#ue4-general
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bruh π€£
π lol
haha, and it can not be stop that developer folder automatically created as a window use name.
so simple solution is change the Window user name
Yes, but actually not that simple
Wondering if there's a fix for this sun glare? Had this issue for a long time, it looks really low res and flickers
All through many different engine versions and projects. Even in ue5
In the Directional Light, reduce the Brightness for Light Shaft Bloom
It defaults to 100 which is way too much of a value for it.
It doesn't really do it. Lightshaft bloom is really low. The effect only goes away when i turn bloom of completely
Then disable the light shaft bloom.
Yeah i guess. But it's a nice effect
(not to be confused with the actual post process bloom)
Yeah. Thanks though i just figured maybe i could increase resolution or something else
If you use a custom UE4/UE5 built from source, this could be a reference to make a nicer bloom
https://www.froyok.fr/blog/2021-12-ue4-custom-bloom/
Oh, that's way above me hah. But it looks cool
Is it possible to group objects in the map editor? So I can quickly select a group of static meshes for example?
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.
Ah, nice! Thank you, Google was failing me π
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
Look at how the box brushes are implemented
Then create your own version of it and go from there
yeah but how
Open the code file for it?
ok
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
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
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
if youve tried the scale up texturing thing try it but with rotated images
i can also give a few pics of my shaders if it helps
Yes please
could someone helpme with a small problem i am having
ill get it in a sec
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?
i know
i disconected it to figure out the problem
here is more of the blueprint
here your gonna need some black and white maps with it but any will do
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.
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?
right now there are materials for each object, how can I change it so that there is one material for all 3 objects
Looks like a great starting point, thank you!
looks like you have unneeded material slots, you'd fix that in the 3d software
oof is there no way to fix it in unreal?
I just want to apply one texture on the full object
Not sure but I doubt it, since you'd need to reassign which faces material(s) apply to. Easy to do in blender but I don't believe UE has the capability.
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.
You need to bring it back into blender, delete 2 of the assigned material slots and reassign all of the mesh to the remaining material. Its really simple
man these are free models π the only thing I've ever used blender for was animations
Thats fine you can still import them into blender.
I just detailed the process above π
I didn't even see that
How to set up a simple vr door?
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
or at the very least, have it affected by shadows but not casting them
once you know how to do it this is a one minute job, tops. Much easier than animation! :)
for the second, uncheck 'cast shadows' in the mesh settings π
disabling receiving shadows is trickier, see here: https://forums.unrealengine.com/t/how-to-disable-receiving-shadows-on-a-particular-mesh/325456/7
Change your texture to unlit and set you base color to go to the emissive(so its not totally black). You should stop receiving shadows now. I know this is an old question but I was also looking to do this and this and I thought I should post it here for anyone else looking to do this
i think you misunderstood
when cast shadows is turned off, shadows dont hit the meshes
so if you walk in a room it stays lit up
this was just with the default ue4 fps template
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
any help folks?
It is giving me the sploches but the tiling is still there
As it shows in the video
I am using Megascan Grass assets
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
Nope, unplugging them still gices the same result
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?
Is it true that i can make a unreal engine game with no coding experience?
try what?
idk haha
but how can i learn this
that all is just confusing
nope lol
imma try that
yes it is for me
how long does it usually take to learn blueprint?
yeah
i also have a problem installing the unreal engine
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)"
shii nvm
i had to go to library tab
what could be causing this?
not sure how to fix it tho
theres just random pieces of light everywhere
I think I figured it out
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
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.```
would anyone happen to know why my two meshes have identical normals, tangents, and binormals, yet left one is inside out
both have the same material and tbh im lost
Also do you need a very good pc to make games? my pc isnt the best
could my glass be causing the light on the wall?
cant figure out what is causing that light
Ram is the cheapest and easiest to put in out of all of them tho'
so thats a +
so confused on whats causing this light
there are no compatible ram sticks for my laptop in here where i live
so i gotta live with 8gb
oof
that was it! the file format im importing must have changed it's face indicies for whatever reason, thanks!
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.
I figured it out, it was my light

well
what could be the cause of this?
that texture is the same as others
but its brighter
so when i move my character the camera mvoes alongside the character
whilst still keeping the ratio distance to the camera
it will however make the game move alongside the character during axis inputs
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
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?
not sure about a hotkey, but you can select it from the little dropdown menu next to 'Play' and it will stay active until you change it back
Ah, yes I found that just after asking π That should suffice
It would help if you describe what you are trying to achieve, personally I can't figure it out from what you wrote :)
its okai
im very very stupid
my camera was rotated wrong
so it ept messing up no matter what i did
im so sorry
ha no problem! I'm pretty stupid too xD glad you figured it out π₯³
Does anyone know how to access animBP from sequencer, using a recorded character BP?
Just means you have too many stationary/movable lights IIRC
Ye
I found out all about it, thanks
Had no idea overlapping was bad loool
noob stage is fun
(turned out this did everything I needed btw, thanks again π)
Is it possible to have my post process affect the UI (hud) as well as the game itself?
Here I did what you said and skipped the add static mesh component
and added them to the root directly and set collision to block all
I add a cube into the world and set its collision to block all
I move the ship through the wall = no collision detected lol
here is the same problem from 7 years ago
now let me remove all my meshes and replace it with the default cube and set to block all
same issue
now let me drag the default cube onto the scene root
problem solved ... except back to my original complaint - how can I have multiple meshes in the default scene root with collision ?
physics asset
I was excited since this was an answer I have not tried yet but ..
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)
Im a beginner who hates to believe that unity should be for me
Im tryna make a small 2.5d pixel game
This is so random lol
im so sorry i am stupid beyond comprehension
I didnt fix anything lmao
i thought i did tho!
ill make clip hopefully someone knows the asnwer
Hey everyone
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
how come my model is see through?
Have a GitHub account?
Unlink then relink it again
someone knows how to solution this ?
@plush yew apply it in blender and fix the uvs so it fits correctly than reimport your mesh and apply the texture / material there.
A lot of the things the unreal devs do dont make sense but this one takes the cake
when you enable their built in hdri backdrop
all the hdris are 4k
yet unreal engine can only display a max of 2k hdris
what was their goal with this
is there some big brain way to enable 4k
or did they just say yeah these look good who cares about wasted space
yeah splitting up cube maps as a workaround isnt great
lol
i know this is what most ue mods suggest for the time being
anyway just found that funny they would put in maps that could not be displayed
π I don't even have any games downloaded
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
lol
sure
cool but even if you use a 16k image max in game will not rise above 2k
where can i find this node?
the grass size node
when i search it in the nodes, i cant find it
ok
ur not telling me anything we didnt agree on
lol
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
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
while im not sure if it is possible myself thats why i want to discuss it humanly as it could lead to a solution
i know it is a lot of resolution just isnt high enough for the project im using it for
i may have a workaround however discussed on the ue forum someone suggested splitting them up
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?
Hey anyone know how to help? https://gyazo.com/b193c40f741d78b25c11d3fadc919e83
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
It only happens when I am close enough to it
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.
It's just a scalar parameter node, the name of the parameter has been called "GrassSize"
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?
Look for bespoke offending reference in "MyBlueprint"
Look for what exactly?
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
Everything is in place and in use
Hey guys, I'm extremely new to Unreal
Does anyone know how do I package a game on low scalability?
its just a scalar. Hold down s > left mouse click > rename to whatever you want. also, look how material instances work.
I have a problem like this can anyone help?
hi guys
i copy the content of my UE project to another pc
and my map lost all the mesh reference
how do it fix it ?
the mesh loses material reference as well
I'm tired of waiting Unreal Engine to shut itself when the game crashes. Takes too much time.
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
Why does this occur? UAT always fails
Tried with windows and others its always fail
You need to recalculate your normals, manually flip the affected face normals if you want the long route
When you have some parts of a mesh invisible its always a normals problem
I just bought this on the unreal engine marketplace
which looked absolutely amazing there
but lots of them are partially broken ( yes it supports the version im using )
Hey Jaimy, is that a single mesh from the asset you bought in your screenshot? Or are there two there?
3 out of the 5 seems to be fine to
ehh this might be 2 haha I think I was trying to rotate it to see if that did the trick but it didnt
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
if you wanted to do it manually: import to blender > edit mode > select all faces > recalculate normals outside > export to ue4
Yeah no one should be shipping an asset with screwed normals smh
its from this set
can you post the link for the set?
wasnt sure if that was allowed but yes haha
hm, with this being an interior set I would expect some of the assets to be intentionally one-sided
Didnt somone advertise that in here last week?
the ground/ceiling/wall meshes specifically, these would look weird from the wrong angle
(since they are designed to be viewed from within, to model the other side would be creating unnecessary geometry if that makes sense?)
I actually thought there wheere going to be huge cave meshes, etc
But I might just not know yet how to work with a set like this which could explain it haha
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
Its just that the geometry you expect to see doesn't exist
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?
@quiet island It's one of those things you wouldn't necessarily think about unless you've designed 3d assets yourself :)
Hey guys! Iβve 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?
How to Destruct Cube on Begin Overlap?
DestroyActor (to destroy the whole blueprint) or DestroyComponent
Could be premiere import settings?
How to Destruct Cube on Begin Overlap?
ahh ok
you need to apply an impulse to the cube
depending on the exact effect you're looking to achieve
but essentially when the player hits the cube that's what's happening, so you'd do it yourself in the blueprint instead π
I tried this before but not working
you are applying an impulse without direction or magnitude - find a tutorial on physics impulses, learn how they work
okk thankd
One message removed from a suspended account.
Yes. If you manually put the priority for ShaderCompileWorker to High in Task Manager, it'll compile faster, at the expense of your computer's usability. It's fine if you're going to go somewhere while it's compiling.
One message removed from a suspended account.
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?
Hey there. Anyone have experience in VR with map transitions? Only a couple of tutorials out there but donβt work on my build. UE4.27 MacOS
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
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
Hey, I was wondering what the most straight forward way to export a texture2d as a png file at runtime is?
Is there a way to detect if the player is shaking the mouse?
yes, math
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.
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
Getting this error trying to cast to my player character to get mouse axis value:
However everything works fine. Only shows up after PIE
I have a 2x6 lobby. Is it normal to use 7 spotlights so that every corner is lit-up?
Properly?
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!
As far as i know you have to use the paint tool in the landscape menu to paint each layer
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
i set each texture to their layer and then nothing happens
so my guess is i have done something wrong in the blueprints or something
but i have followed the instructions of a tutorial exactly and it doesnt happen
in the video the person just applies the material and everything falls in place, he doesnt even mention it to be honest
but when i do it nothing happens, the whole map is just covered with the with texture....
is this guide still relevant? https://nerivec.github.io/old-ue4-wiki/pages/world-machine-to-unreal-engine-4-in-depth-guide.html
it talks about how to make sure the material layer blend is set up correctly, maybe that's the issue?
WOW! looks like it could be it, im gonna start reading
thanks!!!
no problem, I hope it helps! π
What file handles the FILE_PACKAGE_TAG and how would one set a custom asset tag?
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
Ok, so you are looking for a more constant flood of light that eliminates the areas of harsh influence by the point lights. There are a couple of ways that come to mind. One is to use only a directional light and turn off cast shadows. What you will be doing is influencing the entire scene. Turning shadows off with eliminate the shadow cast when...
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
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...
Thank you so much!
Hmm, I still want to cast shadows
sorry to hear that, hopefully someone more experienced with World Machine and landscape layers can help
maybe you could add a light (or more if needed) to the room that does cast shadows in addition to that method?
That would become performance heavy
Are you using dynamic lighting?
Static lighting has no overhead in a running game
The number you can use is virtually unlimited π
Ooh then I will just go all out
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?
is there a way to convert ue5 project to ue4.27 and to keep all the levels
no
or use future ue5 builds
wat
I got no clue.
Use your best friend "Google"
Yes it makes perfect sense, thanks alot ^^
Good, I'm glad I wasn't rambling haha :)
https://cdn.discordapp.com/attachments/926732569167401000/949755044071350302/Desktop_Screenshot_2022.03.05_-_11.28.57.61.png
https://cdn.discordapp.com/attachments/926732569167401000/949754932385443860/unknown.png
after a lot of investigation I discovered blender has been doing something weird to my textures besides the whole srgb filmic thing and not using aces
basically to correct them I i translate color textures with a powerx2 squared node
so same as setting the texture to power of 2
i dont understand colorspace much, is there a reason blender lightens textures like this
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
thanks!
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.
Are you using PBR materials?
I have no experience with substance painter but can't you export, normal, albedo and heightmaps from it
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?
Hello guys, any friendly soul that helps me figure out an issue with a static mesh colliding even tho collider is uncheck? π
voxel plugin
It is possible to make materials in unreal but it doesn't have the potential that substance painter and other programs have, Unreal is great with shaders but it's eh in the material section. I would reccomend PBR
Ah ok, that makes sense thanks for the help!
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.
Hello, not sure if this is the right channel to ask this, what is what u guys use to record gameplay? Thanks
I even tried to buy FRAPS but cant, some issue with paypal
Thanks @plush yew
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.
Didn't work last time sadly
Hopefully doing a few more saves works this time around
You definitely only need to do one save. Test by just adding a cube, saving, reloading so you don't lose work. Is there any chance you're loading up in a different level than the one you've been working on? Check file>recent levels.
Iβll 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
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
These questions are very open-ended, there are many ways to approach both ideas. For the first it could be a case of changing the lighting and switching out some meshes in your level. For the second you could have a float variable called 'Sanity' in the player, reduce it when xxx happens, then check how low it is to see if xxx should happen.
I am struggling with the float variable part as I have the varied levels. But with the things spawning I again donβt know how to trigger it
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...
If I am new to the code part of game dev as I usually do the assets but wanted to make my own thing
can i run both chaos and physX at the same time
@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 π
No.
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 
Select is just Switch but "pure"
Thanks I hope so as I really have an epic game planned
For some reason switch didn't come up in any of my search results π
Saves you lots of convoluted switch nodes
Well, for this the switch would be used to activate completely different execution parts
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 :)
Anyone got any tutorial on how to make a stylized waterfall
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
Anyone knows how to fix this?
ok
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?
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
Is there a way I can make a mesh only show up to cast shadows? (EG the "body" of a first-person character)
@split jasper In the rendering tab, if you uncheck 'Render in Main Pass' it won't be visible but will still cast shadows etc.
Nice! I just realized I also need the opposite, something that shows up on camera but DOESNT cast shadows, for the character's "arms"?
Like this?
THERE we go, the phrasing of it confused me. Thanks twice!
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? 
i think so,unity is better for that i think
ue4 is more for 3d (this includes top down/side scroller)
it's overkill for 2d
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.
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++
unity has better documentation and bigger community anyways
is it possible to delete the preview text on the shadow
I think you have to build th lighting
go to build section and change the lighting quality and build
what ever happen to ue4 waifu we was gonna marry
fellas, is it a good idea/bad idea to replace DefaultSceneRoot in a new Blueprint with something else
I hate the white ball
Yes its fine
idk how
ok pretend im two vectors
im trying to make modular ads
ask me if im aligned
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
Their cross product is a zero vector.
yeah i know but
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?
What do you mean by aligned?
im making modular ads
Aligned how?
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
Yes if you can.
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
I get it, you basically want the camera look through the sight from exactly the center right?
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
Your normal ads pose is not aligned with the default camera. So you want to move the gun to the a correct location right?
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
You have hand ik setup or you have just directly attached the gun to a socket?
no, i just move the entire arms mesh
gun is attached to hand
its not a component of the character
Ohh so you want to move the entire arms mesh to fix this?
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
You just move the whole arms mesh to align with the camera position right? How did that effect the recoil?
yes
It shouldn't effect the animation.
Yes
oh oops
this is ads that affects recoil animation
if you look at the dust cover button on the back of the ak
this is the one that doesnt
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
So basically this interping effects it when you play the recoil animation right?
yes
I get it
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
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)
anyone ever had a bug where an event triggered twice?
the camera.z-arms.z i plug that into the z for the getpointdistance to line right
I'm using debug mode and as soon as the event finishes it calls itself somehow
and take the x and y from arms location
What I have given is the final position it should be. First move the vector up/down based on Z and then use its right vector and apply what it told. Don't do that in one step.
ah isee
Which event?
it's a custom event
Sure. Feel free to ping me if still any issue.
I didn't.
You need to recheck how you are calling it and what you doing in there.
I just said I already debugged it.
Can you show what you doing before calling AI fire?
It doesn't matter, AI fire gets called once then it calls itself somehow
Why are two pins connected to the AI fire target?
That's why it's called twice.
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
That doesn't matter if it is a separate branch.
Then it proceeds to loop inside of itself a single time for an unknown reason
Have a separate fire node for the other branch.
False
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.
Did you check it?
Like I said, I already debugged this.
You have plugged two pins into a target. It will execute on both.
You still have 2 pins plugged
I am pretty sure that's what causing the issue.
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
Its basics that you shouldn't do that.
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
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.
This is terrible design, just admit it
Plugging two pins into a same target is terrible programming I would say.
It's a common mistake
Then try to have a learning attitude when I was telling you instead of assuming that you will always be right.
Plugging a pin from another branch into the target makes 0 sense
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.
No light source, blank level but terrain is lit up?
Why is the engine crashing randomly with this error
There's nothing in the crash logs to indicate any cause
Hello. Is it still a thing that Unreal license can't be terminated by Epic as stated here?
https://twitter.com/timsweeneyepic/status/1431717803447529479
Or is this outdated?
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? π€
!8ball Could termination count as an amendment?
@modest trench, :8ball: My sources say no.
thanks manny, I'll send you the bill by fax
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
cough Silicon Knights v. Epic Games
we are incapable of providing any real information on how this stuff works
need a dedicated IANAL emote
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?
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.
well, silicon knights called for it (from what i know by reading the wiki entry)
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
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.
How hard is it to make a simple minimap that shows where you are in a set square area (ie. a maze)?
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.
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 π
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
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?
If you start with a blank level, nothing will be replicated until you tell it too.
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
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.....
of course, I can rearrange things manually, but it becomes repetitive for all blueprints.
<@&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? π
Is it working for everyone else?
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/
Is @gleaming narwhal here? π
Hey, does anyone know of patch notes for the UE5 Preview 2?
I'm not sure if attempting to spam them going to do you any favour. Best way would be to contact through official support channels (which this server is not).
Same, and I didn't get a meeting link
Also I think webinar VODs come out pretty quick
How to make a simple vr door?
Should've used the roles tag π
Different people last time π
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?
I'll time if you're looking to speedrun getting banned for pinging Epic employees.
Which is worse, spam ping or posting memes in general? π
Posting memes in #lounge is alright
We sometimes post memes in response to something while also staying on topic.
Is it possible to disable an mesh from being painted on with foliage?
how can I fix collission height issues on a mesh?
Hey Jaimy, I suspect that you need to enable 'complex collision' for the mesh π
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.
it didnt change anything ?
should i try closing it after saving ?
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
okay
Are you currently playing the level, I get that orange border when I am
it actually worked
tnxx
It's just the snap tab sometimes stuck
Ah makes sense
kool
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?
2D region, I think it's Alt + drag (if not Ctrl)
I forgot the key combination
Ue4 web browser, natively blocks pop ups does anybody know how to fix
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.
It relates to the question I'm replying to now, I thought this could be a possible solution.
Oh, maybe this is what I need? https://blueprintue.com/blueprint/uy62bc2t/
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
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?
Pretty much the most important change to be honest. (They'll be disabled by default)
Oh thank the lord
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.
Guys how can I hire web3 developers here
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
yeah about time \o/ opt in VR plugins!
does anyone know why I am seeing my directional light through the ceiling inside?
@fiery flaxwhere did the uasset files come from?
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
#work-in-progress
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?
did you do it in the blueprint editor or in the individual actor in the viewport
@fickle prawn
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.
looking quiet good imo, what do you guys think bout this animation
#work-in-progress
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?
how biggest is the level? I would try to change the size of the lightmap first for look if had a change of the map when baking again
HELP PLEASE! This character disappeared from the content browser and broke the project
Do you think unreal engine will be good on Mac Studio?
yes
but there is more than one mac studio, and that question is like "will unreal engine be good on my computer"
Does anyone know why uassets won't show up in the content browser?
they are not compatible, or broken. check the output log
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."
Hey, Iβm having an issue with this. Iβm calling the function but thereβs no file being output. Is there a specific CompressionType I need to set it to or anything specific I should do? I have it set to VectorDisplacement
If it worked for you, what things did you have set up for it?
If you donβt mind sharing
Does anyone use a Mac for Unreal engine? I'm trying to work with xcode.
trying to go into the ugc plugin on github but not letting me even though i gave access to my github someone help
I don't think that has anything to do specifically with mac
Random question any news of unreal being used for steam deck? I havnt looked into it much myself but havnt seen anything either.
Have you worked with Xcode before?
Yep I have
With unreal engine?
Yes, I have used with the latest M1 max chip.
Is it alright if I dm you screen shots of the project I am working on Iβm kinda struggling with it
Sure
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.
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?
hello, do somebody know why I see these lines when i'm moving the camera? The terrain is a procedural mesh
You need to deactivate character movement component when attaching to a vehicle.
https://docs.unrealengine.com/4.27/en-US/Resources/SampleGames/UnrealMatch3/ You can also download this project from epic games launcher in the learn tab
Thanks
I tried already, but it did not help. Also the issue is not noticable when running server client locally. But on separate machines it is.
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)
anyone knows is there a website to download an open-source, sample game files for unreal engine? thanks!
Anythign you're looking in particular? 3D assets, textures, C++ code, Blueprints?
yes, particularly c++ code
Well the community wiki was a nice repository....
Sorry, it was kinda in jest. There was a community wiki but Epic took it offline
thanks
The Learn tab of the launcher has some sample projects.
wait wut, took it offline?
thanks, i'll check it out
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.
ooh that's the website im currently looking at
i tot this is the original community website
After over a year in maintenance mode, the official Unreal Engine Wiki is now permanently offline. These resources now live on a new community-run Unreal Engine Community Wiki β ue4community.wiki! You will be able to find content from the official Unreal Engine Wiki at ue4community.wiki/legacy, where weβre working closely with the curators to e...
right
thanks ill go there now
The Community Wiki aside, Epic has released a considerable amount of articles and tutorials. Github probably has a good amount of code if you're willing to trawl through it
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..
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.
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
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?
You can always profile the frame time, but I'd say 300 bones isn't going to cause huge dent on PC/consoles.
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
Gears 5 cutscene models probably has close numbers. Maybe MetaHumans as well
hm, probably. but what im doing feels a litle extensive π
maybe ur right and i worry to much, LOD it properly and it might work i guess
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 π 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.
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.
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.
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
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?
does anyone know why the screen gets so light whenever i start the game? its the first project i started in unreal. i tried messing around with exposure and stuff but nothing seems to work
https://drive.google.com/file/d/1kf7swR0JwsWonqJBQVSOEC0-bFASvtuB/view?usp=sharing
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.
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?
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
Choosing what collides is obviously very important, but it can be tricky, and itβs 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. Weβll talk about the differe...
Hello, do you know how to link a custom proxy or hlod (i built myself) to a group of mesh ?
Hey guys, anyone here using ultrawide monitor for unreal ? Like 49 inch ? What do you think, is it worth it
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)
Huh, is there really no #chaos channel ?
Kinda felt like Chaos is too specific for that, but i that case π
UE5 specific merit still goes to #ue5-general
Ye, i'm just surprised that Chaos didn't got its own channel as it was also a thing pre UE5
yeah but Physx didnt... and you know... it was the physics system in UE4
Except barely anyone use it in UE4
Heck, back then building from source is a must, before Epic provide separate listings in the launcher
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
This is big brain. I'm loving it.
anyone know if it's possible or not custom proxy / hlod ?
yes, it's all detailed here: https://docs.unrealengine.com/4.26/en-US/WorkingWithContent/Types/StaticMeshes/HowTo/LODs/
No it's not LOD i want
i want to have 4 mesh that transform into 1 mesh when distant
you havn't read my message
ohh
(to precise, i don't want it to be generated with unreal, i want to import mine)
sorry about that, I saw hLOD and read LOD π
np
You can, though I forgot how to do it
Hand tailored LOD definitely possible tho
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!
if you have a link, would be helpfull (hlod btw, not single object)
Nice! Glad you got it sorted, looking great π
Thanks, looks like π© though, i'm using very low quality textures cause my pc is ancient and cant handle anything decent. Anyway, at least for practice its fine. I learned something! π
nah, throw some trees and exponential height fog in there and it'll look dope π
whenever I export my blender model I get a lot of fucked up textures in unreal
export preset
your textures wont come over as materials into UE4, you have to set them up still
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.
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?
It does double the input to 2, confirmed with a print string. Surprised me.
yep then clamping it might be the smart idea
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!
I would love some advice for company based livelink support. I want all livelink connections to be isolated to just their computers only.
Itβs 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
the light map has been adjusted, it bakes fine in other places in the scene, it is baking badly in one particular spot
<@&213101288538374145> π Cross-poster
:triangular_flag_on_post: Tristian#1881 received strike 1. As a result, they were muted for 10 minutes.
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
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?
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??
does anyone know how to fix the glitch where you click on something likes files or anything that is clickable and unreal engine glitches it out
https://gyazo.com/accfbb0c1547b207cc9a3f42abc55789
My MFAA is off
didn't fix it though
The video doesn't show the glitching happening for some reason, but it happens in unreal
minimzing my screen fixes it, but I want to know the root of the cause if anyone has experienced it before
Try isolating just the facial bones with slots
The problem originates in Maya, is there a way to do that there?
I want to use Billboards in VR but the billboards are rolling with the VR headset. Is there any way to prevent this?
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 π₯²
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
I recently learned what the "Expose on Spawn" tick box does for a variable and it's kinda great
Do you mean like the FirstPersonTemplateMap?
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?
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
@plush yew In my case, it was the free Rural Australia Template
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 π ?
Please ping me if any answer
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.
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)
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?
The top right corner?
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
and the plus icon on the left too
I only use Blender.
@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!
But like they're asking about being good at C++ which is not my case, I do understand blueprint tho and I think creating devices could be done through Blueprint only, so that's why I'm asking that π¦
Also do you know if those 2 jobs you suggested above could be done in remote (as I don't live in USA) ?
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
Learning a programming language is also definetely good in general for being a game designer/programmer
I have c++ basics as I learned it at school last year but I saw what unreal c++ looked like and doesn't look even close what I learned at school, and I'm not confortable with it even more (as I still struggle with references and pointers)
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.
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) ?
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.
Most likely in person, especially if you aren't some rock star dev with a million titles to their name.
The thing is I checked multiple jobs at Epic and it's not mentionned either if it's in person or remote or both anywhere
then I would assume it is in person
argh π¦
This is a list of the avialable positions. There's a check box to show if it's remote compatible or not
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
jobs at epic are hard to get
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
Hm, yeah I think they mean that there are positions available in studios outside the US? Not 100% sure
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
Also I'm seeing there's no Junior jobs, so anyone starting his carrer can't apply ?
Make Epic the long term goal
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.
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
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
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
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
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)
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.
also, epic is freaking hard to get jobs at
why ?
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
Yeah, it's definetely tricky. But having a lot of experience will definetely help.
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
there are like a dozen of those now
I wonder if you can apply specular and normal maps to a billboarded asset. Like if the light would work
Yes. See Amid Evil
Was that on unreal? learn something every day i suppose
Yes, it's a UE4 game.
doesnt look like amid evil uses billboarding, those look like 3d assets
The weapons are billboards.
I was referring to the enemies mostly but i dont even know if the weapons are billboarded, watching some gameplay
is it possible to play media on a cylinder without getting stretching?
either way a pretty game tho
oh no, i found an interview on it with unreal : O very impressive movement in that case
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)
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Hello guys, can someone suggest me how to make cloud like this?
many ways, depends on what you need to do with it, see em from far away, get up close, etc.
i want to make it for game environment.
that still doesnt answer what you are going to do with it.
Oh sorry .I want to them see from far away
in that case just mesh planes with cloud textures/materials on them should suffice.
oh, that one is paid, because of course it is
What if I want to make them to see both near and far?
I think I know this technique. It made with dithering AA and alpha textures right? I have tried it before.
then you might want to look into volumetric clouds, should be quite some tutorials you can find for them.
they are actually built in funnily enough
you can even place them individually too
Do you mean volumetric cloud?
yep
Thanks for suggestions. I will try it.
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?
Rip lol
xD
still looks weird
idk
this is what happens on export
it ruins the mesh tangents and normals
I'm not sure but It seems like lower quality because of mesh's vertex normals. It actually didn't reduced quality I think.
Where would the export settings be to fix something like this?
I haven't tried it . I export in normal way and fix vertex normal in 3d software like Maya.
Yeah, that just sucks that this is processed like this.
well thanks, ill try a different workflow
ok
It was the smooth feature in UE5 that messed it up in the modeling section.
Where do I even start game development hmm
Are you looking to be a generalist? Or learn something specific?
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
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
Iβm not really interested working for any company I want it to be like a hobby yk
So yea, you'd be looking to be a generalist. Are you stronger with art or engineering?
Make little fun projects, get used to the Engine workflow
All of them and none of them.
Pinned comments
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
hey all o/ building a vtubing app for myself in unreal 4 and could use a community
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
dum artist trying to make an app: the movie
Yeah
honestly i only got as far as i have due to aggressively poking around in the blueprint editor LOL
^
learned a lot that way
Hopefully my pc can run UE5
currently studying IK bones so i can get the arms like.. moving with my hands since i'm using a leap motion
Not sure how stable the current UE5 build is so be wary
yeah i went for ue4 for that reason
Be prepared for the computer to sound like a jet engine
dang that bad? LOL
lmao
110% CPU usage
235% Memory usage
Out of video memory
Unreal had to stop because it ran out of memory
when ever I run ue5 my cpu usage stays at 10 to 20%
Unreal editor has crashed
