#ue4-general

1 messages · Page 1155 of 1

autumn flame
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UE4 crashing is tradition

mortal canopy
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i am glad to join 🙏

autumn flame
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Mine sometimes crashes when just opening the project

shut flax
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Does epic games provide voice chat and anti cheat?

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I’ve seen it a lot tbh

exotic root
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provide is a strong word

autumn flame
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EOS supports it iirc

exotic root
#

Unreal does an awful lot of things if you can figure them out

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That is a blessing and a curse

autumn flame
#

Lots of things are locked behind C++ and not exposed

exotic root
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because things that seem intuitive aren't because you're supposed to do them the unreal way

mortal canopy
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i've spent the past.... week debugging my leap motion tracking in UE4

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i refuse to continue modeling my character until i see it all works

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the unreal way

exotic root
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"Hi, I'd like to make a loop that has a 5 second delay in it"
"No. Screw you."
"wat"
"you heard me."

autumn flame
#

How dare you use a delay

mortal canopy
#

disgusting

autumn flame
#

That's what timers are for

exotic root
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well those don't work in loops either

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so jokes on you

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XD

mortal canopy
autumn flame
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Timer is your loop

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With delay

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🧑‍🏭

exotic root
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Timers are black magic

autumn flame
#

That's why we put everything on event tick

mortal canopy
#

i had to restart my computer after unreal crashed and subsequently refused to load most of my mesh

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as in i was met with eyeballs and a jaw

exotic root
mortal canopy
#

10/10

autumn flame
#

Be sure to smash your keyboard in anger and switch to Unity

mortal canopy
#

i'm switching FROM unity

exotic root
#

Also, leapmotion is awesome. I've been using XSens myself for a virtual production class

mortal canopy
#

i wish i could afford xsens stuff! maybe down the line

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for now though leap motion works great for sure

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just setting it up in UE4 has been an experience sadcat

exotic root
#

I'm trying to convince my girlfriend to vtube through UE, but she's locked into Vroid and some other stuff using Unity

mortal canopy
#

at first my hands were clipping somewhere under the floor, now i got it to track ok but working on matching the rest of the arm to the hands

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yeah i'm... that's what i'm switching from

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vroid and unity

exotic root
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It's cursed

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I tried to help her with it

mortal canopy
#

making my own model in blender and struggling in UE4 but it's worth it

exotic root
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it's so cursed

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Anyhow, I should probably get around to sleeping. Got things to do and I am very west coast XD

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o/ toodles

mortal canopy
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my main issue with the leap motion so far is that it seems like there's no easy way to actually get the hands to align with the UE4 axes

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see you!!!

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i actually messaged ultraleap* and they were great about it but the bottom line is "git gud" so that's what i'm doing now i guess

shut flax
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If you run a popular FPS game like apex how many servers do you need lol

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Let’s say if I made a FPS game and it blew up in popularity do I need a lot of servers to be able to run the game servers

mortal canopy
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regardless of popularity you'd need a server per service region to get started

autumn flame
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I think their servers are most likely on request startup

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The instances ofc

oak patio
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If you havent even touched gamedev yet I wouldnt think about multiplayer

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Stick to single player for a good while until you understand things

bleak zodiac
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yes, even i still with single player

hexed heron
#

Hello guys I am new here and came with my problems

autumn flame
#

Don't we all

hexed heron
#

I cant solve this problem,walls look brighter and darker

faint bone
#

is problem in lights or in skylight or in mesh?

mortal canopy
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ok i've been staring at my project too long

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i'll go do something else LOL

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suddenly it's 3pm

hexed heron
ember cypress
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Looks like camera exposure, from what I can tell with that video.

tribal trail
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I'm working on a joint project. When I double click the project file (created in UE5 EA2 and I am using UE5 EA2) it opens fine. When I try to open via browser, it asks me to convert it. Any idea what's going on?

primal tendon
#

How to integrate UDS to Brushify Landscape material?

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It uses RVT

trim mantle
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You need to make your own functions

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(I assume you mean ultra dynamic sky)

primal tendon
#

yes

wild aspen
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what's the appropriate channel for a question about including UE in a company's pipeline?

trim mantle
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RVT updates very rarely

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So that is why dynamic effects do not work well with it

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What you need to do is apply the weather effects after the RVT sample

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And if you do not know how to make materials that may be difficult for you

wild aspen
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nice

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prepare for the papyrus

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😅

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I was asked in my company to include UE in their existing working pipeline. Note that I'm the only developer, they're all artists (I tried proposing git for versioning but sad lone programmer noises), and the company works on digital effects for cinema, not videogames.
If possible I would like some feedback.

In their existing workflow, each project has an assets directory, with the following structure:
project_root/assets/asset_name/publish/variant/version/[files]
where "version" is just "v1, v2, v3", and "variant" are subfolders for stuff like differently textured fishes when the asset is a fish specie. There can be any amount of layers of variants. Other folders inside asset_name are used for maya, nuke, and other software.

Instead of opening projects by hand, they use rez to setup the environment, and a custom made small UI interface that lets the user select a project and which software to open it with. I have to add unreal in there.
Once a program is started, they added custom plugins where the user can insert an asset with a sequence of dropdowns that starts from asset name, variant, and then version.

I can't turn project_root in an unreal project, it would be a mess.
They also want machines to work directly on the files in the server, no local copies allowed (all that without actual versioning, can you imagine?)
I also need to let them use multiuser, which we've tested, doesn't like being launched on the exact same project in the same disk location. It needs two separate copies of the project.

From now on when i say project I mean the company project folder, when I'm talking about UE projects i'll specify.

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So I was considering doing the following:

For project creation and opening:
When a project requires UE, make an UE project inside the project's root directory.
The ssoftware launching tool will require if you're opening the project to work alone/as multiuser server, or as a multiuser client.
If alone or multiuser server, it will open unreal on the project inside the company servers.
If multiuser client, it will create (if not already existing) a local copy of the project from the server. Somehow the local copy will have a flag so that should unreal be manually launched on that project, it will issue a warning popup message.

For assets importing:
Add an editor UI utility with the dropdowns to select assets like they do in other software.
When an asset is selected, if not already imported, replicate its folder structure from project_root/assets to project_root/UE/content/assets.
Since only published stuff is used, I'd skip the publish subfolder inside UE.
Every time an UE project is opened, automatically reimport all the uassets inside content/assets, so they get eventual changes that have been done to the source file.

Before proceding I would like some feedback or suggestions, thanks.

trim mantle
#

Use tortoise SVN

peak bloom
#

when i go into 'lit' mode my computer starts hissing.... is this normal? for some reason i'm convinced it's due to my massive emission on light materials.

trim mantle
#

Probably your GPU LUL

trim mantle
wild aspen
peak bloom
wild aspen
#

some GPUs have loud coil whine, others don't

peak bloom
#

ah, ty could be!

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it doesn't feel like it's struggling, but the noise concerns me slightly.

trim mantle
peak bloom
#

and i feel like i'm not optimising my levels well. xD i have one big massive level with everything in it.

peak bloom
trim mantle
wild aspen
peak bloom
#

and a single light has a massive emission material as well as about 5 actual lights surrounding it so i think that might be screwing it up.

peak bloom
wild aspen
mortal canopy
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took a break, now back to fighting hand tracking cat_sad

fleet sparrow
#

where to ask question about vector math

shell surge
#

Guys, what are the most important pc specs for working with unreal and 3D?

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also for a widescreen monitor, is more resolution or more refresh rate better

oak patio
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RAM is a big one for ue4

shell surge
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32gb is good?

trim mantle
#

If you are looking at performance you can always emulate higher resolution

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And refresh rate only gives you more visible FPS, and you can have the counter for that, no need to eye ball it LUL

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So just get a monitor that has at least IPS

trim mantle
queen pagoda
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hello Guys, i am struggeling with the unreal Engine, cuz very new to this programm. I have a question. I have a button, which opens a trapdoor in my level. The moment, this button is pressed, the engine shall swap the Camera from third person, to a static cam in the Room, and after 3 seconds it should switch back... any Help anyone? :'c

trim mantle
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That’s it

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That’s the node

queen pagoda
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doesnt work

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trying it since 4 hours

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just dont get to anything with this node editor

trim mantle
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It works, you probably just did something wrong LUL

queen pagoda
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ofc ofc

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but i have no clue what

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literally 0

trim mantle
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Send a screen shot of the node you use to switch from 3rd person to static first

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Then another that node to be precise

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But I assumed that was obvious LUL

queen pagoda
#

gimme one moment, i try to reconstruct what i just deleted

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so that should switch to the static cam in the room, but it just buggs the camera into the player, after interacting with the button#

trim mantle
queen pagoda
#

yeah it shall swap the camera within 1 frame so yeah instant

trim mantle
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What I wonder, is why do you do it in level blueprint

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And not inside the trap door

queen pagoda
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and the camera would rotate with it

trim mantle
#

Just use scene components LUL

queen pagoda
#

use what?

trim mantle
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Add a scene component and have the visual part of your trap connected to it, then have the camera be connected to the root

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And rotate the added scene component and not the entire actor

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If you do anything like that in level BP there is 0 chance you could reuse that trap later on

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Think about everything as if you were to use it again somewhere else

merry pilot
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Anyone here use the Antize menu system?

queen pagoda
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i am glad, that the opening works after i constructed it with 107 tutorials xD

trim mantle
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107 tutorials and you use make rotator instead of lerp for such application

queen pagoda
#

i am a maximum noob in ue4

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thaught lerp is only for position changing

trim mantle
#

If you used lerp instead you could easily adjust how much you rotate

queen pagoda
#

not for rotation

trim mantle
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Nah, lerp is for lerping 2 values from A to B

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Location
Rotation
Float
etc

queen pagoda
#

any ideas how i can go on from here?

queen pagoda
#

🤷‍♂️ i am lost in ue

trim mantle
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Would that work?

queen pagoda
#

i will only have that one

trim mantle
#

Still, if you were to add something else
With similar functionality, you wouldn't be able to solve it that way

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DO NOT USE LEVEL BP FOR THAT

royal magnet
#

hi everyone, I need your help with a basic issue, when I go away this volumetric clouds which I created with plugin disappears, not sure what's the reason is, I need to make a 10 sec long cinematic with a nice lighting going in the clouds and then going up and seeing them in distance but this issue prevents me from seeing them in distance, just clips them

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Ps. Also does anyone has a suggestion on how to do this in UE5, I could really use some detailed explanation

trim mantle
royal magnet
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Not sure how to do that for this one

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Where can I find the right setting and increase that because scene doesnt have anything just the basic empty level with no culling

exotic radish
#

question about rider. how do I change default autogeneration code style from snake_case to PascalCase? I accidentally pressed something somewhere and now all variables generated in snake_case

rotund crow
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Question: Are the BlenderTools for Unreal still available?

supple shale
#

Has anyone else had a problem with lights not working in 4.27? For whatever reason when I place spot, point or rect lights, nothing is lit up by them.

mental solar
#

how do I create a C++ class in ue5?

grim ore
#

tools menu

mental solar
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Thanks a lot Sir

red condor
rotund crow
red condor
#

is your account linked?

rotund crow
red condor
#

the page is working here, just downloaded the zip

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if unreal don't show on your git profile under Organizations your account is unlinked somehow, or you're logged into a different account maybe?

rotund crow
mental solar
#

How do I place an static mesh (or actor) on XYZ with adjustable rotation from C++ code?

red condor
red condor
# rotund crow yes

no idea what's happening there - last commit to tools was 22 days ago so I think they're still supposed to be public. Doesn't seem like github is having issues right now but maybe try again tomorrow?

rotund crow
red condor
#

aha nice! Glad you got it sorted 👍

rotund crow
red condor
#

it works on 3.0 definitely

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for my use at least

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i'll check 3.1 now since i upgraded today

red condor
red condor
# mental solar pls

when you say 'place' are you trying to spawn an actor with a transform? I haven't watched it but this video may help: https://www.youtube.com/watch?v=9yftOwWp48A if not try searching youtube for unreal c++ spawn actor

Consider supporting the channel on Patreon: https://www.patreon.com/devenabled

UE4 C++:
This playlist covers various aspects of working with C++ inside of the Unreal Engine.

This Video:
In this video, we create a camera shake and implement it into our character class fire function.

Links:
Download projects from any complete tutorial series an...

▶ Play video
rotund crow
red condor
red condor
coral egret
#

Hello, so I am totally new to UE4 and I am trying to create an equation for a minigame I am trying to create. The game is basically A (a random weapon from 1-9) + B (9 different crystals with the value range 1-9) = 10 . You are presented with a random weapon/number and then you choose the right crystal to try to get the equation to get the result = 10. Anyone able to spoon feed me in this task? 🙂

rotund crow
red condor
clear estuary
#

you saw nothing geoff XD

red condor
#

Offering a random weapon should be easy enough, Random Integer will help

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Since you're brand new let me recommend a great beginners tutorial series

coral egret
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Right now I am in a widget.

red condor
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If you were walking into a crystal to choose it, you'd use an overlap event (covered in that series)

coral egret
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This is the idea as a sketch...

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The weapon to the left is a random number 1-9 in this caes 8. The crystals have a value 1-9 starting at the top left 1,2,3 middle 4,5,6 and the bottom 7,8,9.

red condor
#

nice, I see what you're going for. Are you imagining a 2d (sprite) or 3d presentation?

coral egret
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Then press the craft button, checks the equation if its right or wrong. The wepon gets regenerated with a random value.

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2D for now

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Got until Sunday to deliver 😄

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This is what Im trying out, but Im lost here...

red condor
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Sunday should be plenty of time if you're willing to watch some tutorials where needed 👍

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You'll want to look at Paper2d

coral egret
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Paper2d?

red condor
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yep, that's how unreal handles sprites

coral egret
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Im not used to the terminology

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Im just starting UE

red condor
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That's fair enough, terminology is all I'm really giving you

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based on this you'll hopefully at least know what to search for 😁

coral egret
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A Sprite in Paper 2D is a Texture Mapped Planar Mesh and associated Material that can be rendered in the world, created entirely within Unreal Engine 4 (UE4). In simpler terms, it's a quick and easy way to draw 2D images in UE4.

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Got this from google 😄

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This is my layout in the designer for now.

grim ore
#

yep you can just use the UMG (UI) system for this as well

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look into a basic tutorial on that. easiest way might be each button has a value assigned to it (1-9) and when you press each one you just start keeping track until you finish

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I mean if this is just a pure test or prototype you can easily just brute force it, each button is unique so each one can have a unique event that fires that adds to your total value

coral egret
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Thats what I hope I have done 😄

grim ore
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its probably a 20 minute task for an experienced UE4 dev to give you an idea of the work needed

red condor
# coral egret

The blueprint you posted looks off to me btw, what exactly should be happening from left to right?

coral egret
#

Its probably off... I was following my tutors example... He would make a widget and it has to be off since its not working as I want it to...

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In my head I have X the random weapon + Y my crystals = 10

red condor
#

regarding logic, when getting started, always do one little bit at a time and then check it works (using a print string if it helps)

coral egret
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To get the X I need to create a random value between 1-9 and have this printed to screeen

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in the equation

grim ore
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yep. random generated number to get the value for the weapon (which becomes your base number)

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then you let them press a button, and that buttons value gets added to the base number

coral egret
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and then have Y pressed by the player and then check if the equation equals 10 by pressing the button "Craft weapon"

grim ore
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then you press the button and if that base number is now 10, you get a win and if not you do whatever

coral egret
#

So how would you guys set this up?

grim ore
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just like I wrote 😉

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lol

red condor
#

xD

coral egret
#

If true bingo if false start over...

grim ore
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if that is what you want yep

coral egret
#

That is what I want and need LOL

grim ore
#

the right way is each crystal button just stores a public variable and you set it, or it auto generates it, then you have 1 button event. the dirty way is each button is it's own even that adds its value

coral egret
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I just tried to set up the buttons like this...

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Have no ide if its the right way... Just followed my tutors suggestion...

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Many ways to Rome I guess...

red condor
#

there's rarely one right way to do anything

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lots of wrong ways though haha

coral egret
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For sure!!! 😄

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Most are!

red condor
#

never just hope something will work - just do a little bit, test it

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you need feedback from the game so you know the bit you just did is working, otherwise you'll work on a bunch of stuff and not know where the problem is

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does that make sense?

coral egret
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Yes and thats where I am now

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I m pressing buttons and its not doing what I want it to do hence my presence here!

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Would you use a random int ranged for the weapon value?

grim ore
#

thats the basics, just button 1 is coded but you do the same for buttons 2-9 (this is the lazy way)

red condor
#

-types 20% of solution, sees mathew has already implemented it- xD

grim ore
#

in theory this hits your goal

coral egret
#

Woa! Thats it?!

grim ore
#

random # is generated, you store that value for later use. Button 1-9 is pressed, a value is added to the stored value. You press craft button, it checks to see if this stored value is 10 and if it is, you do something and if not you start over

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theres more code that should be done for sanity checks and safety and blah blah proper coding

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but this is the general idea

coral egret
#

Nice so addin the 8 other buttons and that should do the trick! 😄

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How would allocate the code into the designer?

grim ore
#

which code?

coral egret
#

The Widget Blueprint you just created, how do I have this so it works in the Designer?

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If that makes sence?

grim ore
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it doesnt, but thats because you didnt really learn about how the systems work

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I set up the buttons in the designer for the visual part, then in the event graph I set up events to run code when you press them

coral egret
#

Ah so you did go from design to code route

grim ore
#

thats how it works yep

coral egret
#

Ahh sorry for my noobism

grim ore
#

each button has events that they can do, so I would click on the button in the graph part and then add the click event

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and repeat 9 times because... bad programming lol

coral egret
#

hehe will set it up

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Be back in a few... THANX GUYS!!!

red condor
#

thank Mathew, my advice turned out to be largely irrelevant - but if you decide to make a 3d game or a more complex 2d one later, what I wrote could be helpful 👍

grim ore
#

yeah I think this is just a test or sample, most of my advice is ugly but functional lol

coral egret
#

First bump... what kind of set is used in the start over event and in the button clicked?

surreal hull
#

Hey everyone, sorry if this is a common question but what's your opinion on using UE4 on a macbook pro 2021? I've been searching online and have gotten some mixed answers.

coral egret
#

Just have in mind that Apple and Epic arent the best of friends...

drowsy snow
surreal hull
#

I have a windows pc I can use but it has definitely seen better days and is really slow, is it still a safer bet?

drowsy snow
#

M1 chip isn't the same as x86 that Unreal Editor expects.

drowsy snow
surreal hull
#

Alright then, thanks 🙂
Support on this server is always great

drowsy snow
#

Also it has nothing to do with Apple v. Epic feud. The court has sided with the latter from Apple banning Unreal Engine completely

coral egret
#

@grim ore what type of "SET" do you use in your example? Cant seem to find it... Im on 4.27 could that be the case?

grim ore
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no, i just dragged the variable into the graph and chose set

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its setting an integer variable I created to hold the value

coral egret
#

Hmmm mine is different to yours...

grim ore
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Weaopn Value is an integer variable I created in the blueprint

coral egret
#

When I drag out from Return Value and above Add pin and write SET i cant seem to find the same as yours

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Is this correct?

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No worries @grim ore I found it 😄

harsh ocean
#

I dont know where to ask this but my lightmass keeps crashing

grim ore
#

When you drag in the variable from the left it should ask you if you want to set it or get it

frozen pond
#

Hi, if i want to make shooter i should make it on line trace for bullets or just simulate bullet?

coral egret
#

How would you guys get the random number displayed on screen?

nova briar
#

in 54.8 years it will be the year 2077

chrome bronze
#

Cyberpunk?

drowsy snow
drowsy snow
coral egret
#

Widgets

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Im trying to achieve the random generated number to show on screen for the player to see as text.

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Text in an equation.

loud kestrel
#

Hi, a newbie here,

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I was trying t setup buoyancy in UE4, but its always sinking, I tried looking at lots of tutorials , researching on google , nothing helped so far,

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Can Some one help me with this please

mystic arch
loud kestrel
#

I just added water from the water plugin

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and tested with this Example

mystic arch
#

Okay good. You have the buoyancy component.

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Looking this over.

rain ingot
loud kestrel
#

and its not even floating

rain ingot
#

anyway to fix this? / get back my stuff before the crash

mystic arch
#

4 would be a good starting amount to test and debug.

loud kestrel
mystic arch
#

Okay. UE4's built in buoyancy component is needlessly complex imo. However I've come across some tutorials since they added it. Here's one I can recommend.
https://youtu.be/l2SY_K1ZhJs

In this video we'll create an ocean, lake and river in UE4.26 Preview 3 using the new water system. Please note that this is an early implementation of the water system and is prone to unpredictable behavior. Have fun!

Tutorial to create the lighting, clouds and fog
https://www.youtube.com/watch?v=1APU59eYA7E

Also, to rotate the position of th...

▶ Play video
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And this one

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Look those two over and let me know if they help.

loud kestrel
#

Sure

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on it

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Thanks

mystic arch
#

If not then I'll try to help troubleshoot further. And my pleasure! I've been dealing with water and buoyancy a lot lately for my naval game.

drowsy snow
mystic arch
#

So I've had my fair share of headaches. xD

loud kestrel
mystic arch
loud kestrel
#

Awesome, good luck with it

rain ingot
grim ore
#

find the file you want to restore, where is it at in your project?

#

that Game folder is the same as your Content folder in your project

rain ingot
grim ore
#

well... where was it in your project?

rain ingot
grim ore
#

wasn't it in here? like the error says

rain ingot
#

is it not just loading up the entire unreal project?

#

oh

#

I see

grim ore
#

Autosaves are individual files, not the entire project

rain ingot
#

ok I see it now

grim ore
#

you will have to copy it to where it was, in the original folder. then remove the _Auto part

rain ingot
#

waity

grim ore
#

its probably wraps around, and erases older ones. I would assume the date

rain ingot
#

oh ok

grim ore
#

at the worst you can try one, if it doesnt work try another

#

but date makes more sense than number

rain ingot
grim ore
#

yep

mystic arch
#

For anyone who may have the same issue as @loud kestrel, the current UE4 stock buoyancy example and component are bugged. Out of the box the cube does not float.

tidal jewel
#

Does unreal support .ani and .cur for custom hardware cursors?

Edited: Yes it does.

scenic owl
#

Will we have unreal 4.28?

drowsy snow
drowsy snow
# scenic owl Will we have unreal 4.28?

ue4-master branch has been largely stagnant, and it's mainly brought over to 4.27-chaos, so no.

But ue4-master branch has 4.28 version number, and master branches always 1 version ahead of more stable branches.

scenic owl
#

:oo

#

so 4.27.2 is the last version for UE4? :oo

#

also thanks for the info :DD

drowsy snow
#

Even then 4.27-plus doesn't have much difference compared to 4.27 release branch

scenic owl
#

good to know, because I have my game in 4.26 but not sure if I should update or no, but since it's gonna be the last, then I guess I will update my game

#

:oo

drowsy snow
# scenic owl :oo

If you really want to pretend, you can modify the engine source's version file to 4.28.0

scenic owl
#

na I don't want to pretend XD

#

but I want to know which version I should settle in XD

#

hahaha XDD

#

because my game got modding

drowsy snow
scenic owl
#

so in future I believe I can't update the version because it will cause level mods to break

drowsy snow
#

My project still relies on having 4.x being the ground truth, thus sticking with 4.27

scenic owl
#

well, I just use the normal way, just put the level in your game as .umap then load it

#

but if it's different version, it can't load it

#

even if you're in UE4 Editor

#

for some reason it didn't work with me

#

I updated from 4.24 to 4.25 back then and it didn't work

#

it did, it said that it got different codes n blabla that it's can't run xD

#

codes for baking

drowsy snow
#

So basically you're going the ARK route of modding?

#

ARK has modified UE4 Editor for modding (which is based on 4.5)

scenic owl
#

ARK route?

scenic owl
#

but in the update itself, when I upgraded from 4.24 to 4.25

#

it told me that

#

I modified nothing in the engine

#

that's why I want to know if I should settle with 4.27.2 or wait if there's a new version

#

because updating the engine for me is hell since I use the source code, it takes me around 3 to 4 days to finish updating

drowsy snow
#

Even bigger UE4 projects stick to one UE4 version they settled with

scenic owl
drowsy snow
scenic owl
#

hahaha XDDD

#

why not upgrade before release?

#

it never caused me any problems

#

I started my game in 4.19

drowsy snow
#

Final Fantasy 7 Remake, for instance, is 4.18

scenic owl
#

ye but it doesn't hurt to upgrade, it rarely causes errors XD

#

and they usually are very easy to fix

#

only major problem I had was in 4.23

#

in 4.23, the game used to crash alot for no reason

drowsy snow
hushed thorn
#

hey guys, im having this issue with Gothic Knight asset cloak getting clipped like this 😦

drowsy snow
#

Upgrading to newer version rebuilds the entire thing, so unless I have hair splitting reasons, I'd prefer sticking to one version.

hushed thorn
#

but just on some anims, if someone could help this poor noob

scenic owl
drowsy snow
scenic owl
#

same, can't help without having more info about it XD

hushed thorn
#

works just fine but clothing tool has like, 3 layers xD

#

tried to paint it but it wouldnt work

drowsy snow
#

Wasn't Gothic Knight one of those free for the month assets?

hushed thorn
#

yep!

strange canyon
#

can someone help me get unreal engine set up? i am pretty much just downloading it for infinity blade... i heard from someone that i can get it on there, is that true?

drowsy snow
# hushed thorn yep!

Yeah, it's one of those assets that I'm never going to use, so no idea how it set up.

drowsy snow
strange canyon
drowsy snow
strange canyon
#

it is 😦 and i really want to play it. i played it years ago, but i want to play again

drowsy snow
#

Tough luck. At least you have Fortni...

Wait, nevermind

strange canyon
drowsy snow
oak patio
#

Fortnite was a fun concept but the 9 year olds that insta build skyscrapers makes it hard for me to keep up lol

#

I just wanna shoot things not build a city ;-;

#

Unreal tournament was ace

drowsy snow
oak geyser
#

Hi

#

What’s this

oak patio
#

it seems like theyre gonna promote your asset pack

#

or if you mean literally i think its an email

#

so yeah it seems they pick asset packs every so often to feature

#

you get a nice "showcase" tag as well

ebon marlin
#

Why does calling UserGameSettings->ResetSettings actually changes the 'applied' settings instead of the (seemingly) intended behavior of just assigning the applied settings back to the current settings?

#

This seems to be happening to resolution related settings in Editor/Standalone/Packaged Development builds..

#

An example of this is setting the window mode to Fullscreen, applying the settings, then calling reset settings, and it goes back to Fullscreen Borderless

surreal eagle
#

How do I have a skybox, but have fully static lighting

frosty onyx
#

Hey there folks!

#

Does anyone knows how to select main GPU for UE? I have GTX and RTX installed in my setup but it seems like UE is using the GTX GPU....

sand ginkgo
#

Almost embarrassed to post this WIP but I’m “tearing my hair out” over this groom issue in UE with Metahuman. I’ve tried googling and YouTube and every tip that has been recommended there and it’s still giving very sparse hair on the sides. Anyone encountered this and fixed it before? I’ve set LOD to 0 for the groom hair and removed all lights except the directional sunlight which is alI could find recommended…

#

Using a Quest 2 and iPhone for the live mocap. Still need to build a control rig to prevent the unnatural shoulder rotation…

lost fractal
frosty onyx
lost fractal
#

ah yeah okay, so it is "r.GraphicsAdapter"

#

you can read about more details here, so i hope its what you need and helps!

#

Also, not sure if this is the right channel for it, but figured i'd ask here in case anyone happens to know. I started up UE4 today and noticed that there is a duplicate version of my project selectable, but seems to be a save from the past and the directory for it is "//localhost/E$/". Never seen this before so I was wondering if this is some sort of cloud backup or something? Its not really an issue, im just curious thats all since ive never seen this before until today and dont recall enabling any new settings

frosty onyx
#

Hey there! Wow! Gonna take a look buddy! Thanks for the efford!

lost fractal
#

sure no prob!

cloud meadow
#

Might be a dumb question but is there any way to update a child blueprint actor based on changes made to a parent? Say I scaled a static mesh component in the parent, is there a way to apply this to all children?

prime willow
#

so i have a weird question

#

whats the best way to have transforming weapons

sand ginkgo
#

Any leads on a more helpful UE discord ?

prime willow
#

if yo uwanted to setup a weapon like this

#

where it changs betwen one form or the other

#

would you use morphs animations and mesh switch or something else entirely?

cloud meadow
lost fractal
#

Honestly i'd answer all the recent questions here if I knew the solutions for em, but sadly I do not

sand ginkgo
edgy lark
# prime willow https://tenor.com/view/xenoblade-xenoblade-x-skell-transform-car-gif-18972659

Never would have expected Xenoblade here of all places

But anyway. There are a few ways to do it The old high moon transformers game had staggered mesh swapping where when swapping both would be on screen to make the transition smoother but eventually remove the old form.

It could also be in one object like your gif above and everything is in one place and variables/animbp are setup to account for both modes

lost fractal
#

only reason it wouldnt is if the nodes werent properly being told to take info from the parent, or if the children had their own settings overriding the parent settings

#

I forgot the proper term for it but basically you gotta make sure the child blueprints have their event nodes like this

#

which you can do by right clicking the node and selecting "add call to parent function", and also do the same for Construction Script too if need be. if you already knew this information then sorry, haha.. otherwise, that should do the trick. many of my blueprints are based on master blueprints and so I use childs fairly often (I use it for stuff like characters, guns, projectiles, etc)

cloud meadow
#

Ah, okay. Yeah I just wanted to change some Static Mesh's scale in the Viewport and have it apply to the child, that didn't seem to work from what I saw

#

But I didn't re-open the editor or anything after doing the changes

lost fractal
#

it also depends if you wanted the changes to be seen on the editor viewport itself, or if you wanted them to be applied in-game

#

and also if the scaling settings are being added within the blueprint itself or not

#

cause if you change something's scale on the viewport directly then yeah that wouldnt change any childs im afraid

#

not sure what you're trying to do exactly, but if you did want that to scale together you'd have to attach the objects using the World Outliner, i think

fast orchid
#

Anyone else had issues with flickering morph targets? I read that importing the .fbx with "Imported normals" instead of "Compute normals" can fix it, and that did seem to help. But now instead of always flickering, the morph target seems to flicker but only on certain values. Is this just a known bug that needs a fix or is there a solution?

cloud meadow
lost fractal
#

ah okay I see now

#

yeah then if you wanted that to apply to all doors you'd need to make sure that the scaling change is done inside the BP directly, which would then update all of them

#

and, on the viewport, to also make sure the scaling is reset to defaults if any changes were made to them (so that they can get the new default info from the BP instead). this is usually indicated by that arrow icon next to settings whenever something has been changed from its default, and sometimes that may cause it to ignore new changes to BP settings. has happened to me before at least

#

and if that still doesnt work, then theres always the old fashioned way by copy/pasting to all of them manually lol... which you can do by right clicking the scale setting and selecting copy and then you can right click scale of other stuff and press paste which'll automatically fill in all the slots without you having to click every single box (you can do the same for its coordinates too, in case you didnt know!). better than nothing at least

plush yew
#

so im exporting my blender model into unreal with an animation, how long does it take?

#

last time i did this it took 2 whole days and it was still exporting to unreal so i canceled the export but now i changed a few things and fixed the bones a bit more

#

and so how long does it usually take?

lost fractal
#

Depends on the amount of animations I believe, but it definitely shouldnt take days. I had done that before and had to wait like 10 minutes or so in my case.

plush yew
#

so its been an hour and its still exporting

#

the animation is like 5 seconds long

#

with 60fps

peak cedar
#

Hello all

#

I accidentally deleted my blueprint references for a skeletal mesh and animations s

#

What’s the best way ti add it back in? I can’t figure out how to refernce the blueprint, the entire blue print tab is gone

dark rune
#

what does it mean when one of them is highlighted like that

drowsy snow
# dark rune

The highlighted one is the default when you choose to launch engine from the launcher.

rare skiff
#

Guys, how can i build only the editor version on VS? i dont want to build the server nor the client version. And what is the difference between AdventureGame.Target and AventureGameEditor.Target?

jaunty flower
#

Anyone know how to fix this? I am using static meshes as the actual track surface. Modeled in Blender and sent to Unreal with the Pipeline plugin. The meshes are completely aligned in Blender. I use Complex Collision as Simple for the two meshes.I don't want to use splines because Blender gives better control

blissful trail
#

so this crashes the engine lol

drowsy snow
#

Not going to judge on the reasoning.

regal mulch
#

Do you just want to make sure your number never falls below 1?

blissful trail
#

got bored and i was wondering how high it can go xd

drowsy snow
mortal canopy
#

and thus begins another day of battling the unreal ultraleap plugin 👏

#

how are y'all doin

drowsy snow
mortal canopy
#

let's go.........

plush yew
#

Hi guys. Just want to ask you why is this simple setup not working. Do I need to cast to something to alter exponential fog? It's not disappearing.

fleet sparrow
#

how to convert a vector location from world location to local coordinates with respect to an actor

modest trench
#

subtract the location of the actor?

#

also, local might be specific to a component so keep that in mind

drowsy snow
plush yew
drowsy snow
#

That's entirely up to you on how to store it.
EOS is not a dedicated server service.

calm crow
#

How would one make two for loop with delay ?

#
LogBlueprintUserMessages: [test_fantastic_perspective_8] Loop (0) (0)
LogBlueprintUserMessages: [test_fantastic_perspective_8] Loop (1) (1)
LogBlueprintUserMessages: [test_fantastic_perspective_8] Loop (1) (0)
LogBlueprintUserMessages: [test_fantastic_perspective_8] Loop (2) (0)
LogBlueprintUserMessages: [test_fantastic_perspective_8] Loop (3) (1)
LogBlueprintUserMessages: [test_fantastic_perspective_8] Loop (3) (0)
LogBlueprintUserMessages: [test_fantastic_perspective_8] Loop (4) (1)
LogBlueprintUserMessages: [test_fantastic_perspective_8] Loop (4) (0)
LogBlueprintUserMessages: [test_fantastic_perspective_8] Loop (5) (1)
LogBlueprintUserMessages: [test_fantastic_perspective_8] Loop (5) (2)
LogBlueprintUserMessages: [test_fantastic_perspective_8] Loop (5) (3)
LogBlueprintUserMessages: [test_fantastic_perspective_8] Loop (5) (4)

Only 12 looped (out of 16)

#

and with wrong index

calm crow
#

I might have found a solution using only one for loop

reef lotus
#

anyone have an ideas how to stop people from pirating steam games?

#

people are using the spacewar ID to play the game I made, I tried using a plugin to do ownership verification via steam, but it seems like the people who made the crack for the game can literally just tell it to bypass the ownership check

exotic thicket
#

Even draconian copy protection measures will not fully protect your game

#

Your efforts would be better spent on marketing so you can reach a wider audience

reef lotus
#

yeah that's what I thought a few months ago

#

but now the crack also avoids bans for the game

exotic thicket
#

Multiplayer bans or?

reef lotus
#

so there are people pirating the game, speedhacking online

#

yeah

#

and then they don't get banned

exotic thicket
#

I think for mp you should be able to verify account validity and such via steam

reef lotus
#

prob need a new ban system

#

I'm using AWS servers tho

#

not steam servers

drowsy snow
exotic thicket
#

You need some way of identifying a unique user either way

reef lotus
#

it's multiplayer

#

I was using their steam ID

burnt tinsel
#

HELP

reef lotus
#

as an ID

exotic thicket
#

Steam would probably allow it in some fashion via their APIs, even if you're not using steam provided servers you can use it for identity as far as I know

drowsy snow
# reef lotus it's multiplayer

Then Steam verification should be sufficient. Cracking groups usually use their group name as the steam handle perceived by the game

reef lotus
#

i don't know what you're talking about

reef lotus
tender ember
#

hello people:)
I'm learning UE and in one of the tutorials the tutor says that I need to know channel packing in order to continue this tutorial and in general if I wanna go far in this industry. is it something that is crucial or optional?

reef lotus
#

yeah that is a problem, but not a big one really right now

drowsy snow
reef lotus
#

I already do that

#

the crackers literally just cut that code out of the game

#

they just go around it

drowsy snow
reef lotus
#

well yes, I'm not sure how else to do it

drowsy snow
#

Bruh

reef lotus
#

if you know a way to do it please let me know

exotic thicket
drowsy snow
drowsy snow
reef lotus
#

so how would Ido this?

exotic thicket
#

Yeah sounds like it

reef lotus
#

literally on a game server? @drowsy snow

#

the problem too is my servers aren't running the Steam SDK

drowsy snow
reef lotus
tender ember
exotic thicket
#

Well I mean it doesn't sound like channel packing is a complicated concept so I'm not entirely sure what the thing is :)

tender ember
# exotic thicket Well I mean it doesn't sound like channel packing is a complicated concept so I'...

https://www.youtube.com/watch?v=HANAToqXy6A

I am trying to figure it out myself

Let's explore what channel packing is, why we do it and how it can benefit your workflow!

To download all the videos, check it out on my Gumroad!
https://gumroad.com/l/FyfoDc

Timeline
0:00 Intro
0:22 Why We Channel Pack
1:30 Pixels
2:02 Images
3:43 Channel Packing
4:41 RMA Example

5:36 Albedo/Transparency Example

Want to contribute? Check ou...

▶ Play video
drowsy snow
#

The point is that don't trust authentication on client side.

reef lotus
drowsy snow
reef lotus
#

alright thank you for the info

#

I'll see what I can do with it

drowsy snow
# reef lotus I'll see what I can do with it

Forgot to mention this. For extra measure, you should also check for client's version. You don't want old versions with the vulnerability still roaming around in your server.

reef lotus
#

plus anyway with how AWS is setup they can't get access to the servers for old versions

calm crow
#

Anyone know how render high res screenshoot or another method of screenshoot but without black bar (i want to screenshoot the camera, not the viewport

drowsy snow
brazen umbra
#

can anyone know ,how to spawn a set like temple run

calm crow
#

it's blueprint triggered camera

#

(as i'm creating my own tiling system)

#

i already know fully how to use the mrq

#

tks, but that's not my goal

rotund scroll
calm crow
#

@rotund scroll Yes, i use that, but even when i run game in another windows, it keep the resolution of the viewport, and make black bar in the output image

#

I'm curently trying to change resolution via blueprint but it does not work

rotund scroll
calm crow
#

i have tried enrering the settings HighResShot 3840x2160 but i have black bar

#

where is that float operation ?

#

you mean HighResShot 2 ? for example ?

rotund scroll
#

yes

fiery flax
#

I downloaded some props from the marketplace, and when I drag them into my map, they have a default checkerboard texture for some reason? In the image they have a texture, and there's a texture asset too

How to fix this?

calm crow
#

yes, but it would still use a sort of viewport resolution

rotund scroll
calm crow
#

i made a blueprint with a camera, that is auto-posess by player when the game start

#

and the resolution of my camera does not exist, but it's settings of fov/aspect ratio exist and that what might make blackbar

#

i want to have the screenshoot exactly the size of my camera (in aspect ratio)

#

and i don't want to modify my viewport size pixel by pixel until i have something that work

#

and i havn't found solution to change resolution of viewport via bluescreen yet...

rotund scroll
#

if your game viewport is 16:9 and your monitor is 16:10

#

that's black bar area

calm crow
#

no

#

my game viewport is whatever i change the viewport size

#

in the ue4 editor

#

but i want it to be my camera viewport when taking those screenshoot via blueprint

#

how would i do that ?

rotund scroll
#

yes so if it's not the same as your monitor, it will give you a black bar, because there is no information to fill in for the missing space

#

your camera viewport is the resolution of the window

#

the camera just presents what it can within the bounds of the window

calm crow
#

dude i don't have any monitor, i'm controling the workstation with full remote

rotund scroll
#

you still have a resolution for your screen

calm crow
#

i've setup parsec to have 3840x1547px

rotund scroll
calm crow
#

so i can have both windows menu on the buttom (mine and the one of the remote workstation)

calm crow
rotund scroll
#

I don't really have time for this

#

but I'm telling you

#

it's likely because of the aspect ratio

#

it wouldn't cost a lot to check this either

calm crow
#

here is for example me resizing the viewport screen on runtime, it just take the viewport into account when doing the highresscreenshoot

rotund scroll
#

yes but if you have a bigger viewport resolution than your aspect ratio it won't work

#

anyway that's my best guess

calm crow
#

not of the computer resolution

rotund scroll
#

it's the mismatch between the two

calm crow
#

no

#

i've never had any screenshoot of 3840px

#

it's always the size of the screen....

rotund scroll
#

but is it the same as the aspect ratio?

calm crow
#

if i play in selected viewport, it will take the size of the part of the editor where it's the 3D view

plush yew
calm crow
#

if i play in new editor windows, it's whatever resolution it want

rotund scroll
#

can you try with the same aspect ratio and see if it works?

#

instead of arguing about it?

calm crow
#

you mean changing the resolution of the computer ?

#

in nvidia control panel ?

#

but why...

rotund scroll
#

fit the gameviewport to have the same aspect ratio. you can do that in editor

#

in either case if you don't want to try the solution and just say "no" instead then I can't help you

#

good luck

rotund scroll
#

there's an advanced setting at the bottom of the play options

calm crow
#

with share x that allow you to make a rule in pixel of a region and changing it to perfect pixel ?

rotund scroll
#

that should lead you to page where you can set resolution

#

the important thing isn't the pixel perfect resolution, it's that the resolution has the same aspect ratio

calm crow
rotund scroll
#

you literally screenshotted it

calm crow
#

Oh, ok it's there

calm crow
rotund scroll
#

advanced settings

calm crow
#

but i wasn't aware of it's existance

#

or what it would do

#

like it could have been only for multiplayer stuff or things like that

#

there is so many sub menu, how would i know, it's not that intuitive

#

anyways, thank you ! it is what i needed !

plush yew
#

long story short, i am making a game similar to the shantae games and as such would like to keep my game E rated as they are as to not exclude anyone who may want to play my game and to avoid controversy, It wont use any characters from the game but feature a similar art style and mechanics. I am lost at how to translate this to 3d without losing what made the art style appealing in the first place. I feel like if i translated it into 3d with the style of clothing and proportions they have going on will land my game a teen rating by default, yet all their games are rated E.

#

could it be that the devs just get a pass somehow

#

or is it by being 2d it is less of an issue for Steam and Nintendo

#

totally lost on this one

fiery flax
#

Help!

Why are props' texture deleted when I place it into the map?

plush yew
#

does it matter if meshes have holes if they are under the landscape?

drowsy snow
drowsy snow
#

Also materials from Megascans plugin can sometimes be defective.

unique kraken
#

working on some model setup rn, can anyone awnser me this question.

are materials post or pre anim data?

#

like, if i offset vertecies on a skeletal mesh, does that happen befor or after the animation data?

#

probably after, right?

timid sand
#

hey there, does anyone have a clue why my rvt blend works only with one landscape layer?

#

looks like this

#

so it blends sand instead of snow/mud

drowsy snow
#

ESRB nowadays is pretty lenient
Consider that Night Trap get T rating in recent years.

drowsy snow
unique kraken
#

my worries are that scale would mess with it if ia use wpo

#

but yea, i think it should be fine

iron wadi
#

Hey I lost editor settings after getting BSOD, is there any way to recover it?

drowsy snow
iron wadi
#

doesn't it save the settings into a file? can I backup it for the future?

surreal falcon
#

I'm struggling to find out why the global illumination is not working, Lumen is activated with all recommended settings, but the object is not color bleeding on the floor / rest of the room

surreal falcon
#

thx

pulsar ruin
#

how i can package game more than 2gb with android packaging?

drowsy snow
tender ember
#

hello. what is this semi-transparent circle in the middle of my landscape?

pulsar ruin
grim ore
#

@tender emberprobably the reflection capture

tender ember
#

oh ok I saw it now. thank you

vast pine
#

I'm going to barf this idea here before my adhd makes it go away... be really cool if you could use your VR controller in the animation editor to grab your model and hand animate it lol. maybe you can do this and i just never looked.

remote badge
#

lads I spent 4 hours debugging yesterday to find a + sign that wasn't a *

drowsy snow
#

I don't have VR gear, so I have no saying on that matter, but I don't think it's out of possibility.

timid meteor
#

hi

#

how can i add foliage on an actor ? 🙂

vast pine
#

I've only seen personally, foliage added after the fact, painted on or the generators are allowing it to be painted onto static mesh and not just landscape.

remote badge
#

attach actor to actor

timid meteor
#

okaaaay

#

can i get an easy example of that pls ? 😄

steep meadow
#

yo im having this issue where the leaves on my trees get transparent when far away

#

anyone know how to fix this

late forum
#

I cannot figure out why I cannot paint foliage! 4.27, the foliage that is there is through the landscape material, but whenever I try to paint, the brush doesn't show up...I feel like I tried everything! If it matters, I do get a warning after building saying that the landscape streaming proxy "Static meh actor has NULL StaticMesh property" ....I just feel like there's no connection to the landscape? I am using world composition

#

@steep meadow Looks like a billboard LOD to me have you checked to see what your highest LOD looks like?

clear estuary
#

any of you lovely people here know how i can stop a timeline loop? via flow - i have it doing stuff, but want to stop it when a key is pressed

drowsy snow
#

Post it on #work-in-progress

supple shale
#

Will do. Sorry about that.

plush yew
#

hi i want my bots to overlap so i putted the collision on NoCollision and that did the job but i get this warning ... is set to physics but collision enabled is incopatible. how to fix this ?

#

they jus go from left to right on the x

grim ore
#

did you... google it?

plush yew
#

yes but cant find it

grim ore
#

the first link for me gives answers

plush yew
#

yes but they are not overlapping anymore if i do that

grim ore
#

you have physics enabled but you dont have anything that works with physics for the collision type, so change one of them

#

and what are they set to now?

plush yew
#

o wow

#

got it

#

i had simulate physics on

#

i turned it off and it works

#

thanks man

drifting kayak
#

UE4.26.2 - Any idea why on a fully dynamic lit environment, the word "Preview" still appears when running around in PIE? Ive "Forced no precomputed lighting" and rebuilt, and settings are all dynamic/stationary lights.

drowsy snow
drifting kayak
# drowsy snow Stray stationary lights, most likely.

Thank you. Actually, I just set the lights to dynamic and the word preview goes away (as one would expect). I suppose my question has evolved... if my project settings are set to fully dynamic, is there any gain in setting a light to static or stationary? like any perf savings or is it ultimately still just going to be processed as a dynamic?

drowsy snow
drifting kayak
#

Word, thnx~

oak patio
#

Anyone here launched a game on steam with achivements?

thick herald
#

Like "Congratulations! You have launched a game on Steam?" 😄

vocal flume
#

Are you guys using analytics within your games? Which service are you using?

oak patio
#

But nah i wanna know how easy it is to add steam achievements cause the dicumentation aint exactly clear

exotic thicket
#

Tbh it wouldn't be hard to roll a custom solution which just collects the event name which would probably be fine with regards to personal info... but other things are more important to do lol

timid meteor
#

okay i got to many selected stuff to replace 🙂

#

is there an easy way ? problem is its all actors , and i need to change it to PackedLevelInstance ( another kinda actor ) how ? 🙂

oak patio
#

Right click, replace actor with

?

#

Not sure if it works on multiple tho

trim mantle
oak patio
#

Do you know how easy they are to integrate?

steep meadow
lofty solstice
#

i cant export assets from bridge to unreal 4.27 because it says I need to go to export settings and install plugin, but im in export settings now and it says "installed"

#

anyone know what I could be doing wrong?

timid meteor
severe hound
#

Anyone know why new binds work on initial level I change them on but when i change levels it doesnt work? I have to go back to default controls in order for it to work (F is default and changing it to E works in first level but second level E won't work unless I rebind to F

grim violet
#

How do I save a camera rig rail? Every time I save the level + the sequence the camera location resets

soft tree
severe hound
forest cloak
#

Hello how to incorporate Euphoria / Ragdoll within our project ?

sharp flax
#

Hello everyone! I have a Movie render question, what channel should I use to ask it?

sharp flax
#

thanks!

late forum
bold wraith
#

Guys how could I access this image to place it in the player UI?

grim ore
#

what is the return value of the take high res screenshot node?

bold wraith
steep meadow
late forum
#

Well yeah the highest lod is usually a billboard is all I mean. It really looks like your shadows just don’t affect them at that LOD though but I can’t really be sure just looking at it…is your directional light dynamic?

steep meadow
#

ill have to check when im back at my pc

late forum
#

It looks like a csm problem if you want shadows on trees that far you’ll need to increase how many shadow maps your directional light cascades by

placid folio
#

Question: I have one planet which is a map, and I want to have it trade resources with another planet which is a map. Where do I put this information so it can process the trades even when the maps aren't' open?

#

Thats what I was thinking. Just want to make sure that makes sense before I put lots of stuff in there.

soft tree
placid folio
#

Thank you, I'll think about doing that too. I'm new so going to learn game instance first and see how it goes. Thank you!!! You rock!

shut flax
#

What are some good names for a survival game?

oak patio
#

"My Survival Game"
"Geoff"

#

But it depends on the type

#

Whats your game about, whats the setting, whats the story

#

Yknow a name a survival game about being lost in space coukd be sometjing like

"Through the void"

But that wouldnt apply to your survival horror set in Bed Bath and Beyond

shut flax
#

Guns etc
Multiplayer

oak patio
#

so a bit more info is necessary id say

why are you on the island
are the other people friendly, or is it like rust where everyone is an enemy
are ther other people/creatures on the island
does the island have soem sort of history, some dark secret?, some alien species?
is it some sort of combat trial? a n illegal gameshow?

#

you would be best deciding the name when you have a story

shut flax
#

I mean it's gonna be like rust

oak patio
#

cause that way you can stray away from generic names

#

you can post a request in the job board, look at #instructions

however you could also look at the pins of this channel, they have some useful links for learning

shut flax
#

Is Enigma good

#

lmao

oak patio
#

you look at other games, you have

dont starve - clues in the name
fallout - based on a nuclear apocalypse
terraria - derived from terra, meaning earth

#

wasnt looking at my steam library on my second monitor i promise

shut flax
#

lmao

oak patio
#

but your game should have some loose reference to your game i think, but that's my opinion

personally i judge a lot about a game from it's name, cause a good name can instantly give me an idea of what the game is going to be like
but i think a name also has to be memorable, but sensible, as a generic name instantly turns me away, whereas some hyper complex trying-to-sound-smarter-than-it-is name also does

you could go for something like "insura salvos", which literally means "island survival", but that puts you at risk of being one of those trying-to-sound-smarter-than-it-is games.
maybe just the salvos bit, but that could be confused with salvos, meaning a volley of missiles

#

names are a delicate balance

#

and this is why im trash at picking them

#

maybe even Insura, sounds kinda cool, has some hidden meaning

#

but take my names with a grain of salt

#

it takes me about a year to pick my new username

#

(although i personally do kinda like Insura)

#

but it does sound like it could get confused with an insurance company so i still dont know

placid folio
#

I got this setup, but I'm using Easy Multi Save to save my game data and it doesn't seem to save the game instance, I can't find a guide how to save my game instance data, any advice what I'm missing?

crimson hornet
#

Hello, I'm using an HDRI in Unreal Engine and I'm using these blueprints to do it. For some reason the Unreal Engine HDRI works fine with this blueprint but for any other HDRI that I import in, I get this error. Any help will be appreciated

drowsy wigeon
#

Is good idea to make unique bigger spaces, like for example train station, with all props in it as a blueprint, to move it around level as single thing? Or is there any downside to group related items into blueprint?

shut flax
#

Do you need to pay for easy anti cheat?

#

Like for you to install it for your game

drowsy wigeon
shut flax
#

Starting to learn everything one by one

winter stream
#

Is there a simple solution to the one side wall which I downloaded from quixel

wheat tundra
#

Would anybody happen to know how i can open up the animation sequence editor so that I can work with notifies? What I have is on top and what i need is on the bottom, thanks!

uncut crow
#

after using play animation function , animation blueprint of said character stops working , how to enable animation blueprint again ?

wheat tundra
#

im not quite sure what you are saying

uncut crow
wheat tundra
#

I think I figured it out, the video I was watching just had an outdated UI I believe but thank you for your response

#

that wasnt quite my issue, i wanted to use notifies and didnt realize how to use them with this ui but I figured out how

uncut crow
# uncut crow

so after the attack animation runs , the jogging animation stops working althugh the enemy still chases me , how do i fix it ?

winter stream
drowsy snow
#

I think Play Animation overrides anim instance

uncut crow
drowsy snow
uncut crow
rare thorn
surreal eagle
#

emergency question

#

should parry deal damage

uncut crow
surreal eagle
uncut crow
cosmic flume
#

what would a be a good channel to ask about control rig

#

im guessing animation or cinematics

naive quarry
surreal eagle
crimson depot
#

how do you automatically dock new windows

fallow venture
#

Say I have some assets that are commonly used in my many different projects, maybe a VR controller blueprint or a basic map etc. How do I maintain these assets elegantly? I think it's not a good idea to do asset migration from the original project every time. Can I do this like maybe host a my own marketplace vault?

tame marsh
fallow venture
#

Is there some plugin management way? like npm, or custom package source in Unity?

tame marsh
#

Anyone feel free to correct me if I'm wrong, but particularly for code, it makes it more portable between prjoects

#

Aside the marketplace, no not really yoou'll have to manage it yourself

fallow venture
#

so maybe I manually save my plugins in a folder on my NAS

tame marsh
#

Yep you can do that

#

The plugin approach is how I do it when we've got a bunch of test projects R&Ding and I need to transfer functionality to the main project and colleague

fallow venture
#

thanks bro 👍

forest cloak
#

Hello how to incorporate Euphoria / Ragdoll within our project ? Please

cosmic flume
#

Anyone have experience with quadripeds and control rig

drowsy snow
drowsy snow
plush yew
#

how to fix this without editing size of meshes? when I'm jumping character goes through the ceiling and it show's whats outside of it. Also sometimes when I move you can see while holes, lines through the meshes, like in corners and so on.

wild hemlock
#

what should i be googling for in order to make hands that can cast spells in FPS?

drowsy snow
wild hemlock
#

(also willing to purchase marketplace assets)

crimson depot
wild hemlock
drowsy snow
wild hemlock
#

where should i be looking for assets that does this - places like mixamo or directly on the UE marketplace?

#

most of what i've found so far focuses on TPS rather than fps

drowsy snow
#

Personally I'd make them from scratch

wild hemlock
drowsy snow
wild hemlock
drowsy snow
wild hemlock
#

i'm super new to animating - should i attempt IK first or

#

also - should the animation be done in UE directly, or should i be using another tool for this then importing into UE?

drowsy snow
wild hemlock
drowsy snow
#

I don't depend much on marketplace plugins.

surreal falcon
#

if I was to make an underground world, how would I go about using a skydome and lighting?

drowsy snow
surreal falcon
#

it should look like a simulation from the outside world

#

I was even thinking about just teleporting the player to an outside scene for this to make it easier

coral verge
#

Hello,
Does anyone have an old version of Quixel Bridge? I’ve downloaded the latest version and I can’t see an option to pause/resume downloading!

crimson comet
#

Hello, I’ve been making renders with Unreal for a few months and with every render, there’s always one or two frames that glitch out. This always happens no matter the render settings and format. Has anyone experienced this?

drowsy snow
crimson comet
drowsy snow
#

Oh, okay, usually that happens at the very first frame.

plush yew
true quartz
#

Would anyone kindly help me retarget APC animation from one skeleton to another

plush yew
#

thx, kinda worked, increased it to 5 from 1

#

also what's the name of setting in foliage for spawning different size tree's?

#

thx

runic needle
#

hello, I will tell you about a game idea that I want to make and I will ask if unreal engine is sufficient for this. First of all, I should mention that I am experienced in unreal engine, so I know how to do many things in my mind, but I don't know much about the game idea I will talk about.
The game I want to make is pretty similar to minecraft, but not made of blocks, at least not entirely if possible. In this game, the world will be randomly generated, there will be villages and cities, there will be randomly generated people and we will be able to have a dialogue with them. In short, I'm imagining a very procedural build that doesn't consist of blocks, I know it's not an easy idea. but do you think this makes sense in an unreal engine, I'm asking because randomly generated and non-blocky world shapes is a pretty extreme idea, what are your thoughts?

autumn flame
#

If you are experienced you should know if it's possible or not :p

It's really about how much time you wanna put into it, how heavily do you wanna modify the engine and how many people are you inclined to hire for such specialized systems?

toxic pecan
#

i'm new, should i try UE4 or 5?

autumn flame
#

UE4, wait for stable UE5

toxic pecan
#

any great turtorials/guides i should follow?

stable remnant
#

how come unreal gets scancode vs keycodes wrong

#

its a literal game engine and the default editor controls on azerty are piss

#

or at least the template i started out with is

thick herald
toxic pecan
paper cradle
#

where is help or support chat for asking question for ue 4.21

#

i am new here tho

#

nvm its this so i have few isssues with vehicle modding for a game ..one of the problem is my acceleration is being detected but vehicle still wont move forward i tried resizing wheels size and event graph but no works ...i hope people will help here ...and dont think i am being dumb or like anything .

toxic pecan
#

is there like an AZERTY layout?

paper cradle
toxic pecan
#

idk, i'm new as well

toxic pecan
paper cradle
#

I tried taking it up ...with x,y,z axis and even resized vehicle

#

Still don't moves

#

Forward

#

This model was ported from blender as.fbx to ue4.21

toxic pecan
#

🤷‍♂️ , but i think people in here will be willing to help

paper cradle
#

I hope so ...cuz m dealing this from 1 week

#

🙏

plush yew
#

been messing around since im a complete beginner, but i made this, i think it looks cool, but is there any way to increase the poly count on the landscape? since some parts look very geometric

topaz berry
#

i seem to have lost my viewport

#

how do i get it back?

#

its just empty

#

and the construction script

#

and event script

toxic pecan
#

go to window top left

#

load layout

#

and then default editor layout

#

@topaz berry

topaz berry
#

oh okay

plush yew
#

can anyone help me on my question in #legacy-physics ? it is driving me crazy

oak patio
#

If you are asking if you need to anchor widgets then yes

stable remnant
#

does unreal have a "native" sphere object that changes the vertices based on the camera?

manic jasper
red condor
stable remnant
#

I added a huge static mesh with a sphere but its chonky from up close

#

basically hoping for some kind of primitive LOD & I also dont want to export & load a mesh with huge detail just to create a sphere

red condor
#

ah I understand

#

there is no such native component, however - are you a blender user?

stable remnant
#

I have installed blender after an unreal tutorial told me to create a hexagon in it 🙃

red condor
#

noice xD

#

well, in blender you can use 'smooth shading' to create the illusion of smoothness

stable remnant
#

I am thinking planet size sphere btw

coral verge
stable remnant
#

should clarify this

#

with what i mean by "huge"

coral verge
red condor
#

ohh realllly big :)

#

hm yeah forget what I said then

coral verge
red condor
#

so are you going from space > planet?

stable remnant
#

i'm not really sure how much the space component will be used yet

#

but I do wanna walk around on it and eventually wrap around

red condor
#

gotcha, I've been trying to tackle world-wrapping myself

#

Once on the surface, you probably don't even want to be on a sphere literally

stable remnant
#

yeah that might be wiser but

#

less cool 😛

red condor
#

only less cool if you can actually tell xD of course you'd also need some clever transition fakery haha

stable remnant
#

<#cpp message> I have something like this right now but a bit more refined, trying to get a grid working on it

#

but I'm thinking it is a bit dumb to render actual tiles as surface rather than just rendering a surface

#

I'm not sure the flat from close up thing will work for me

red condor
#

based on my own research for world-wrapping the best approach is to fake it, and even that seems to be tricky to get right

#

hopefully your game is single player?

stable remnant
#

xd

red condor
#

uh oh xD

drowsy snow
#

Reaching into Elite clone eh

red condor
#

well, you want to build a spherical world map - so search google for that or unreal - create spherical planet to see how people are trying to do it, there is some discussion on the subject

stable remnant
#

Isnt elite mostly in space

#

I have been searching that, with slightly different search terms

#

was just wondering if there wasnt a simpler way since for now i am literally just looking for a sphere

red condor
#

there is definitely no out of the box spherical world functionality sadly

#

i think I saw a marketplace addon that does it

stable remnant
#

who charging 300€ for a plugin

#

lul

red condor
#

well, the price might be an indication of the work involved xD

#

you have to sacrifice quite a few things that ue4 gives you out of the box

#

like redesigning character movement and gravity

#

cuz gravity is only down by default

#

you can't use world comp, but you probably wouldn't anyway if you're doing multiplayer

drowsy snow
#

Hiring someone to do that would be way more expensive than 300 euros

red condor
#

oh god yes

drowsy snow
#

After all, making Elite clone is not an easy task, especially within UE4's confinement

#

I think Star Citizen has to modify Lumberyard so hard to support space travel and large world coordinate

thick herald
#

It took Frontier a couple of million, a little over 100 staff, a custom engine and 4 years to make Elite. 300 bucks is chump change by comparison

red condor
#

(of course you should only consider buying any asset at any price if it actually suits your game, or if you have the skills to rework it 😁)

drowsy snow
#

Still amazing considering the specs of BBC Micro

thick herald
#

well, Elite Dangerous is the spiritual successor to others true. But other than that it's completely different code

#

The COBRA engine is nice n all but it's limited them a lot I think.

red condor
#

(by the way to anyone who saw my questions about the player flickering/jumping/skipping frames when new tiles were loaded in world comp, turns out it doesn't affect the built game, so slightly annoying for testing but effectively a non-issue)

rose sleet
#

Hey, i've gone full mind blank.. What's the shortcut to make 2 points of a blueprint code straight?

#

like to make them in line and straight with each other

rose sleet
#

Just Q?

#

I pressed q because i knew i had to press that but i forgot if it needed another button too