#ue4-general

1 messages · Page 1156 of 1

drowsy snow
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Yes just Q, and more than one BP nodes selected

rose sleet
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thanks

red condor
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is it possible to get print strings to show on the screen from an editor utility blueprint?

drowsy snow
mortal canopy
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hand tracking now very functional 😔 at long last

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now just gotta set up live link in the blueprint but that's not a big issue since that actually works as intended hork

red condor
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I need to cut off the number from the end of a string that could be 'word12387' for example (the word and number can be any length) - can I do this with a delimiter, do I need to loop through every character or is there a smarter way?

drowsy snow
red condor
runic needle
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potentially everything is possible in unreal engine, but I'm thinking that how hard it would be. I guess i will try it. If it seems to hard and complicated, then I'll give up on this idea, it's hard for me to be the only one

neon bough
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the smart way is regex

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there's also some free plugin which adds regex nodes

toxic pecan
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how come sometimes i suddenly am unable to do anything ( for example: when i right click the menu just keeps dissapearing)

ebon marlin
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Is there a global gamma or brightness setting that can be exposed to users, that also affects UMGs?

toxic pecan
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So only fix is to restart?

autumn flame
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There's some sort of fix pinned

vivid rune
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hi, im new to using unreal engine. when i save project and try to open back project it just loads a blank. any suggestions ?

vivid rune
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yes a blank level.

dusk nebula
slate matrix
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anyone need any low poly assets i can make for them for free?

latent dock
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does anyone know what a good amount of actors per level is before it starts becoming incredibly laggy

reef lotus
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does anyone have experience with anti-cheat programs for use with online games with UE4?

red condor
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Using 'get assets by path' in an editor utility blueprint, I want to get all the assets in the folder Content/blender/ I've tried everything logical I can think of in the 'package path' field but checking the resulting array length always returns 0. What should I type there?

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you're right!! I'm so sure I tried it... I must have had something else wrong at the time though. Thank you 👍

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it could well have been that, yep

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awww yeahh it works, I just saved future me 1000000 mouse clicks 🥳

chrome bronze
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yo quick question is there like an and gate for exc pins

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like both states needed to be true to proceed

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ok thanks I think for later use I will make a marco

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what do you mean by pulling twords it

wispy hollow
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does anyone know how i can add my metahumans face to a mesh and rig a skeleton to it

chrome bronze
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oh so it does not have artifacts? but is not outside of the wall

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for that you need to uncheck the grid for movement

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and then move it so it just barely sits outside

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well you could like add .01 or something to the details panel

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but other then that im not sure there is a fix

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unless you actually cut a hole

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yeah im not sure

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good luck

red condor
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@austere whale if the wall happens to be at a 90 degree angle and the asset has the origin point at the right place, it'll snap to the surface with correct rotation when you drag it from the content browser. It'll snap regardless of angle in fact, so if you know the wall normal angle you could rotate the mesh to match

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but then afterwards if you move it won't have the snapping behaviour anymore

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Moving stuff around is easier in Blender tho, so I tend to design my level and position everything there and then use an addon to bring the positions over to unreal.

winged lava
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Hey guys! Basically I am using main menu pro with my game and when I click new game and enter the first level, I can't control my player but when I load the first level from the editor it works no problem. Can someone please shed some light on what I am doing wrong? Thx! 🙂

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can anyone help me with the question above? Thx very much in advance!

final moth
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All the vertex coloured agents turned black after baking the light and I can't make it work. It has to do with baking lights, how do I make it work? Do I really need to have UV's on my characters?

wispy hollow
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does anyone know how i can add my metahumans face to a mesh and rig a skeleton to it

soft tree
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try using it after clicking on whatever your new game button

molten delta
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Guys is it possible to do a hit trace on a staticmesh placed by a Procedural Foliage Volume (UE 4.27)?

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doing a hit trace always return the Procedural Foliage Volume name but not the actual SM

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@minor grove I think you had similar thing happen? Did you resolve?

final moth
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why?

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anyone?

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it doesn't make sense

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is anyone here found the same problem? losing the color data on the vertex material?

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in the lit mode?

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yes

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I guess

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let's say, I don't want to bake lights, what do I do? The scene is lit with emission material

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is that even possible without baking?

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and if the lightmap uv messed up, how do I un-mess them?

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is there something I can do here?

plush yew
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im new and going into uni soon, im wondering why my uni chose to work with UE4 and not UE5? surely its better? 🤔

final moth
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static lights = baking. If the light maps are fucking things up, then lightmaps are the problem, which I don't understand how to solve.

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I read the documentation but it doesn't offer anything specific for this situation

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and the problem exists only with the vertex material, when I use material with the other type of base color, no problem

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Ok I managed to make it work. The trick was, to make the object which I use as a light static object and then it would light vertex material properly. But I am surprised why there is no possibility of dynamic lighting with the emission material

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maybe that's what lumen is for 🙂

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I could try to experiment with raytrace gi

final moth
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raytrace gi is super nice. I will keep that.

fleet perch
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Does anyone have an idea for a high level method of recording user input for a character and then having a bot repeat that input to perform the same movements at a later time? I've tried using the build in DemoNet replay engine (seems to interrupt game completely when replay is played back from what I can figure out) and storing a lite of transforms and re-applying them (doesn't capture animations at all)

soft tree
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here's an excerpt

plush yew
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can you use C# with UE4?

silent pecan
silent pecan
# plush yew can you use C# with UE4?

C++ is the natively supported language. There are tools in the works for C#. https://www.youtube.com/watch?v=t8nP0IEWLZU

I am not a programmer but most info I read (and recommendations) is to go for C++, or use blueprints if you are not a coder.

Want to use Unreal Engine but prefer the C# programming language? Well thankfully this project is exactly what you are looking for. UnrealCLR exposes dotnet core to Unreal Engine and exposes UE classes to C#. In a nutshell, you can write your game logic using C# or F# in Unreal Engine!

Learn more in the step by step guide:
https://gamefromsc...

▶ Play video
winter marsh
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If anyone is new to Unreal Engine and would like to learn, feel free to DM me.

plush yew
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@silent pecan would u say UE4 is better and more convenient to learn than unity to get into games industry?

plush yew
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how do i decrease the vertices withought making the model look all ugly and blocky

plush yew
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idk i was asking 0_0

naive quarry
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Preprocess every possible viewing angle and lighting possibility, cache them, then remove from cache what you need and overlay it on the screen 😎

shut nova
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Why does my lightmap res show as too large when I have it set to 8 for my grass foliage???

trim belfry
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whats the point of the Player Start Tag in APlayerStart? i noticed its referred to as Portal through some of the function calls

foggy berry
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guyz i Have a qustin

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can i edit a blueprint somehow without opening it

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coz i managed to make a blueprint that instantly crashes da editor

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and I dont want to delete it because I have a couple of hours of development in that blueprint

drowsy snow
foggy berry
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so I'm basically fucked/

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and can i somehow not run the blueprint?

drowsy snow
foggy berry
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damn

drowsy snow
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You're not completely fucked if you still have the autosaves or source control to roll back into

foggy berry
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hm

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any tips where do I find the autosaves of unreal?

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thank god i Found it

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thanks for the tip.

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I mean the autosave thing, it saved me this time

coarse wind
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🙏🏽 Hey everyone, I have a question about the Traffic AI System plugin. Can I run it in Unreal Engine 5 ?
or migrate the blueprint from UE4 to UE5 ?

barren plank
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this is so random it's happening to all my projects

tender ember
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hello. I'm new to UE and I'm looking for great and detailed beginner tutorials on landscape materials and tiling fixing. I found some by Ben Cloward and unreal sensei but they are not beginner friendly at all.

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maybe you also know some affordable courses on this? like on Udemy or something

opal crane
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Good morning, I have this problem in UE4 4.27 where whenever i right click on content browser (mostly on images), Unreal will freeze and crash out. This seems to be a random event as it doesn't happen all the time but maybe 70% of the times? Needless to say this essentially makes UE4 impossible and frustrating to work with. Does anyone have this sort of problem? Many thanks!!!

wise trail
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Script folder is garbage right? I dont recall it being a thing before.

opal crane
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thanks for that, i'll have to investigate how to turn off on Nvidia panel and give it a try! 👍

opal crane
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tbh i have change the performance mode on Nvidia settingsand not a single crash yet! This must have been the reason why Unreal was often crashing when Painter was on as well. I'll keep on monitoring but thanks anyway!

minor karma
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anyone with cascade particle system experience? pls dm me i just need to ask some questions

tropic pilot
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where can i post about UI Widget stuff?

plush yew
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help??

real heath
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1 Workaround is to launch the engine directly and then it'll prompt you which project to load

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Rather than launching project through the epic launcher

plush yew
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@real heathI didn't understand anything

real heath
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Where it says 4.26.2, click launch

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It will then ask to load an existing project or create a new one

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Select your existing project

stable remnant
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I have a structure like this, and the body has physics and velocity and stuff applied to it, but the GetActorLocation() doesn't move with the body

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what is the solution to this such that I can have my pawn input logic and whatnot in c++ but can still edit my pawn body & such in the BP editor?

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to my understanding you cant apply impulses to the actor directly, so I ended up finding the body mesh in cpp and applying the forces to that but I guess thats not the way

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how can I do that? the body is from BP_PlayerPawn and the current root component is inherited from the cpp class PlayerPawn

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if I set a static mesh root component in cpp, I can no longer edit it in the subclass bp

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Can i do that on RootComponent? I don't define it myself, it is inherited from AActor

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I just set it

red condor
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hey all, I'm having an issue with world comp where my camera appears to skip a couple of frames when a tile loads (even if the tile is just a small landscape with no other actors, and my pc is powerful). This happens when the camera is on a springarm or if I remove the springarm and just lerp the camera to its intended position, but not if the camera is simply attached to the character's mesh. Issue exists in editor and packaged game. I might be searching badly, but I can only find one other person who's asked about this: https://www.reddit.com/r/unrealengine/comments/9r9x7g/camera_jumps_during_recenteringrezeroing_caused/
This definitely sounds like my issue. A solution is suggested but not detailed, and I'm looking for help understanding how to achieve it:
"You can make a child class of it and when the target world changes greater than an amount such as your tile width and teleport the camera to the new transform. Not at my computer but you can override the function that sets the target world transform. There’s no need to rewrite it for small additions. If you are blueprint only you can still probably override that function if it is marked as virtual"
For clarification - "child class of it" - does 'it' mean springarm component? "you can override the function that sets the target world transform." - how do I do this? To be honest, I'm also not quite sure how to do the math, but I guess it's just subtracting one location from the other and then adding that difference back on? Any help/advice would be much appreciated :)
I seem to have found a setup that works, but if anyone was preparing a reply I'm still interested in furthering my understanding 👍

stable remnant
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the solution is to not set a rootcomponent in cpp, I didn't know that was allowed 😛

tardy tulip
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Hi there ive a question is incredibuild works with blueprint projects and is it really accelerate the shader compiler

stable remnant
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What does it mean when a collision box is red? (I typed show COLLISION). Either way my pawn is going right trough my collision sphere

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the pawn does collide with the starter tables and such.

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the collision sphere is created as root component in cpp by doing CreateDefaultSubobject<USphereComponent>(TEXT("SphereComp")); sphere.InitSphereRadius(radius);, what Am I missing here?

grizzled fox
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Hey guys!
I am working on a new project and I am running into an issue, or rather, I don't know how to go about this
In the terrain I made created some foliage and added wind to it etc.
I have a model that is going to move through the foliage, can I somehow make the foliage interact with that model, as in, not to clip through it?

red condor
grizzled fox
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Will do!

stable remnant
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do you need SetSimulatePhysics for collision?

gleaming lotus
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Quick question: What do you think is the best method for having a collision test for a build system so the piece being built in question (highlighted orange) doesn't collide through other meshes?
My first thought was use a spring arm component, but that doesn't inherit the attached item's collision. Just looking for the quickest prototype implementation 🤔
Second idea is to just set the actor location and sweep, but that seems a bit hacky

oak patio
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Id say test if its overlapping anything, if it is, turn it red, and only allpw placement when it isnt overlapping

gleaming lotus
plush yew
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Should i use unreal engine 4 or 5 to make a serious project? I'm already experimented in ue

hallow compass
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Guys is it possible to add multiple videos into one single scene? I am trying to add 4 video files into a scene but the materials end up turning black and I don't know why

calm cedar
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Hello everyone. I am facing some shadow related issue in ue4.27 can anyone help please

gleaming lotus
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unless you explicitly need something thats in UE5

gleaming lotus
# calm cedar

increase the max cascaded shadow distance in your directional light in the scene.

tropic pilot
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any norwegians in here? 🙂

paper cradle
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Hi myself flextor , i am dealing with the issue from week i am hoping people will help me here :)), so my issue here is the wheels of this car are not balanced and when i press w to move it ain't moving and its just the wheels move even they moving weird ...and i tried everything such as ....setting primitive settings in view port to single convex hull and also regenerated bodies inside physics assests .

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btw this model was taken from sketchfab and from there to blender then to .fbx in ue 4.21

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so any help would be greatly appreciated ❤️

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sorry not that its this clip .. 🙂

oak patio
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you free place the first thing, but then the rest snap together

gleaming lotus
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Yeah thats actually what I do in my other project, this one I want to have free-placement

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I've come up with a somewhat reliable system just moving the object and scanning for collisions.. although it does have some issues I'm trying to iron out like items getting caught on a corner and then not snapping back when they clearly have space 🤔

red condor
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I want to set up source control for my 4.27 project, single user. Is perforce my best option? And can anyone recommend a tried-and-true tutorial for setting it up and using it properly?

mental solar
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I made a blueprint class from actor + light but the light is gone. Do I have to bake it?

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And if yes, how?

cloud aurora
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g

paper cradle
# paper cradle

can anyone help me too...i am dealing this from 1 week now :c

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thank you

leaden violet
# paper cradle can anyone help me too...i am dealing this from 1 week now :c

First problem i see there is that your vehicle wheels aren't rigged properly. There are some tutorials on YT that shows how to rig a vehicle properly in Blender for EU. The second problem is that your wheels might be set up wrong. Make sure to input correct values in the wheels blueprints and adjust "Additional offset" in your vehicle blueprint in "vehicle movement component".

paper cradle
leaden violet
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Are bones in the centre of the wheels?

red condor
# shut nova Anyone?

Have you read through this thread? Depending on what you're doing you might not want to used baked lighting at all, but if you do there's some advice in there: https://forums.unrealengine.com/t/lightmap-too-large-warnings/28745

paper cradle
leaden violet
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I was rigging vehicle manually about 2 months ago

paper cradle
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u dont need to manually now lol its auto everything

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with this

red condor
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only if it works xD

leaden violet
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I've set it up like this and it works

paper cradle
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everything is seperate

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actually i am trying to port this into a game ..and i have succeeded once

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but now nope

shut nova
pallid plover
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Hey guys, I'm trying Metahumans and I can't change the length of the beard.
Changing it from "Groom Groups Desc" does change it but then it snaps back to the default level, and changing it from within the groom asset doesn't update it in the viewport for some reason.
Any help would be appreciated.

hollow cairn
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why can i not set ai peripheral vision to more than 90 degrees?

tawdry python
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anyone knows how to fix this? 👀

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(text being cut in the content browser)

drowsy snow
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No, but it shouldn't be big deal anyway, unless the asset below vanishes as well

tawdry python
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it doesn't, it's just very mildly annoying to look at but it's not a big deal

red condor
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column view is probably long enough too and gives you more info

tawdry python
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it's a little bit too cramped I got used to recognizing assets by their thumbnail

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but changing the scale fixed it!

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I forgot that view options also had settings to change the visuals of the viewport

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thanks!

dull dew
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is there a channel for promotions?

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for other discord servers?

plush yew
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most people here know about deriveddatacache right?

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So mine is 152gb

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what do?

vernal thicket
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Is there an area here to recruit game testers or is that not for this disc?

red condor
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editor blueprint utility question - is it possible to get a reference to the world composition sub-level a selected actor is in?

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(I'll be using the utility in the persistent level)

vernal cobalt
hollow flax
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Anyone here using Linux and willing to help me with an issue when compiling.

When I try to do ./generateProjectFiles i get an error popping up saying that Linux is not supported and that i should check the sdk

vernal thicket
vernal thicket
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Non disclosure agreement

vernal cobalt
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Oh yeah makes sense

chrome mason
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Anyone here familiar with Assertion issues witih UE4? i am looking for assistance and trying to troubleshoot this issue. I do not see a "troubleshooting" chat./

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Sure thing, Assertion failed: GD3D11RHI->GetQueryData(Query->Resource, &Query->Result, sizeof(Query->Result), Query->QueryType, true, false) [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Windows/D3D11RHI/Private/D3D11Query.cpp] [Line: 45].

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I have the whole of the text files if you need them too

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Specs are a Ryzen 3800x, 32GB of DDR 4 ram, RTX 3090,

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it also produces a log with this

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[2022.03.13-17.47.57:984][743]LogD3D11RHI: Timed out while waiting for GPU to catch up. (30.0 s) (ErrorCode 00000001) (00000000)
[2022.03.13-17.47.57:985][743]LogD3D11RHI: GPU has hung or crashed, checking status.
[2022.03.13-17.47.57:985][743]LogWindows: Windows GetLastError: The operation completed successfully. (0)

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I have tried the TDR settings in my registry with no success

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lastly LogD3D11RHI: GetQueryData is taking a very long time (5.0 s) (00000000)

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Any UDK video game, like ark, does not crash or have issues.

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I could do that

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let me try swapping to DX12

hidden oar
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This should be the simplest thing but I feel stupid here... How do you call/execute a function from a blueprint where the function is part of an attached/called actor that is connected to a socket?

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Hmm... so basically I have a flight sim i'm working on....

Pressing "R" reloads missiles (which are attached to the outside on sockets). Each missile is a blueprint with it's own "launch" function.

Then, I have "Spacebar" attached to a function for firing the missile.

In the "Fire missile" Function, I tried looping through children components, which works when I print the "name" of each array..

But I can't seem to call the function (ie, using set timer by function name)

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This is the "Fire" function. If I print the array elements, it does list the missiles that are attached

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So if I print the array, the missiles show up, and they are attached correctly.

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sorry, the components are actors themselves (with attached particle systems and methods). I honestly am such a newb with this, the basic terminology escapes me. Thanks for your reply though 🙂 - It seems like it should be such a simple thing to do, but it feels wierdly difficult

plush yew
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So i exported my model with an animation and i wanted to ask how do i fix the issue of some body parts are not in the correct place?

hidden oar
clear stirrup
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hello I'm new to unreal and I wanted to now how can I make an enemy ai to attack the player but not with like a sword or fist but with magic I've look everywhere on YouTube and cant find anything do you guys know how to help the model it a fish i want him to shoot water out him mouth and make the water splash is there a YouTube video or anything that can help me do this

plush yew
hidden oar
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Is there a better way to load actors dynamically and attach them to sockets?

It works this way, up until I try to call a method on them.

chrome mason
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So far looks like DX12 did the trick.

dense knoll
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How would you get the Sky Athmosphere to work with a night setting?

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when setting the sun below the horizon theres just no stars in the sky no moon or any ambient light in the sky

floral girder
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I hope this is the right channel but do any Macbook Pro users have a problem with mouse lag in UE4?

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It only happens when I use a bluetooth or wire mouse, the trackpad doesnt ever have issues

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When I load a Standalone Game the mouse problems go away.

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Anyone know how to fix this?

toxic pecan
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whats the shortcut to increase camera speed again?

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i thought it was that but doesnt seem to work for me

inland jewel
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Hey guys! Quick Q...

If you use triggers to continuously spawn platforms in an endless runner, can I use triggers to stop them too and also to create a 'goal' 'end of race/level'? I also am trying to think of how to add multiple, separated platforms to an 'endless runner' that you can jump from one to the next instead of just having 1 platform the whole level.

appreciate any advice

red condor
final moth
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problem with sequencer visibility trigger, messing up the lights. When I watch the sequence in the editor mode, everything is fine. However, when I watch the sequencer in the game simulator, for some reason the scene looks much lighter, like it took the HDRIBackdrop from the previous scene, even though it should be unloaded. How to prevent this?

inland jewel
final moth
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as you can see, when I scrub the playhead, the level loads normally and the lighting is ok, but when I go to the play mode, the lighting is messed up

red condor
final moth
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why is this happening, can anyone help, please?

red condor
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You'll want to set up your 'levels' going in a single direction instead of a grid, add as many as you need for the stage, you can just keep building til you find a good end point for your stage, then move on to the next world. World comp handles loading and unloading levels and removes the map size limit for you so it's nice and easy 👍

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This is the video I used to get started, it's clear and to the point

inland jewel
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so each 'level' would essentially be a new world.

red condor
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level in your terminology yes

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in unreals terminology each little bit of your level is a 'level' within a 'world'

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so you should try calling them stages to make it less confusing

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xD

inland jewel
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haha yeah ok ill keep that in mind. Can you code / blueprint it in Unreal so that plaforms no longer in fov are removed? to help with performance

red condor
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if you use world comp it'll happen anyway

inland jewel
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oh dope

red condor
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and they won't have a render cost if they're behind you anyway

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(I'm simplifying a little)

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they will actually be unloaded a 'tile' (level) at a time

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but that's better for performance anyway than loading/unloading constantly apparently

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check out that vid, I think it shows how they load and unload as you play in editor. You can see it happen in the side bar

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one thing about world comp is each tile will have a landscape, which you might not need in your game - but I don't think you can get rid of it. You can, however, set it to invisible and no collision, so it doesn't affect gameplay.

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and finally if you do use landscapes and decide to sculpt them, always add the next landscape rather than sculpting at a seam and trying to fix it afterwards. Much easier. And I think that's all the advice I have 😁

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@inland jewel funnily enough I'm basically doing the exact same thing, here's my test level world, see I did it too, in progress :)

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yep keep that in mind ^

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but if you're starting out I think ue4 is the way to go, more tutorials and less issues (for now)

inland jewel
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that's super helpful. I was sitting here scratching my head trying to figure out the best way to do it.

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i've done a bit with ue5 but figured this game I'm making is so basic it doesnt need to be done in ue5 so i went back to ue4

red condor
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since your game isn't endless and sounds similar to mine, I'm confident world comp is sufficient, but doesn't mean it's best of course - I haven't tried ue5 at all yet

final moth
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does someone know why is lighting different in the game mode than in editor mode when I scrub my sequencer, like I demonstrated in #ue4-general message

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is this a bug, should I report a bug?

inland jewel
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yeah i assume it's more about simplified processes than a brand new engine

red condor
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for me personally it's just dependence on a few plugins that aren't updated yet

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as a new user you don't have that issue

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that sounds really good tbh

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you described world comp as a cheap trick, and that's very apt

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it's absolutely fine for my game, but if I was doing open world for real I wouldn't hesitate to jump on ue5

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I haven't actually done anything myself with shift origin yet

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just let world comp handle it

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yep

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but not in packaged game (now)

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oh yeah 100%

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turned out it did work in the first place though, the problem was I didn't try to package xD

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also I don't think that issue would be noticeable if I was using a human character running at normal speeds

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but you are still right

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lol xD

inland jewel
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how do you do this? this is essentially what i was originally thinking to do. I just dk how to do it,

red condor
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using the two methods I mentioned before discussing world comp

inland jewel
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aaight. ima watch this video and go from there

red condor
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there are caveats of course, like your world can't be too complex

inland jewel
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yeah that's fine

red condor
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well you got a bunch of answers xD good luck choosing the best one for you :)

inland jewel
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yeah i appreciate the advice guys. Def gives me a direction to follow

red condor
#

@plush yew right now, my whole world design process just doesn't work with ue5 due to a plugin that isn't updated, it's the only thing stopping me jumping ship. But since ue5 is more newcomer friendly now I'll be sure to mention world partition as an option from now on, it sounds much much better

inland jewel
red condor
#

i think the main reason was bugs tho, and apparently they're mostly ironed out

#

if you run into a bug that no-one's fixed yet as a new user, you're screwed :)

#

but the new release is much more stable so it's a good time to try world partition, if you don't want to fake it

plush yew
inland jewel
#

Early Access crashed a lot on me. Is that still happening?

red condor
#

hm, i suppose if 5 is kind of a 4.28 my plugin might just work despite not being updated..

#

its a blender plugin, but all it does is put stuff on the clipboard to paste actors into a level

#

so unless they've changed fundamental editor stuff I might be good

#

well, might as well give it a try 😅

final moth
#

#ue4-general message I solved it. If anyone cares to know, the problem was with the postprocessvolume. So, when I added the postprocessingvolume in the sequence, from the both streamed levels, In the gaming mode lights stay consistent. This is something which should be documented, I guess?
EDIT - nope! it still fucks up the lights in the rendered version. It must be a bug, otherwise I don't understand

red condor
#

'do not use this release for the active development of projects' lolll

#

this is on you Lorash

inland jewel
#

hahaha

#

Wonder how many ppl saw that and then decided to pretend they never saw it

red condor
#

at least one

#

(me)

inland jewel
#

👋🏼

#

2

#

🤣

drowsy snow
#

watches as a UE4 baby boomer

red condor
#

lolll

drowsy snow
#

UE5 is still in uncharted territory when it comes to low end viability. I know I can still push UE4's 3D rendering to the low end limit without too much sacrificing quality and consistency.

red condor
#

Do you mean for targeting lower spec devices/platforms?

drowsy snow
#

I'm still aiming for base PS4 / Nintendo Switch and weaker hardware

red condor
#

it shouldn't take me long to recreate what I have, I'll a/b them on my cheap laptop and see what happens, my goal is to get it working on that :)

#

that's the other thing I guess that's stopped me jumping - I don't need any of the new features. But hopefully if I can disable them I can benefit from partition and get similar performance

drowsy snow
#

The goal is I have two versions:

  • The base version, which serve as the ground truth version and supporting low end hardware with UE4
  • The "Deluxe" edition, which is the high end version of the game, using UE5's fancy rendering features
cedar wave
#

Sounds like a maintenance nightmare

red condor
#

my blender - unreal world design workflow with world comp has had me creating editor utility blueprints which might not be needed based on my understanding of partition, and even with them the workflow is still semi-awkward

drowsy snow
devout silo
#

So can some1 take a look for my message in #cpp with apex destruction problem that i describe and maybe can help😅

cedar wave
red condor
#

interview with Makoto saying he never wanted it called that

drowsy snow
cedar wave
#

Wait - so you want to release game, wait like 3 years, then release it again but in UE5?

#

If so, then sure, w/e.

drowsy snow
#

Exactly

red condor
#

seems like a sensible goal, lets you just focus on the new technologies with the groundwork already done

final moth
#

something is messed up here. Pay attention when I scrub the timeline, in editor and play mode. I even removed all the exposure settings.

#

it is not consistent.

#

It behaves once in one way, other time in another way. There is no logic here.

red condor
#

my game on the otherhand is lofi as hell so hopefully ue5 doesn't try and fight me on that one

drowsy snow
red condor
#

have you tried upgrading the project to ue5, to test how it performs vs 4 if you don't use the new features?

drowsy snow
red condor
tall kite
#

Anyone else having an issue with bridge (specifically metahuman) where it gives an error message asking to install the plugin... even though its already installed

wispy tinsel
#

Anyone here havw HammUEr?

#

For 4.21

clever marsh
#

does anyone know why this is happening

#

my character pushes all the npc away when I walk to them

#

theoretically it should stop the player from moving not push the npc

floral girder
#

I hope this is the right channel but do any Macbook Pro users have a problem with mouse lag in UE4?
It only happens when I use a bluetooth or wire mouse, the trackpad doesnt ever have issues
When I load a Standalone Game the mouse problems go away.
Anyone know how to fix this?

#

This is the only thing I could find on the subject

stable remnant
#

install windows

broken stream
#

Any one know what this is ?

#

i am traying to update my project from 4.26 to 4.27 then i get this error

devout silo
#

When i shoot to the center of the rock it didnt distruct(1)
Otherwise when i shoot at the upper side it breaks ez(2)
Just cant understand how is it possible, lol

floral girder
grim violet
#

Hey anyone with experience using the Perception Neuron suit + Axis Studio please DM me!! Having a weird issue and PN support takes forever to reply. It's related to retargeting the PNRobot to my character. It always has shoulder issues, if anyone knows how to fix this or can maybe help, please let me know, thanks!!

floral girder
#

Also getting camera lag when I package the project, more so than in the actual editor. The game itself it's not lagging, but the mouse input it.

wise olive
#

Have you had any success with this yet?

#

I still have the same issue

wise pagoda
#

How do you solve the heavy compiling time?

#

Does it really need rebuild the whole solution for even a simple modification?

shut nova
#

Does anyone know why my grass foliage lightmap size keeps saying too large even though I have culling, 3 LODs, 8 lightmap resolution, and no shadows casted?

wise pagoda
#

can not imagine the efficience of the engine developing

#

its a bad dream

young stream
hidden oar
#

Is there a way to check if variable (of type actor) is true/false?

inland hollow
#

hello

#

anyone available to help?

#

error MSB3073: The command ""C:\Program Files\Epic Games\UE_5.0\Engine\Build\BatchFiles\Build.bat" MyProjectEditor Win64 Development -Project="C:\Users\ghazi\Documents\Unreal Projects\MyProject\MyProject.uproject" -WaitMutex -FromMsBuild" exited with code 6.

#

while trying to build the project

wispy heart
# inland hollow error MSB3073: The command ""C:\Program Files\Epic Games\UE_5.0\Engine\Build\Bat...
#

Try the solution in that

pine siren
#

The SkyLight stops working properly once the player moves far away from where it's placed in the level. Do I have to continuously teleport it to follow the player?

wet oak
lucid grove
#

Hi!

I have a little problem finding the right value of the character rotation relative to its forward vector.

The task is generally simple:

There is an AI that looks in front of itself and there is a player.
I need to find the value of how much AI should turn to face player in float.

Like if player behind AI it something about: minus 180.
If in the front is 180 (or 0).

The forward vector of the player does not matter.

“Find look at rotation” shows the value between two actors, but does not take into account the ForwardVector of the AI actor.

pine siren
#

Any way to make ExponentialHeightFog support a spherical world? It seems to only use Z-direction..

calm crow
raw stone
#

Hi, have anyone tried to pack chunk using Primary Data Asset? Currently I can't find a way to organize the Chunk ID as there are many .pak files I need to cook, each chunk goes with its own ID. Can someone show me a way. Thanks for reading

topaz berry
#

where is everything?

#

event graph and stuff

#

and viewport

modest trench
#

try loading the default layout

topaz berry
#

let me try

#

i get this

drowsy snow
topaz berry
#

how?

drowsy snow
#

Look closely on the upper part.

topaz berry
#

oh lol i am stupid

#

thx you all!

wise pagoda
#

What is the ":1" syntax? I have never seen that before.

#

uint8 is just unsigned char

serene birch
#

bitfield notation

#

means the value will be stored in a single bit and packed with the next values (if they are also in bitfield)

wise pagoda
#

okay, thank you for the key word

#

I will check it

wise pagoda
#

😄

bleak zodiac
pearl minnow
#

any idea why start match switches my player's camera?

plush yew
#

Pressed something by accident now i cant get rid of all these colored limes on all in-game objects. Makes project unplayable due to fps problem caused by it

pearl minnow
#

press F2 F3 F4 etc. @plush yew

plush yew
pearl minnow
#

you'll find it somewhere in the UI keep looking / googling. Did you try restarting?

fierce tulip
#

looks like collision view.

#

alt + c iirc

plush yew
#

not that either

fierce tulip
#

else in the console: show collision

tame marsh
#

Is there a way to say, select a level and delete all assets UNRELATED to that level?

#

Or should I approach it by migrating that level to a new prjoect

fierce tulip
#

there is a show unused filter iirc

#

or was that a plugin im running

tame marsh
#

That's possible, I got In Use By Level, Used In Any Level and Not Used In Any Level

fierce tulip
#

migrate works, but its work <_<

tame marsh
#

Ahh, dank u wel in ieder geval! Time for some grunt work

edgy quest
#

Hi! I would love to say hello to community

plush yew
#

Well none of that worked so the issue still remains

exotic cave
#

What are people here using as character creation solutions for UE?

#

I've been having some great success writing skin, clothing, etc., shaders for UE with Fuse models, but Adobe kind of murdered Fuse's future as most people are probably aware

tame marsh
# tame marsh Ahh, dank u wel in ieder geval! Time for some grunt work

Following up on this, is there an easy way to migrate InputAxis/InputAction events between projects?

edit: found this: https://forums.unrealengine.com/t/how-to-migrate-config-input-to-another-project/396579/3

drowsy snow
exotic cave
#

Yes, I know about Metahumans. Do we feel like the tech is secure enough/out of beta enough for production games at this point?

drowsy snow
exotic cave
#

That's not an answer for my studio's needs, though. 🙂

tame marsh
#

What are your studio's requirements?

exotic cave
#

"Someone else did a cool demo" != "The tech is mature and ready for production games that can reasonably run without a higher-end machine"

drowsy snow
exotic cave
#

Metahumans look great. I'm worried they're a li'l computationally expensive and still early access for what I want

exotic cave
tame marsh
#

Honestly, you'll have to dive into it yourself and make that assessment yourself

exotic cave
#

I'm open to hearing others' experiences.

crystal locust
#

Hello, im having issue with the spheretrace. When the projectile hit the giant cube, i want to get the hit location however the hit location which is the debug sphere is on the right instead at the collision contact. Does anyone know what's going on?

tame marsh
drowsy snow
#

I have a potato myself, and a true potato, runs MetaHuman in 4.27

exotic cave
#

I guess it's worth looking into.

radiant river
#

Hey, can anybody suggest a quick way to get a simple 'controls' display in my viewport w/ blueprints? I just want to show WASD - Move | E - Use | Ctrl+X - Exit in the corner

drowsy snow
#

I don't have dedicated GPU because it kicked the bucket and Intel iGPU is the only saving grace I have

crystal locust
exotic cave
#

But that's part of why I'm not so eager to commit to Metahumans/Megascans on every single foliage or character object in my games, either

#

Modern fancy high-poly tech is high-poly, and makes machines run hot

drowsy snow
#

Though to be honest, my project don't use MetaHumans, at least as is.
I only use it for Control Rig and material references, and considering my game is anime styled

fierce tulip
#

polycount is peanuts for most current/last gen gpu's (and a few gpu gens back)
its drawcalls, overdraw, and non-baked lighting (to name a few) thats heavy on a gpu.
polygons are breakfast

tame marsh
exotic cave
crystal locust
lucid grove
#

Hey fellas. When i use rotate actor and them AI move to - its rotating on the left for a half second and then continue moving

exotic cave
#

Still, I wince at getting above 5m generally as my experience is that even my good rigs have crashed when trying to regularly handle 10m+ poly scenes

drowsy snow
#

It would be nice to see my anime styled character in photorealistic digital human form, but I won't be using it for my project

tame marsh
#

A drawback of high poly assets is that UE4 needs to build cached data for them

#

And generate LODs if enabled

#

Which takes AGES

drowsy snow
#

At least VRoid models are 20K tris average, and still look good in UE4, even in upclose angle

exotic cave
#

I think I will never forgive Adobe for killing Fuse just to poach that team

drowsy snow
tame marsh
#

Adobe is horrible for that

exotic cave
#

...sorry for language

tame marsh
#

Everything Adobe has bought has seemingly wilted

drowsy snow
#

And I lost count how many times I cringe on people still using Mixamo to this day, and call it "perfectly fine"

exotic cave
#

I have sampled a lot of the modern game creation engines, and UE still feels like the most "for grownups" out of anything by far

#

Ask anyone who wants to do a project in the main "U" competitor to rename a major directory in that engine and try not to catastrophically destroy an entire project 😄

#

Everything has its pluses and minuses, and there are things I wish UE did better (mostly complicated file/load/serialization stuffs), but overall this is the only engine that doesn't drive me absolutely screaming in frustration and insanity to do anything genuinely cool in

exotic cave
#

The main thing the users of any startup app want is for the functionality that got them there to remain usable and unchanged

tame marsh
#

Quixel seems to have thrived after being bought by Epic, but that might have been helped with Allegorithmic being bought by Adobe

fierce tulip
#

afaik they been handling their acquired businesses with care. quixel for example is thriving.

drowsy snow
#

Adobe and Unity (to almost same extent) has getting less than stellar track record of handling acquisition

exotic cave
#

I just logged into Comixology today to find that Amazon has wrecked part of it, so I'm always a little skittish 😄

#

Apparently they now redirect inquiries into comic titles you don't own directly to Amazon listings of the comic, instead of the old Comixology interface

tame marsh
#

It's not all sunshine and rainbows, Psyonix' acquisition had a rocky reception. Though that's more gamign rather than technical

visual valley
#

Guys, I have a problem, I created LODs for my characters, setup screen size and everything and when I press play and go to viewmode LODColoration I can see environments changing LODs but characters are still LOD0, they are skeletal meshes, can someone help? Do I need to activate it somewhere?

drowsy snow
drowsy snow
visual valley
#

Skeletal meshes have 4 LODs I just generated in UE

tame marsh
#

Do LODs work in the Asset Editor?

visual valley
#

Yes, they do.

#

And I fixed it.

#

Sync Attach Parent LOD needs to be unchecked.

#

Since my parrent dont have LODs only his parts.

bright tulip
#

jesus christ is there power save option inside unreall?
unreal doesnt follow bios setting which i set as 1.425v
everytime i open unreal, it force to drop cpu voltage to 1.335v
any1 know fix tthis? im dying reeeeeeeeeeeeeeeeeeeeeeee

tame marsh
#

ok wow that's an obscure issue

#

It's disabling your cpu overclock?

exotic cave
#

I always wondered how deep UE really goes in terms of optimizing my hardware, and the answer appears to be "very"

bright tulip
#

ummm then am i not supposed to overxlock my rig when unreal??

fierce tulip
#

i highly doubt unreal has access to those settings/configs, so another piece of software/drivers must be kicking in.

modern holly
#

I am new to unreal, I am really struggling trying to get metahumans to work with live link app. The issue is that it is morphing facial expressions that the live link is sending over. I followed many tutorials on youtube and no one seems to have this problem. Any ideas

bright tulip
gaunt abyss
#

Yeah there is no possible way UE is changing your cpu voltage

The load it puts on the cpu could indirectly affect it but that's true for any software or game

floral girder
#

I hope this is the right channel but do any Macbook Pro users have a problem with mouse lag in UE4?
It only happens when I use a bluetooth or wire mouse, the trackpad doesnt ever have issues
When I load a Standalone Game the mouse problems go away.
Anyone know how to fix this?

#

The mouse input lag also happens when I package the project.

surreal rose
#

hi, is there a channel to post my error log as i am always getting crashes with unreal. it isn't any action in specific but ill notice i hear my pc start to whir up and heat up loudly before crashing. I've got a high end pc with rtx 2060 and plenty of ram (16gb) i've never had any performance issues with unity, so i'd like some help as to figuring out the cause, does anyone know which channel i can ppost this in?

drowsy snow
plush yew
#

Hi people, any ideas how I might diagnose very high startup lag specific to a particular level? I have 4 levels in my game all with the same game mode/ game state/ game settings, I'm guessing it may have something to do with my poly count, shader complexity, light complexity or something like that (but not sure hence didn't go to #graphics ). The level takes about 10 seconds to load in (basically all the screens freeze as it loads in (multiplayer)) but once loaded in runs quite smoothly. My other levels take about 1-3 seconds to load in. It's hard to diagnose because I'm only interested in what's stressing my cpu/gpu during loadup, during which my displays are frozen.

tender ember
#

hello. I'm new to UE and I'm trying to figure out landscape materials and detiling. So I watched a great tutorial on how to add macro variation but now I wanna rotate the tiles or something to break up the tiling even more. How would I go about this?

#

btw are there any node wizards who would like to VC? I consumed so many tutorials and all approaches are different so I'm just trying to comprehend nodes on a basic level at least. would really appreciate any help💛

surreal rose
#

um hey guys i seem to have a problem
for some reason the option to import the animations is greyed out and i've tried individual animations but its still greyed out?

drowsy snow
surreal rose
#

...ah

#

thats silly of me sorry

tender ember
drowsy snow
tender ember
tender ember
#

I'm an environment artist and I work mostly in blender. I wanna expand my skills to UE as well

surreal rose
#

hi guys i keep recieving this error it is honestly quite grating as i can't even do any productive work for more than 20 minutes
LoginId:367e66994fc242b4886991a7b18fd2af
EpicAccountId:d8295501f6cf48ada4398c1a0830963f

Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Windows/D3D11RHI/Private/D3D11Util.cpp] [Line: 198] Unreal Engine is exiting due to D3D device being lost. (Error: 0x887A0020 - 'INTERNAL_ERROR')

UE4Editor_D3D11RHI
UE4Editor_D3D11RHI
UE4Editor_D3D11RHI
UE4Editor_D3D11RHI
UE4Editor_D3D11RHI
UE4Editor_RHI
UE4Editor_RHI
UE4Editor_RHI
UE4Editor_RHI
UE4Editor_RHI
UE4Editor_SlateRHIRenderer
UE4Editor_SlateRHIRenderer
UE4Editor_SlateRHIRenderer
UE4Editor_Core
UE4Editor_Core
UE4Editor_RenderCore
UE4Editor_RenderCore
UE4Editor_Core
UE4Editor_Core
kernel32
ntdll

drowsy snow
surreal rose
#

i've tried common fixes for the d3d device is lost but none have helped

#

all my things are updated, drivers good etc, im on a pc so no secondary gpu shenanigans...

#

this was one of the reasons i switched to unity but wanting to come back to ue4 is quite annoying and grating because of this

drowsy snow
drowsy snow
#

The more you know

#

I didn't aware of this before

surreal rose
# drowsy snow Nobody's going to stop you from switching to Unity anyways. But that error real...

Yeah i like unity but ive been advised that ue in general has more demand for it etc etc and its more modern so i thought maybe its best to learn that instead

Umm for the second question i haven't overclocked it and its a prebuilt so i don't think i got it underpowered but i could be wrong, im using Nvidia rtx 2060 Super so maybe its just like you said with nvidia bein a bit dodgy regardless

tender ember
red condor
bleak zodiac
drowsy snow
surreal rose
#

is it ok if i post my specs, and get your opinion on whether they should be sufficient? the only thing i usually have running would be a yt vid on edge

surreal rose
tender ember
drowsy snow
bleak zodiac
#

i have not work with unity for sometime now

surreal rose
#

fair enough, i think for now ill stick with unity just cuz i don't get any crashes from them

drowsy snow
#

さよなら

bleak zodiac
#

じゃね

tender ember
#

does anyone know how to get those DDX and DDy inputs? I don't have them on my texture sample

surreal rose
#

badge?

steep meadow
#

i increased the csm, didnt fix it. how to i change the specular like you were talking about

drowsy snow
surreal rose
#

uh no i watched a few tutorials of brackeys i guess

#

im quite new

#

im tryna make chess

#

just to practise my coding

drowsy snow
#

At what ELO?

surreal rose
#

im lik 1500

drowsy snow
surreal rose
#

are they recommended?

drowsy snow
#

Unreal Online Learning? For those starting out with UE, absolutely.

surreal rose
#

no i meant the ones for unity

#

seeing as ue just keeps crashing

drowsy snow
#

Oh, I don't know, I stopped using Unity for 5 years now.

#

I've been using Unreal Engine full time ever since.

drowsy snow
surreal rose
#

ah lemme pull up my specs

drowsy snow
#

Particularly NVIDIA doesn't seem to have good outlook these days compared to AMD.

surreal rose
#

yeah true

#

anywys specs are
Ryzen 7 3700X 8 core 4.05ghz
rtx 2060 super
16gb ram
ive got ue4 installed in my hdd which has got like half a terabyte free still i think (it was recently defragged)

thick herald
#

decent rig, maybe a little low on RAM

drowsy snow
#

Just what I thought. Considering it's D3D device lost errors, I'd blame on the drivers or any possible settings that underpower it.
Though RTX2060S shouldn't be too old to fail by itself (as I'd like to call it "VRAM rot").

thick herald
#

I'd stay clear of raytracing though

drowsy snow
#

Ironic that NVIDIA GPUs, being team green, become red herring with most Unreal Editor's problems.

bleak zodiac
drowsy snow
#

Also to be clear, this isn't AMD propaganda, many others have been reporting similar issues with recent NVIDIA stuff here.

thick herald
#

Nvidia has CUDA, AMD doesn't. Makes a huge difference in may programs.

bleak zodiac
surreal rose
#

ah fairs, i haven't really got money to replace the drivers, but on the bright side im goin to uni soon and the ones im seein have all the facilities for high spec pcs

drowsy snow
#

Um... Drivers are free downloads...

bleak zodiac
#

yes, can get them form Nvidia site "anytime"

drowsy snow
#

Usual solution is to actually downgrade to certain versions (I'm sure RTX2060S is old enough to get it)

surreal rose
#

wut no my drivers are up to date

coarse crane
#

Can I ask something My ai stopped working in a spesific map how I can fix it

red condor
late forum
drowsy snow
coarse crane
coarse crane
#

And what is that

oak patio
#

A navmesh is something AI need in order to generate a path to a location

red condor
#

P to visualise navmesh - if your AI relies on one (and it doesn't exist) then you'll need add one to the map

drowsy snow
#

spread the word

nvidia pls fix

surreal rose
#

ah okay ill try a downgrade

coarse crane
#

Is it a path or something like that

oak patio
surreal rose
#

worth mentionin that this has happened before on older drivers in the past but i guess those may have been faulty too

oak patio
red condor
#

^, + there are a ton of tutorials on youtube, easier than guiding you step by step

oak patio
#

Size it to whereever you wqnt your ai to work and boom

drowsy snow
#

I still doubt RTX 2060 Super is that old to suffer from VRAM rot, if going by very early batches.

oak patio
#

Also the basic ai tutorial on unreal engine ai kicjstart is very useful

#

Teaches you about navmesh, ai controllers and behaviour tree tasks

coarse crane
#

Okey I looked I have one but it didnt working the strange thing is it is working until yesterday

#

@red condor @oak patio

red condor
#

P to visualise, send a screenshot with the green navmesh showing

coarse crane
red condor
#

press P

#

does big green thing appear?

#

if not watch navmesh tutorial on youtube

coarse crane
#

No

#

Okey

red condor
#

simple stuff but much easier to watch someone do it than explain by typing

coarse crane
#

I just delete and create one

red condor
eager bluff
#

Is it possible to achieve Dof with 2.5D. I've been trying but leads to nowhere.

drowsy snow
eager bluff
#

It doesn't seem to work. I'm currently working with the default camera

#

Not cinematic one

drowsy snow
eager bluff
#

I'll try this out

scarlet gale
#

Hello everyone, why is my gizmo so small? It's hard to use. Is there any way to turn it up? I use Unreal on the Mac.thanks!

plush yew
#

Does anyone know how to get rid of the float precision? I have a float I turn into a string, but when printed on umg it shows up with .0 added to the number, how would one go about getting rid of the .0 so it is just a whole number?

plush yew
cobalt sonnet
drowsy snow
cobalt sonnet
#

ok

plush yew
#

Its better world composition or world partition? I want to do a big procedural survival so i don't know if use ue4 or ue5

drowsy snow
#

UE5 is still unstable so you have to take the risk with it until then

lucid grove
#

Hey fellas! Im using simple inplace anim montage. Rotation goes great, but when character starts to move it turns a little at the beginning of the movement. Why is this happening? This only happens if im using set actor rotation.

steep meadow
late forum
# steep meadow

Cool monitor! Do you have some kind of simple fog in the scene that’s kicking in at that point?

drowsy snow
red condor
drowsy snow
#

World Comp is limited to 20km x 20km

#

Well I guess that's a good thing I stayed at 4.27

#

Even then 5.0 doesn't seem as promising as it would in 5.1 onwards

bleak zodiac
#

Yes, I'm still at 4.26 😊

dusky gate
#

so i'm made this door in maya and have imported it into unreal but when i add a material to it the material is all broken what do i do

red condor
#

do you know if there's been any official mention of lifting the limit? Right now WP is looking great for my level design process, but I'd have to make everything small to fit my levels in the map without breaking the limit

tender ember
#

hey. why my plant meshes have no textures? is it supposed to be this way? or is it an export bug?

red condor
#

ahhh nice

#

True, just concerned about physics jankiness mostly

drowsy snow
red condor
#

so there was some kind of origin shifting, but that was removed to make the release possible?

#

If I understand correctly (I don't follow the git haha)

drowsy snow
#

The only reason I move to 4.27 was because I give up trying to backport Oodle to 4.26. The changes to related code is much deeper than I anticipated

red condor
#

I can't imagine origin shifting won't be back in eventually, since 10km by 10km is tiny for open world, even if you're not a spaceship

#

making everything smaller can also have physics issues I hear

#

so perhaps world comp is best - for this game - after all

#

for now

tender ember
#

I checked the texture but the mesh stills has no material to it

drowsy snow
#

Good thing my world is 6km x 6km, since I don't have much ideas to fill the land with quests

cedar wave
#

10km x 10km is definitely NOT "tiny" for an open world.

drowsy snow
bleak zodiac
red condor
drowsy snow
#

But that's just because Source can't do proper open world

red condor
#

I think most people hear world partition and think oo I can do Skyrim

#

you'd need 23.3 sq km

cedar wave
#

Skyrim is like 4x4 or something like that.

red condor
#

90 square miles comes up a lot

#

thats big xD

#

in fact I think skyrims the smallest on that list, oblivion was bigger

drowsy snow
#

I remember Final Fantasy XV touted to have large map, but only portion of it was practically explorable

#

And I still like that game

red condor
#

oh you don't need more than 10km to make a wonderful game

#

probably none of my favourite games are that big

fierce tulip
#

imho do more with less. I rather have a dense map with loads to do, than a massive open world one where I need to travel minutes/longer just to find something.

cedar wave
#

Same. Big empty worlds are incredibly boring.

fierce tulip
#

also saves time, costs less

red condor
#

In my game you are a ship travelling incredibly fast though

drowsy snow
#

Yakuza series is like exemplar of small map dense content

And then Dynasty Warriors 9 with the exact opposite

red condor
#

well not always super fast, but much much faster than a person. And you go in a straight line, not exploring freely.

#

(strafe movement instead of rotation)

swift vortex
#

Hi everyone, I'm very new to unreal engine, but have been trying to make a three-planet system with a sun. I've been following tutorials and most things have been going well, but when I try to add the second planet, I found that UE4 doesn't support multiple SkyAtmospheres. Does anyone know what the best way to do a similar effect (that's also somewhat easy)?

red condor
#

I'm using procedural techniques to create the stages, otherwise I'd never get any of it done. But for a game about a ship going fast in a straight line, it has to be big or its over in 2 minutes (for pretty much any other kind of game I agree with all of the above btw)

drowsy snow
#

I hope that question didn't creep into Elite clone lol

swift vortex
drowsy snow
swift vortex
#

I was trying to use Unreal so that I could see what the sky would look when looking up at the other planets along their orbits. If it helps at all, I'm not actually trying to make this playable, more as a reference for myself.

nocturne bough
#

Hi everyone! How do I use VS2022 with older UE4 versions?
I built UE4.23.1 with VS2022, I can open and build my C++ projects, but even running UE4 in debug mode inside VS2022, the engine still complain it can't find VS.

#

Thanks, I will try.
I though I could change the UE4 source code to locate VS folder/registry to vs2022 instead 2019/2017.

drowsy snow
#

It is the case with 4.27

#

But making installed build (which I'm sure sswires already turn that into meme) will going to be a hassle w/ VS2022

nocturne bough
#

is okay, I'm a solo dev/student here.

#

Thanks everyone! 👍

plucky reef
#

not sure if this is the right channel to ask or in the animation (will post this too there since its related to animation I guess?)

I added bones in my character using maya and skin painted it, its working great it maya and unity using mixamo animation (I use the bone structure from mixamo) but when I uploaded it in unreal, the bones are exploding. I am retargeting the animation with default animation in unreal engine.

I also tried using the humanoid unreal engine character so I grab his bone and skin weighted my character to it but once I imported it to unreal, the problem persist. Is there any way I should take in mind while editing the bone from unreal engine default humanoid character? maybe like dont resize them just move and rotate?

drowsy snow
plucky reef
#

The clavicle is way way off than it should be, I mean imagine +10 in every axis

#

sometimes the shoulder are to close (almost in the neck bone)

drowsy snow
steep meadow
#

when i remove the opacity mask, and have them just be planes, they work fine, so something with the opacity mask is causing it to happen

pallid olive
#

does anyone know how to make a destroyable tilemap for 2d games

plucky reef
# drowsy snow Any screenshot for context?

In maya it looks like this, perfectly align, but once I imported it on unreal engine and retarget the default animation and tried playing it, it becomes like this. I must be doing something wrong but dont know in what part.... hmm

drowsy snow
plucky reef
#

I can send you the file. (I just exported the mesh from unreal engine then imported it to maya then export it and import it back to unreal and did the retargeting)

#

I didnt changed anything so this is quite weird

drowsy snow
#

I won't be able to check it, as I'm on the bed with a phone.

But I don't see anything fishy with the Manny in Maya

plucky reef
#

this is very visible here, I got the same problem with my character. hopefully someone who solved this can shed some light, been searching for hours but no avail

drowsy snow
#

Though since you mentioned Mixamo rig, is the Manny processed through Mixamo first?

#

The unapplied materials doesn't seem like the usual Manny skelmesh

plucky reef
#

yes, I tried multiple variation.
1 with auto rig from mixamo.
1 with manual rig from maya using mixamo bones.
1 with custom bones and manual rig.
1 with Manny default bones.

still not working

#

tried importing it to blender and exporting it, didnt fixed it too hmmm

drowsy snow
#

If anything I'd expect an entirely different issue with exporting from Blender to UE

plucky reef
#

I guess its not from exporting, exporting it from maya and blender to UE produce the same results

#

is that in import settings? or in retargeting?

floral girder
#

I hope this is the right channel but do any Macbook Pro users have a problem with mouse lag in UE4?
It only happens when I use a bluetooth or wire mouse, the trackpad doesnt ever have issues
When I load a Standalone Game the mouse problems go away.
Anyone know how to fix this?
https://forums.unrealengine.com/t/usb-mouse-input-lag-on-macos/484809
This is the only forum post I’ve found. This issue is even worse when playing a packaged project.

#

Will try there 😅

nocturne bough
#

@plush yew @drowsy snow
Just learned the answer to my question, is super simple:

Engine\Plugins\Developer\VisualStudioSourceCodeAccess\Source\VisualStudioSourceCodeAccess\Private\VisualStudioSourceCodeAccessor.cpp
Line 1227, replace:
if (true) //(FCString::Strncmp(InstallationVersion, VersionPrefix, VersionPrefixLen) == 0)

This way UE4 "ask" VS Setup API and figure out the VS path and version.

exotic geyser
#

why does my assault rifle audio start being choppy after I shoot it a couple of times? The fire rate is 10 rounds/s and thats when the same audio gets played. After around 30 shots it starts to sound really bad and choppy.

past basin
#

I don't usually work with rigs and asking just because I am curious. What is the purpose of the horizontal bone that goes from one hand to other in the default rig?

autumn flame
#

I mean, it adds a new sound every shot

autumn flame
#

Well, thing is, if the sound duration is longer than the shot fire rate, sounds will accumulate as it goes

#

So yeah

exotic geyser
autumn flame
#

That would interrupt the sound and make it all weird if there's any reverb or really anything that should persist, suggest mostly looking into the sound itself to fit what you're doing

#

Doubt in games where the gun shoot reaaaaally fast they actually play the sounds like hundreds of times a second, take for example a minigun

#

I think they create the sound prior and for fire rate you can use the pitch and other things too

#

To make it "different"

exotic geyser
#

so i would need a looping sound and adapt it?

autumn flame
#

Well, if the shot itself is very noisy, calling it lots of times a second won't work

plush yew
wind laurel
#

Does anyone know if you can zip up UE5 files to send off to another person?

#

from this menu. No files seem to be showing up in my designated folder

hidden oar
#

When you spend all day messing with physics and vectors and rotations... and then your missile scores it's first hit.

#

damn.

harsh pulsar
#

Hi all - does anyone know how to add a new material element slot to a static mesh?

thick herald
#

Take into your fav DCC and add it there

harsh pulsar
#

Thanks, got an in-engine solution?

fierce tulip
#

get a mask texture and use that as a lerp between two sets of textures.

harsh pulsar
#

Good work around thanks. I'm still wondering if there's a way to say.. select a few polys of the static mesh, and from that selection create a new material slot.

#

ok if anyone's interested here's the solution i was looking for. cheers

sinful osprey
#

I recently had to rebuild my PC and my launcher no longer has all my projects listed in My Projects. Opening some will add them, but others do not get added. How can I update this list manually? Is there an .ini file or something somewhere?

#

UE5 projects seem to not be picked up, is that a known issue?

serene birch
#

open them manually first to populate the list I guess?

#

you can double click on a uproject file to open it

#

all in all, I feel like opening them manually like that works better than through the launcher anyway 😮

proven aspen
#

How do people usually deal with character collision on a quadruped or a human in a prone position?
I'm tempted to think the front limbs are the "main" capsule and the rear limbs kind of follow along? But that seems like it would make an undesirable rotation pivot.

sinful osprey
wind laurel
#

Anybody know why MacOS isnt listed in packaging for support platforms

#

im using windows, but need to package files for macos machine

drowsy snow
wind laurel
#

is the apple and epic legal issue the cause?

wind laurel
drowsy snow
drowsy snow
#

Same goes for iOS target.

#

Apple v. Epic has no relation to this whatsoever.

wind laurel
drowsy snow
#

It might be more complicated with C++ projects though

wind laurel
wind laurel
scenic lance
#

do i have to do something special to build a playable game version without assets not included, but in the content folder?

drowsy snow
rancid warren
#

Hey Guys, https://youtu.be/h6UC8e-IHRo?t=58 How can I make the road building tool here? I think spline component is not used ?

In this video, Quixel artist Wiktor Öhman shows you how to quickly create an urban street environment using only Megascans assets. Learn how to rapidly lay the groundwork, how to detail it with decals, scatter and vegetation assets and how to completely transform it to a middle eastern theme as well as a wet, night-time scene using some UE4 scri...

▶ Play video
autumn flame
#

Looks like a HISM

tribal trail
#

When moving a large folder, the engine will inform you when it starts copying but then - for a long time - becomes unresponsive. Is there a plug in or anything that indicates what's going on or gives an ETA of the background processes?

neon bough
#

it copies everything to memory for some reason

tribal trail
#

Would more memory in my computer help? It looks like I have a message log up - but I can't access it. The window preview is blank and clicking on it via alt-tab never brings up the window.

#

Nah. I've got 32 gb. It says not responding. I don't want to end task.

rain ingot
#

how to rebuild manually

#

nvm built it in vs

tribal trail
#

Does anyone have problems moving large folders around? I made a project with the ParagonGreystone character, I want to move it into a subfolder of my project but can't. It is locking up usually, sometimes copying rather than moving.

limpid isle
#

Do you recommend having some kind of video loop ? Or simply a 3D scene ?

grim ore
#

either one works, the 3d scene would have higher quality

tribal trail
#

I want to move one folder into a subfolder. I was able to move everything (one folder at a time) but when I fixed up redirectors, I got this error. The read-only files copied over... but what happens if I delete the originals (they are still there, even though they copied)?

grim ore
#

why not go in, set them to normal instead of read only, and fix them back up again

raw stone
#

Hi, have anyone tried to pack chunk using Primary Data Asset? Currently I can't find a way to organize the Chunk ID as there are many .pak files I need to cook, each chunk goes with its own ID. Can someone show me a way. Thanks for reading

surreal eagle
plush yew
#

How do you add a material attribute layer parameters?

zealous galleon
autumn flame
#

And that's the reason my Third_Party folder still has the underscore

tribal trail
#

I am just wiping it. It was a very rough prototype, I am starting from scratch again. I wish I could see what was going on, like active processes: what file is being fixed, what it is generally doing, rather than just locking up. :(

ancient lotus
#

question, how can i setup using material nodes to check if the camera is looking at the actor/material? for example as i look away i want to get a value closer to 0, as i look at the actor/material i want the value to be nearing 1 for use with an opacity mask

hidden oar
#

Can someone help me understand what the x, y, and z values are in a torque vector?

The docs say:

Torque to apply. Direction is axis of rotation and magnitude is strength of torque.

But that doesn't really help me understand what corresponds to what... is x/y the axis of rotation and the magnitude is z?

#

or is it ... X is rotation axis, and the magnitude of the value is the magnitude of torque around X?

humble crow
ancient lotus
mental knoll
#

hey guys super noob question probably but I'm not really sure what to search to find the answer: In VS community I type #Include but the Classes folder doesn't show up like it does in this tutorial I'm following

#

I know its an include folder issue and it works when I use the full file path but how do I fix it? Shouldn't it already include that folder?

ancient lotus
mental knoll
#

seems like everything in the list is from the ThirdParty Folder

#

I made a new c++ project on UE5 preview 2 and just made a new c++ class, so everything should be set up

grim ore
#

@ancient lotusthe content examples in the math hall has a material that changes color based on if you are looking at it or not, you can use that as a base. If you want it to fade away just set its opacity to nothing as you look away. you can use something like an if or map range for that if you want

ancient lotus
# humble crow

yep had a plane setup and was trying to pivot around which didnt work well. testing out in real use it works quite well. thank you!

grim ore
#

@mental knollperhaps the tutorial you are watching is using a plugin to help with that issue. Also if this is 5.0, physx is deprecated and shouldnt be used

humble crow
#

the power forces the fade

mental knoll
grim ore
#

it should be just "#include "Components/CapsuleComponent.h"

mental knoll
#

yeah exactly lol

#

its like it has no idea where the classes folder is

grim ore
#

is it just a red squiggly, or is it an actual issue

mental knoll
#

it won't build unless I include with the full path

#

drive letter and everything

#

unreal isn't generating the include paths in vs

grim ore
#

maybe rebuild the solution file

#

nuke it from orbit with the project and VS closed right click the .uproject and generate it again, then open it back up

mental knoll
#

no dice

#

fatal error C1083: Cannot open include file: 'Classes\Components\CapsuleComponent.h': No such file or directory

ancient lotus
amber shuttle
#

spawning something considered as hard reference?

agile moat
#

Does blender can make ue game level and character animation?

#

i want to create little horror game , but I'm really newbie

amber shuttle
#

you can make character animations

plush yew
#

Does anyone know if there is a node in blueprints to get an array elem by the number the item is in the array (using an integer for instance)

agile moat
plush yew
#

wow, lmao I totally forgot about that, I have been using for each loops for the last week for a lot of scripts this is embarrassing.

plush yew
opaque cobalt
#

Hello. When I'm importing my fbx file to Unreal Engine it looses it's shape keys (morph targets). How can I fix this?

First screenshot shows that I can see shape keys if I open file in Blender.
Second screenshot - my unreal engine fbx import settings (importing morph targets is enabled).
Third screenshot shows the absense of the shape key after import.

Below is the example file i'm using.

misty laurel
#

anyone able to help me out here ?

#

currently looking through this SW3 dump

#

what i need to find is following>
1.the value that will allow me to make corpses permanent

#
  1. the value that allows me to disable item drops
#
  1. the value that will allow me to disable highlighting on interactive objects ...like traps , vines and rings
#

appreciated

mortal quarry
#

Hi all, I have a newbie question. Just started with blueprints and really enjoying it so far. I've set something up and it works great in editor, but on package, it runs much faster and it seems the timeline causes my "animation" to not only move quicker, but to be in the incorrect location when completed. - I believe this has something to do with tick/delta time/seconds, but I'm unsure how to stop using tick and to just use time, could anyone assist?

Thanks in advance.

plush yew
#

foliage is painted pretty messy and you can walk through the the foliage - tree's and cross meshes

red condor
red condor
plush yew
#

it's like there's that stripe of fog that affects everything

red condor
#

to me it just looks like culling distance, meshes and shadows popping in and out

#

can you post a new vid with better culling?

plush yew
#

do i need to rebuild lights before it takes effect?

red condor
red condor
plush yew
#

like nothing changes when I change culling

red condor
opaque cobalt
red condor
plush yew
#

One question, how can i do to add plugins in ue5? When i try for example adding voxel plugin in the folder it says that the project doesn't have C++

plush yew
red condor
#

it looks like they're in two parts, and the leafier part has culling set wrong

tame marsh
#

What unit is InitialPosition here? I think it's seconds but I want to confirm that

#

Tooltip is simply "Default setting for position of SequenceToPlay to play"

plush yew
edgy quest
#

Hi. How can I improve fps during gameplay preview ?

#

I have temporarily disabled the shadows and fps raised, but still it's a challenge 4 my laptop I work with

#

the lightning is fully built

opaque cobalt
drowsy snow
drowsy snow
opaque cobalt
drowsy snow
spiral flint
#

how to remove all errors at once

plush yew
#

Can someone smart lay out the skeleton limitations to me
It seems to me like I can have as many bones as Id like as long as the hierarchy and names are right
Ive added tails, ears, wings, unmentionables and it all works great
But most skeletons I see for unreal that arent my own seem so simple, am I missing something?

#

like is there a bone limit, what kind of issues could I possibly run into

red condor
#

@plush yew this part is key: "anything over 4 bone weights per vertex will cost more performance wise."

#

As with any optimisation it all depends on your target platform of course :)

pearl minnow
#

I'm adding "RGB lights" to my keys in my keyboard game. What're your thoughts on optimising this process? Here's a version with RectLights on each key. It has a 5-6ms frame performance hit, not very noticeable so far.

#

visually it looks like a good starting point. I wonder if i should use some sort of postprocessing instead of lights tho

tame marsh
#

I tried to create a child of a SkeletalMeshActor and I'm getting this error

forest patrol
#

Ensure condition failed: !FPackageName::IsShortPackageName(Path) [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/CoreUObject/Private/UObject/SoftObjectPath.cpp] [Line: 79]

#

I get this when i try to package

tender ember
#

Hello:) My plants from megascans are like this. I checked the material and everything seems fine. also when I move away from the grass mesh it turns into those polygons

wild aspen
#

Given some objects in scene that reference each other (A references B, B references C), is there a way to duplicate them so that they reference the respective copies instead of the older ones? (Acpy>Bcpy, Bcpy>Ccpy instead of Acpy>B, Bcpy>C)

steep meadow
drifting elbow
#

good afternoon, are there some good tools/whatever to download latest compiled binaries for a game project, like Unreal game sync but for non-perforce users?

plush yew
#

how can you make plane invisible, walkable through?

fierce tulip
#

if its invisble and you can walk trough it.. why place it at all?

thick herald
#

if it's invisible and you can walk through it, is it really there at all?

wind laurel
#

has UE5 caused high GPU memory spikes for any of you guys? I have an RTX 3070ti and my shadow depths are still sitting around 25ms. GPU at 40 - 60ms

bleak zodiac
#

if it's invisible and you can walk through it, should it even really exist at all?

plush yew
#

i mean "invisible" 😄

#

just make walk through it

#

transparent

#

that's what I meant

fierce tulip
#

just disable the collision trough blueprint? same with the mask translucency

plush yew
#

you can't just click something in details panel of plane?

queen pagoda
#

heyoo anyone here, who has an idea, how I can lock the 3rd person Camera in a certain distance to my Character, the moment my character climbs my ladder? I want to have a static camera behind the Character, when he climbs the Ladder up or down, and the only movement the camera shall do, is up or down, matching to the player movement?

plush yew
#

nah, I have fog on that plane

#

well I found another way

#

without plane

spiral flint
#

mouse moves the camera

#

but controller doesnt

marble otter
#

I'm so proud of creating something for the first time. I've accomplished a goal and I feel the need to share my dopamine, but it's so simple to developers most likely, and friends who aren't into dev don't understand at all.

How do you guys deal with that feeling? Are you just proud of yourself and move on?

drowsy snow
mental solar
#

Everything can be explained to anyone, it just takes time.

marble otter
#

I made this currently

mental solar
#

I made a blueprint class from actor + light but the light source is gone. How do I fix that?

marble otter
#

It counts "airjumps" rather than total jumps

#

So when you fall and jump, it'll remove a jump basically

#

So "AirJumpCount" stays consistent

#

It all resets on land of course

#

I'm just really proud of it lol

drowsy snow
drowsy snow
mental solar
marble otter
# drowsy snow Basically mid air jump?

Yeah, but usually the issue with a mid air jump is that it's just a "DoN" and it counts to whatever you want the jumpcount to be. Although if you do that, it makes it so if you fall of a ledge, then start jumping... it'll still jump the same jumpcount. Meaning you get an extra "airjump"

mental solar
#

I selected a few meshes and a few lights, that's how I did it, is that wrong?

marble otter
#

I just realized... I could put a Do N after a double jump check instead of before...

#

jesus christ.

#

Eh it works my way

#

lmfao

mental solar
#

@drowsy snow I am really new to this btw

mental solar
#

its been 3 days now. I spent 4 hours researching about this. Pls anyone, how to do this?

misty lynx
#

Is there a way to quickly visualise meshes/HLOD clusters in the same way lod view mode does?

#

I'd like every mesh to be a different colour

vale silo
#

is there something like landscape grass, but for static meshes ? (besides procedural foliage)

rocky epoch
#

what kind of static meshes?

#

do you want to "paint" meshes?

misty lynx
#

all of the static meshes

#

just need to quickly visualise the boundaries of a mesh

#

so like paint every mesh in a random colour

rocky epoch
#

ah, sorry I replied to @vale silo

vale silo
# rocky epoch do you want to "paint" meshes?

I have a terrain made of static mesh, with lerp masks and whatnot. I'd like to have grass "planted" on it and I don't want to do it manually. I could use huge procedural foliage volumes, but I'd rather do something similar to what grass material node does on Landscape terrain.

rocky epoch
#

I can imagine writing a editor tool that check the material, and procedurally instancing grass on the surface, but that can be a rabbithole

vale silo
#

np, I don't think one exists, but I figured I'd ask anyway 🙂

#

I guess I can just randomly place procedural foliage volumes and have patchy grass

#

still beats planting it by hand

rocky epoch
#

you can tinker with the proc foliage tool to spawn patchy grass by itself, so you can get away with a bigger volume as well

oak patio
#

You can have landscape materials auto place grass but idk if thats ehat you mean

rocky epoch
#

Honestly I have yet to try that, but I think you have to paint a layer that have grass attached in the material. Can we even paint on a static mesh (I have never tried it, but I do not think so)?

oak patio
#

Ah

There is apparantly a procedural foliage actor that works with static meshes

#

Look qt the documentation for it

#

Not sure if thats what you are looking for

rocky epoch
#

Yeah, it can paint on a static mesh. There is a tickbox for it if I remember right.

oak patio
#

No its like a spawner, but they apparantly want to avoid that

Not sure why, cause its the same thing as the landscape version

#

You dont have to paint it can just distrubute i think

vale silo
#

proc foliage works over static mesh 100% - I've done it before, but on smaller terrains

#

my current terrain is like 50km^2 and I am not sure if proc foliage volume of that size will not choke when spawning grass 😅

rocky epoch
#

it will probably melt your pc during generating :D

gleaming axle
#

How do I quickly turn on and off the orange selection highlight in the editor? This seems like such a simple thing but I can't find anything for this anywhere

#

It makes previewing vfx in the editor weird if I need to drag them around

ruby wyvern
#

Not sure where to ask this, as I'm not really sure the best way to go about it, but basically - I have a project, where wearing a pair of glasses makes things visible in the level.

I can do this pretty simply using level streaming, but the problem becomes how to do the transition where the glasses are being put on / taken off. If I was doing this as an effect in like... after effects or photoshop, I'd do it with layers and masking over where the lenses are (so as the lenses come up in front of the camera you can 'see' what's 'behind' them. But ... no idea how I'd do this in unreal ha

shell surge
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Why I keep having missing nodes wtf

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im trying to find this and I don't have it ?

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Any ideas?

ruby wyvern
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Do you happen to have any tips on what to look for, tutorial wise? I know there's an occlusion material tutorial thing out there for making objects disappear when your character is behind them but I wasn't able to figure out how to ... make that work via/through a set of glasses

pine siren
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I just changed my Character a lot, and whenever I look at a certain angle now, all actors disappear. What could cause this? Can I fuck up the camera so much it culls in the wrong direction or something?

hidden oar
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Can you simulate physics/gravity on a skeletal mesh? Or do you have to have a static mesh on the root node?

I have a skeletal mesh as my root node, and with physics/gravity turned on, nothing happens, it just floats in the air and I can't apply force

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hmm... that might explain my vehicle floating and flipping around the second it contacts the landscape...

pine siren
surreal eagle
neat ether
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is it possible to retrieve how long a given state in the abp has been active for?

calm widget
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Is this normal behavior?

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Everything works as it should. I'm just setting the actor rotation to the control rotation smoothly.
But they don't match notice the coordinates top left. After actor rotation hits 180 degrees it starts going backwards. Problem occurs when i want to check if they are nearly equal and do something else

pine siren
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Kinda looks like ControlRot has a range of 0-360 while ActorRot has (-180)-(+180), but there's no sign when it flips.. 🤷‍♂️

calm widget
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Hm, yeah. I have no idea how to deal with this thing.

zinc flume
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Guys how hard is to make realistic game in unreal

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I mean to get into it

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Starting and stuff

calm widget
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Realistic.. how?

zinc flume
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I wanted to start project with my friends

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Some realistic fps

calm widget
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Graphically realistic?

zinc flume
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Yes