
#

Okay hold on

#

Oh

#

I was not waiting long enough for it to save...

oak patio
#

Rip lol

kindred depot
#

xD

#

still looks weird

#

idk

#

this is what happens on export

#

it ruins the mesh tangents and normals

short hinge
kindred depot
#

Where would the export settings be to fix something like this?

short hinge
#

I haven't tried it . I export in normal way and fix vertex normal in 3d software like Maya.

kindred depot
#

Yeah, that just sucks that this is processed like this.

#

well thanks, ill try a different workflow

short hinge
#

ok

kindred depot
#

It was the smooth feature in UE5 that messed it up in the modeling section.

shut flax
#

Where do I even start game development hmm

exotic root
#

Are you looking to be a generalist? Or learn something specific?

shut flax
#

I mean What does a generalist do in game development?

#

I've been thinking of making a fps game for a while

#

but never understood game development

exotic root
#

Hard to get a job as a generalist unless you're indie, where you gotta do everything yourself. If you wanna work somewhere, then you need to be more tuned to a certain field.

If you're interested in the art side of things, find a blender tutorial on how to make something super simple, like a table, then texture it.
More interested in animation? There's a lot of basic models you can download to play with
Maybe you'd rather get into gameplay design? There's some fantastic books on the matter, but learn how to make a gameplay/interaction loop, then you can script it in blueprints

shut flax
#

I’m not really interested working for any company I want it to be like a hobby yk

exotic root
#

So yea, you'd be looking to be a generalist. Are you stronger with art or engineering?

shut flax
#

both not much

#

I’m 15 but slowly getting into coding at school and that.

autumn flame
#

Make little fun projects, get used to the Engine workflow

shut flax
#

Yeah

#

Any videos/tutorials you recommend

#

Or Courses

exotic root
#

All of them and none of them.

autumn flame
#

Pinned comments

exotic root
#

specifically the pinned comments

#

but don't be scared to go off course. There's little that can't be fixed with a hard uninstall and reinstall XD

shut flax
#

xd

#

I’m installing unreal engine 5 from GitHub then building it

mortal canopy
#

hey all o/ building a vtubing app for myself in unreal 4 and could use a community

exotic root
#

joking aside, seriously, don't be scared to play. Too often I see people in servers asking these questions fail because they adhere to the tutorials and don't feel like they can do anything other than what the tutorial says

mortal canopy
#

dum artist trying to make an app: the movie

mortal canopy
#

honestly i only got as far as i have due to aggressively poking around in the blueprint editor LOL

exotic root
#

^

mortal canopy
#

learned a lot that way

shut flax
#

Hopefully my pc can run UE5

mortal canopy
#

currently studying IK bones so i can get the arms like.. moving with my hands since i'm using a leap motion

autumn flame
#

Not sure how stable the current UE5 build is so be wary

mortal canopy
#

yeah i went for ue4 for that reason

exotic root
#

Be prepared for the computer to sound like a jet engine

mortal canopy
#

dang that bad? LOL

shut flax
#

lmao

autumn flame
#

110% CPU usage

exotic root
#

235% Memory usage

autumn flame
#

Out of video memory

exotic root
#

Unreal had to stop because it ran out of memory

shut flax
#

when ever I run ue5 my cpu usage stays at 10 to 20%

autumn flame
#

Unreal editor has crashed

mortal canopy
#

for a stable build i get ue4 to crash a lot just fine

#

i see that this is normal

exotic root