#ue4-general

1 messages · Page 1157 of 1

zinc flume
#

Phisics too

#

Like realistic shooting, animations and stuff

#

Where can we start learning from

calm widget
#

Your best bet is quixel megascans if you want realistic graphics. Other than that making games takes time and can be quite hard depending on what you want to do.

#

Good place to start

zinc flume
#

Alr

pine siren
#

Can ExponentialHeightFog be configured to work in a different direction than Z?

calm widget
#

Not sure this is the right way to go about things. But cant really get that working

plush yew
#

hey any reason this object is still visible after turning off all light sources?

copper holly
#

Anyone know where this "Level Streaming Volume Previs" button on the perspective viewport toolbar is I can't seem to find it

plush yew
#

these are my settings

copper holly
#

Is your object emitting in material/texture?

calm widget
plush yew
#

its not 😛

copper holly
#

Baked lighting?

#

NavMesh?

#

ugh UVmesh i mean

plush yew
#

its just a blank scene with a point light in a closed off room

pine siren
# calm widget Not sure this is the right way to go about things. But cant really get that work...

Probably not, no. Your problem is likely somewhere else. You can't extract information that doesn't exist in your given data. If your rotation for some reason goes from 0-180-0 without flipping the sign then you don't have enough information to turn it into 360. I haven't messed around with rotations so I don't know, but maybe ActorRotation isn't the one you want? Or maybe you're doing something to it somewhere that flips it from negative to positive? idk

plush yew
#

hm

#

its reflecting the stuff outside

#

thats the skybox

#

and texture

#

🤔

#

I did have 2 errors importing the model tho

#

zero binormals and degenarate tangent bases

calm widget
plush yew
#

@calm widgetfound the issue, SphereReflectionCapture

#

Has there been any knew updates in UE4? I haven't been doing much in it for almost a year so I was just wondering cause I want to try and get back into it, ha been using Java and godot for games because unreal was getting a little common

pine siren
calm widget
plush yew
#

Ha I know about ue5 haha I meant has anything changw with eu4 like new bp to use or some what better ui etc

#

Maybe some new landscape default tools

#

Bugs is a big one, anything fixed there

pine siren
#

I guess it should fit, since your numbers matched at 0-180.

#

@calm widget So try something like this

calm widget
calm widget
pine siren
# calm widget I'm not sure if that did anything at all. I think i'm confused

well, you gotta use the output of that node and put it into your RInterp somehow.
But keep in mind that even though it may work, this doesn't feel like the correct approach. The problem may lie elsewhere, as it sounds weird to me that ActorRotation and ControlRotation (both FRotator?) are outputting different ranges. But again, I haven't really worked a lot with it..

calm widget
# pine siren well, you gotta use the output of that node and put it into your RInterp somehow...

Yeah, what got me most confused was that setting actor rotation to lets say 260(because lets say that's what the control rotation float was at the time) somehow made it set the actor rotation to 100. Which would be the correct value for the actors rotation to be in that different range. I have no idea how that works but setting the actor rot to control rot apparently works by doing it that way. I guess that's the natural way of how they work. Probably if you set 180 + some value out of that range it just goes to the other end + that value

pine siren
calm widget
worldly spear
#

where is Get AIControl in Unreal 4.27? Im trying to connect my Event BeginPlay to it

grim ore
#

should still be there, it's a pure node so its not an event you hook up to another event node with the white wire

acoustic plover
worldly spear
#

so im trying to create a sim where the character runs to an object based on aicontroller and it looks like this:

#

i dont know how to get these connections

grim ore
#

right click anywhere in the graph and do the get ai controller

worldly spear
#

okay done

grim ore
#

the rest should work as expected

worldly spear
#

ahh so i dont need the event begin play at all?

grim ore
#

you do, do you not have one?

worldly spear
#

i do but i cant connect it to anything or rather i dont know what to connect it to

grim ore
#

well in that video its connected to a delay node

#

then your get ai controller, then a cast, then the set target location

worldly spear
#

right but i cant connect the delay node to the get AI controller

grim ore
#

you can go delay, then cast, then set target

#

correct, you dont need to anymore, you would go right to the cast

worldly spear
#

thank you sir

marsh sparrow
#

HI. Is there a channel specific to game distribution? I have a question about steam.

ruby wyvern
#

Is there a way to actually make new objects go into the current outliner folder?

#

I create a folder and it's selected, but when I create a new object it just... goes into the main folder instead

versed star
#

So I have a top down shooter I'm trying to make, and I'm trying to implement a dual gun aiming system. The idea I had is that when you right click the aiming reticle splits in two, and an invisible line is drawn down the screen from where the character is facing to the edge, then any cursor movement is reflected on the opposite side of the line until you stop dual firing. Basically I want to know how I could draw a line from my character to the side of the screen they're facing, and make that line turn around with the character when they move. Then get the cursor position relative to that line. Idk if it's even really possible but it sounds doable.

fierce tulip
dusk nebula
#

Most of your solutions for whatever the problem may be are going to involve screen positions and basic vector math. Line traces are almost free to run, so that's definitely a key component of something like that

#

I've never done a top-down, but I assume that there's some way to get the mouse position in relation to the character's position pretty easily

dreamy zenith
#

where's a good place to learn how to make a strategy game similar to becastled or diplomacy is not a option?

dusk nebula
#

Part of the thing about UE or content creation in general is the reality that you're going to want to do something unique, and there won't be a set of tutorials specifically catered to your goals, unless it is an unoriginal idea. You can find a lot of basic conceptual stuff, but a lot of it will just have to be figured out

dusk nebula
#

As you look into it, you're gonna find a lot of the basic stuff, be it rts controls, or a city builder system, but the really definitive things will have to be self-made in most cases

#

That's not to say that you shouldn't use tutorials, especially not when starting out, but learning the methods rather than copying the outcome is the best way to be able to develop ideas independently

dusk nebula
#

That, and a lot of the more complex tutorials, especially the ones that are specific like "modular skill tree system" are just poorly made, whether it's through bad implementation or lack of explanation

pine remnant
#

how do i use brush editins to flatten a cube, can i post the tutorial im using?

vocal sorrel
#

Hey guys, I am using an imported tile landscape and it doesnt line up on the Z value correctly. How can I change it so it is higher up in my world?

thin carbon
#

anyone know of a good multiplayer video for creating a scoreboard for kills

tropic magnet
#

What are generally the most demanding things you could make? So far I've noticed the multiple point lights slow down the game quite a lot

thin tendon
#

@vocal sorrel In select mode you can just click on the landscape and move it using the transform tool or the transform section in the details window.

waxen tundra
#

Hi guys 👋🏻, I’m having issues installing ue 5 on my Mac, the button for the download simply wouldn’t show up, do someone have the same problem?

#

Does anybody have any suggestions?

iron wadi
#

Can I disable "Load the Most Recently Loaded Project at Startup" in some ini file?
The map is crashing my editor on startup

modest trench
plush yew
astral verge
#

Hello Guys , In the collab viewer template anyone knows to to change the viewer menu UI ? because I can't find the Widget in the blueprints

real gust
#

Can someone please help me make a soft reference to a door blueprint in another level within the same project?

#

I create new variable, I’ve tried actor soft reference, it doesn’t show my door blueprint, I can’t figure it out, there’s only one tutorial and it’s of a skeletal mesh.

mossy temple
#

Hello, do you know what's the best online course or book, free or paid for learning UE4?

tropic magnet
#

so I've sent a link to download and play my game in my discord, but later realised that it looks a lot like a classic discord scam lol

#

what's the best way to upload it so everyone knows for sure it's not a scam?

tame marsh
tropic magnet
#

thanks, I did

drowsy snow
vast willow
#

hey guys i want to create a blocking volume with the feature that when a player get close to it, it sho a hologram blocking thing like AC games when you get close to the edge of the city or something
anyone have an idea how to do that ?

#

i did thought of a regular box model with blocking collision and making that kind of material for it

tender fiber
#

Can't open Unreal engine editor both 4.27 & 5 but it shows in the task manager

plush yew
quiet island
#

hi guys, I am trying to import a sketchup environment into unreal engine does anyone know if this is possible ?

pearl minnow
#

i just realised EVERYTHING in my homescreen is off by x=8, Y=33... you can see where the keyboard is now after being correctly positioned. Is there a way i can move everything by that certain amount to get everything back into the correct position? 🥺

quiet island
#

Im wondering if its possible to build an environment of our actual home area that I got in sketchup

astral verge
#

Anyone has experience in creating digital twins in unreal engine ?

drowsy snow
wanton violet
#

I was uploading my game in Play Store today...but in Play console it says only app bundles less than 150 mb are allowed. My app size is 400mb. Does any one know any solution?...is there any way I can reduce my app size...or how to upload apk and obb files seperate?

astral verge
spice ruin
#

A common trick is to only ship the required data on the store and have all of your other assets download once the app is installed

drowsy snow
#

Honestly I'm not sure what "digital twin" really means.

shadow ravine
#

So I'm trying to create a blend from two different rotations of my actor, normally I'd use animations for this but the project has a deadline and as been built using BPs for most of the animations. Does anyone know of an simple method to blend from one rotation to another over x time in blueprints?

shadow ravine
calm crow
#

Hi, how would i import custom merged proxy actor in ue4 to display instead of a group of actor based on distance ?

ember cypress
ember cypress
# mossy temple Hello, do you know what's the best online course or book, free or paid for learn...

https://www.unrealengine.com/en-US/onlinelearning-courses/welcome-to-unreal-engine As @drowsy snow said, the learning portal has a ton of content for getting started with UE. I would recommend having a look at this learning path~

Unreal Engine

In this course, you’ll learn the basic concepts and techniques for using Unreal Engine, including how to manage projects, organize assets, and utilize features.

plush yew
#

I need someone smart to lay this out for me, imagine this you use a external program like world machine to create your maps for generating terrain
you get it in game and you arent happy with it, you then go back to world machine and edit the terrain a bit
can you bring the updated terrain in without breaking anything?

#

or is it good practice to delete the landscape and re generate it

modest trench
#

I believe you can just import from file again?

modest trench
#

Not 100% sure you can do it consecutively

plush yew
#

thanks

uncut forum
#

a little question here: does UE uses relative or full path with project files?
I need to sync a game project in two different computers in two different locations, so I was wondering if project has to be in the same path in both computers or it doesn't matter, because UE uses the path starting from project main folder.
Thank you

modest trench
#

relative from what to the project files?

uncut forum
#

from where there's the .uproject file

modest trench
#

definitely keep those folders/files in the same relative places to each other

#

but the entire project folder can be anywhere

#

the engine is can be anywhere too, it's just a GUID to the registry list of engines

modest trench
#

how are you syncing these?

uncut forum
#

eh eh, working on something atm, didn't see if there's something free for that

modest trench
#

I mean, just git + gitlfs should be good enough

#

that's the "default" free option in my mind

#

some crazy people even use onedrive somehow

oak patio
#

If I wanted to create a custom folder, for music, where would /Game/Music evaluate to in a packaged and non packaged build

uncut forum
modest trench
#

it has to be hosted somewhere to get sent over the network

#

it could be one of the two computers if you set it up

#

okay, what did I miss?

#

I've been awake too long

uncut forum
#

I thought git was only for coding, so it's very light to host a project like that, because it's just text, not a huge (but wonderful) ue project folder

modest trench
#

git is a version control program, you are thinking of github

uncut forum
#

ooohhhh

#

yes! I need to sleep as well @_@

modest trench
#

shit, could tortoise SVN do this?

#

uuuh

#

oh, nevermind

uncut forum
#

so I could be the server, then I need to send my global dynamic IP to the other one, so he can sync to my computer....

#

why?

#

ah, ok

modest trench
#

in the non-hosted git setup do you only send commit changes over the network? how do you clone?

#

perhaps my definition of "hosted" is wrong

#

don't do that to him lol

#

he's gonna get fleeced

#

are you serious? that must be one monster email chain

#

wait, really?

#

wtf, maybe that's a thing then

#

I have never googled azure devops faster in my life

#

usually azure is very expensive

cedar wave
#

Yes. Unlimited for 5 people. Then you start paying on the 6th person. I currently have multiple projects on it, with the biggest being 30 GB.

modest trench
#

nice

uncut forum
#

versioning is beyond my needs, despite being very important in a project

cedar wave
#

And unlike P4, you only pay for that 6th person, not all 6.

modest trench
#

yeah, unless you plan on stopping this project now versioning is kind of a "must have"

#

even if you are just messing around

uncut forum
#

I will see that

oak patio
#

Imagine corrupting something without source control

#

Ouch

uncut forum
#

sure, I know

#

I mean, I understand

#

but I have to see if something free is available

oak patio
#

Yup i learnt that lesson

modest trench
#

it is free!

#

you aren't buying anything

modest trench
#

so, how does he get the repo to the other machine?

modest trench
#

sure, an initial external hdd might be smart

#

but what about the ensuing changes?

uncut forum
#

cough cough... internet... cough cough...

modest trench
#

is there some way to directly just send commits to the other pc?

#

I've honestly only used hosted and local-only repos

#

oh, yeah

#

I guess the networking fun part is up to him then (getting the machines to see each other)

#

I suppose it isn't "hosted" in a sense as much as just a network share at that point

drowsy snow
modest trench
#

here we go again

#

hosting the repo on an online cloud service like github or gitlab to be specific

drowsy snow
modest trench
#

oh, so there isn't an origin?

#

huh, til

drowsy snow
#

I tried Perforce once and it feel like they're watching how I'm using it, even though it's only myself.

modest trench
#

I mean, yeah but between two machines in this case

drowsy snow
#

Maybe it'll be a necessity once I had a full time studio

modest trench
#

of course if it's just seeing a folder in the local network I guess it will just go

#

okay, let me be specific and say what you were mentioning before ~wasnt~ a fileshare but just a network url to the other machine's repo? edit: already answered thanks

drowsy snow
#

I think in theory one could have a Linux host serving as the git server, and Windows KVM cloning from it

uncut forum
#

anyway, it's just a silly videogame demo between two guys, I mean, I know (a bit) of what are you talking about, but versioning is too much, especially because I won't touch/modify things on his part of the project, which is the main project, I will only upload my assets in my separate folder and download his changes on the game

drowsy snow
modest trench
#

oh, just trying to think of how thinkinmonkey would set this git repo up just over the network without actual hosting (and not a windows shared folder)

modest trench
drowsy snow
modest trench
#

yeah, sorry. I'll look into it on my own time later

#

thanks for the explanation anyways

uncut forum
#

yeap, thanks, I'll take in consideration what all of you said till now

modest trench
#

oh lol, you just ssh to the other machine

#

$ git pull username@host:path/to/repository.git master

#

done

#

github desktop client protects me from this dark knowledge

#

I am safe in my giant "commit" button cocoon

#

yeah I had to switch to gitextensions

#

I still use it for one-click clones from github

#

that's it

#

are we going to enter yet another eternal programming tools conflict?

uncut forum
#

^__^"

#

hoping not

modest trench
#

seems like I named my azure cloud something before

#

alright, sorry for the offtopic

acoustic idol
#

Hi all. I hope someone can help me out here? I nowhere else can find the info that I need anymore. I want to load and run an external map/level package from within the main game program on a multiplayer server. Much like the Unreal1 game servers back then handled the map/level selection during game play. And so that, without repackaging and redistributing the whole game again, I can add a new level to a game by ONLY packaging that level separately and load/run it from the main game file. I believe that even the UE 3.15 version of UnrealTournament can do this from within their HUB's. But I lost all info on that and cannot find it anymore

red condor
#

I have an editor utility blueprint that errors if I run it on too many actors because it thinks its in an infinite loop - can I somehow disable the check for this particular blueprint?

hybrid mortar
#

any suggestions on how i could simulate vehicle movement on the server and then replicate it to all clients?

broken heath
#

Whats the shortcut for duplicating in scene beside copy pasting

red condor
#

thank you, that's a general setting right? I was hoping that it might be possible to override the limit just for this blueprint, since I'd never want to run close to that many iterations in game.

#

I do wonder if this could use less iterations though?

#

a loop within a loop should be avoided where possible, I'm sure 😅

#

I'm running this on thousands of actors, by the way

#

(or rather trying to)

#

but only as a one-off editor action, not in game of course

#

To save people deciphering the blueprint, I'm storing an array of assets, then looping through the selected actors. Within that loop I'm looping through the stored array to check their label against the asset names. When a match is found, the mesh is set. Can this be done without so many iterations?

earnest pawn
#

does anyone know some good courses to learn about maths for games?

thick herald
#

That BP has given me a headache 😄

red condor
#

oh, is it saying its reached an infinite loop while trying to run the loop just once?

#

I assumed it was because I'm running it on so many actors at the same time, like the accumulated iterations for all the times its being run was over 1m. (it seems to work when i just run it on less assets)

#

if it's possibly just referring to one 'run' of the blueprint function I'll investigate more thoroughly 👍

#

(in this case i'm assigning 8 assets to around 3,800 actors btw)

scenic bolt
#

Hello guys. Does it make sense in the context of optimizing the game level to move reflection capture actors on a sublevels?

#

idk which chat is better for this type of questions, so sorry if it's wrong place

remote flame
#

Anyone has problems with ue4 launching, showing in processes but the editor is not opening? As in, the engine spins up but nothing shows up. No errors nothing

red condor
#

@plush yew I've worked it out, I think. It works for up to 459 actors, regardless of which are selected, then throws the error. I didn't realise that the asset folder check was recursive, around 600 assets are being checked against and so there are actually over 2,000,000 expected total loops when running on 3,600 actors. By increasing the limit in the project settings I can process all of the actors, it just chugs for a while. So based on this I think I can conclude that the infinite loop error is just happening because of how many actors I have selected and how many assets are being looped, and not because of an error in my logic. Please tell me if you think I'm talking rubbish though 😁 Eventually there will be far more actors and assets, and it may be that I just have to do it in chunks, but the less chunks the better for me. Do you think it's possible to achieve that logic with just one loop somehow? Or am I already using the least amount of iterations possible to do this?

brisk galleon
#

hey, does anybody know is it possible to save/export the green navmesh as out as a static mesh?
it does build a simple mesh but is there any way to access it..

red condor
#

I don't know any c++ sadly, maybe I could learn enough to do just that though. So do you think my loop within a loop is as optimal (in terms of iterations) as blueprint logic gets?

#

I think I might have miscommunicated, I just meant are both loops necessary in my blueprint above, or could the second loop somehow be avoided. I can't think of a way, but this is the first editor utility I've made and my unreal knowledge in general is pretty limited. If it could I'd be running up far less iterations overall so I just thought it was worth asking.

faint mesa
#

Hey all, I am attempting to build a crowd simulation in UE based on this tutorial https://www.youtube.com/watch?v=TAAzbv3-aqo

When following along i notice a couple things. First thing is that the behavior tree done in the tutorial (left) is numbered different from what I tried to do (right), despite following the same procedure. Anyone happen to know why that is the case?

Part one of a four part tutorial series on Unreal Engine crowd technology

▶ Play video
#

Secondly, the tutorial sets up the event graph to have an Input with a grid icon instead of a pill (left). I find myself (right) only able to get the grid if I switch to array but doing so prevents me from connecting the SetTargetLocation to Set Value as Vector.

red condor
#

Thank you, and also sorry, I think I understand what you meant now. My approach is perhaps 'optimal' for what it is, but a programmer could have a much better solution. I really appreciate all the advice on this. I might well end up learning a little c++ later, but I'll make sure the rest of my process works and see how far this gets me for now. Thanks again 👍

#

you can make nodes?!! woah

#

no it wasn't

#

sorry xD

cedar wave
#

BP nodes are just calling backing C++ functions.

red condor
#

I was blown away by editor utility blueprints

#

I am easily impressed I guess, but I didn't realise that c++ could hook into bp like that

cedar wave
#

I'd say it's more BP hooking into C++

red condor
#

That's awesome. Unreal is really amazing, I find it so much more intuitive and flexible than engines I've used before. Appreciate the primer 👍 I 'wrote' (cobbled together from examples) my first python script yesterday actually so I should take a closer look :)

#

oh sweet, yeah I could maybe try replicating some simpler stuff in my project first, get a feeling for it while knowing what results to expect

#

never heard of it, taking a look now 😁

#

nice, GAS (smirk) sounds perfect for one of my too many 'make it later' ideas

#

I'm definitely more of a designer, but I can see now how a bit of c++ could be really helpful. I thought it had to be the whole game, and always imagined sitting down with a huge slightly out of date book lol.

#

I'm curious, would/could c++ be used for bridges/pipelines? Like bringing stuff in from external applications. Is that stuff even handled in Unreal or is there always some kind of go between application?

cedar wave
#

With a ridiculous learning curve to boot!

atomic arch
#

hi everyone need help switching between widgets. I used the remove from paretn and create widget methos but it wont work any ideas

red condor
# atomic arch hi everyone need help switching between widgets. I used the remove from paretn a...

Here we take a look at how we can switch between widget blueprints to allow the player to switch between screens within their main menu.

We cover the cover code to close a widget and open it, alongside setting up a button for switching.

UI Resources: https://drive.google.com/open?id=1TuyvuG4lSHyJXjdCCw81dwR26-26yOCH

♥ Subscribe for new episod...

▶ Play video
#

there you go 😁

#

(if that's not what you mean, describe what you do mean in more detail and post a screenshot of your current attempt)

atomic arch
red condor
#

are you saying its smooth the first few times and then gets choppy?

atomic arch
#

the only issue I have with using the widget switcher is that it may over complicate my code as i have over 5 widget each with its own semi complex code

atomic arch
red condor
#

you should post your blueprint, it sounds like something is being created over and over instead of being reused maybe but it's hard to say

atomic arch
#

thats the code for switching between widgets

red condor
#

how about the code for clicking on buttons?

atomic arch
red condor
#

yes, but what's in it? 🙃 I have to go, but I don't know much about widgets anyway. If you show us all the logic, including the on clicked event, I suspect the problem will be obvious

red condor
#

is this the set up from that video? the one that gets choppy after a while? I haven't watched the whole thing but it looks pretty different

atomic arch
#

and inside the function is the code from the video so yeh

rain ingot
#

accidently deleted the tab with the contents, what is it called in window tab to bring it back?

#

its called content browser nvm

cold otter
#

Hi All, I would be interested to know more about some UE4 console commands like by example exposure and how to manipulate it.
And I don't know if I am posting in the good channel.

cold otter
rain ingot
#

does anyone know whats up with my viewport? I can't click anything and there's this white box in it

#

how do I disable whatever I enabled

rocky epoch
#

try to move a window or tab somewhere

#

sometimes the ui stuck like that

bronze saddle
#

I need help with filters
How I filter folders, instead of specific words

For example, if folder is named Stats but the file is called Modifier, I want to filter the folder and have those files as results as well, so I highlight the path name too, instead of the file

rain ingot
#

thanks

rocky epoch
#

cheers :)

bronze saddle
#

Please DM me if anyone knows how to do this

brisk obsidian
atomic arch
atomic arch
#

from looking online i think the issue is that its created i remove from parent and it gets recreated to open it again, hense the frame dips but i cant find a method to show and hide widgets

#

i tried this but for some reason it wasnt working

hollow cairn
#

is there a good way to select alot of surfaces together?

#

like in maya you can doubleclick the one next to the one you chose, and it will select every surface in the line

#

ah never mind, it's shift+B

surreal eagle
#

Use blender 😂

#

Or shift click or something

hollow cairn
#

also, I made this curved wall using subtracting geometry, can I turn it into its own actor so I can reuse it properly?

robust marten
#

How do you prevent a checkbox from being unchecked OR how can you make it so that one set of checkboxes MUST be checked? I start the game off with male checked but I can uncheck it. Even when I set the checkbox state to Checked when it's checked, that doesn't work.

#

Thank you

unborn bolt
#

Can we get a channel for shaders / materials, or does that already exist (Can't seem to find it)?
I know we have a channel for Graphics but it's a very overarching title that covers a whole lot of stuff.

#

Cool, thanks for the information! 🙂

modern sinew
#

How do I change the name of my project? The one that shows up on the windows? I thought it was the one in Project Settings but it's not

hollow cairn
#

how do this?

broken heath
#

How to generally get highest framerate , and lowest ghosting … even if the price is the quality

modern tree
#

Quick question, after importing different projects and assets should I split them into corresponding folders (meshes, blueprints, and such) or is it fine for them to be in the folder they came in and put them in a big 'Imported' folder until I actually need them?

I'm asking since I just started cleaning up my project and reorganizing, but moving items is terribly slow even with unused assets, so I'm unsure what'd be the best organization atm

drowsy snow
broken heath
#

And i dont know whats forward rendering

#

😇

#

Will try fxaa thanks

drowsy snow
broken heath
#

Is there a non AA option? Which would be even faster

drowsy snow
#

Project Settings should have option to disable it completely

broken heath
#

Alright , so u advice MSAA for mobile

#

What about resolutions i dont find it in project setting

lunar kiln
#

i want to dampen controller pitch/yaw input based on how different my camera's world rotation is from my head socket's world rotation. any math wizards know what nodes i'd use to compare those rotators and scale my axis value based on the differential?

drowsy snow
fierce tulip
#

@shadow osprey please follow the #rules and do not post job offers besides in the job channels. as @drowsy snow said, read the #instructions

#

def. read the rules, because looking at your log, you are breaking quite a few of them.

mental shale
#

yo, what channels should we ask about unreal crashes in?

modest trench
#

This one is fine

#

Make sure you have debug symbols

mental shale
#

ah, okay.

mental shale
grim ore
#

you do not

mental shale
#

ah

grim ore
#

there would be actual information in that crash

mental shale
#

I can get them from the visual studio installer, right?

grim ore
#

is that engine version a source build or a launcher build?

mental shale
#

(im not too sure what that is, but I havent compiled the engine if that's what you mean)

modest trench
#

You need to click the little arrow beside you engine version in the launcher

mental shale
#

ah

grim ore
#

then you install the symbols from the launcher ^^

modest trench
#

Options > check debug symbols

#

It's a fairly big download too

mental shale
#

aah, nope I dont

#

lemme do that

#

(will my project be okay if Im working on this on perforce?)

#

(like, will everyone else need to install the debug symbols too if I do?)

grim ore
#

they are part of the engine, so no

mental shale
#

is that the same with plugins?

grim ore
#

depends on the plugin

mental shale
#

ah

modest trench
#

Depends if they are engine plugins or installed to the project's plugin folder

mental shale
#

ah

#

I didnt know there was a difference

modest trench
#

which plugins are enabled is determined by the .uproject just to be clear

#

Mist people disable VR stuff and other misc stuff that epic leaves on

mental shale
#

yea

still island
#

Has any one dealt with serializing objects placed in a level with a member that is of type FGameplayTagQuery? When the default object is edited the placed instance does not have its FGameplayTagQuery member updated. This seems like a bug in delta serialization - it does not behave like any other UStruct/UClass members.

modest trench
#

Weird... How is the query defined?

still island
# modest trench Weird... How is the query defined?

Not sure what you mean? Its a member in my UActorComponent in c++ and then setting the default query using BP.
So when I update the BP default values, the instances placed in the level still have the stale old values with the yellow revert arrow, indicating the instance made overriding changes.

sleek spear
#

i need some help with combining two textures that are made with render targets 2d. i want to have one texture filling the top half of the rendered texture and the other one the bottom half and then im going to write those textures to disk. can someone help? i know this makes little sense, i can give more info

mental shale
#

(i havent done anything in cpp for this project btw)

#

It just crashed again, it listed the same statements as the screenshot again

#

it seems to only occur if I interact with my enemy character

grim ore
#

what engine version?

#

one of the components is being destroyed and unregistered at the same time it looks like, so an actor component on that enemy if that enemy is causing it.

#

so maybe look at the logic on that character to see what happens when it is destroyed. Or try making a duplicate and test with it with some of the components removed

arctic pier
#

Hey

#

Im a hobbyist dev so im not working on any real projects but i would like to work on a project with a friend on mine for multi user editing. any leads?

oak patio
#

if you wanna edit in real time, then unreal has something built in but it needs a LAN connection. other than that you should be looking at various source control options

mental shale
#

(I just looked, I'm guessing this is probably the culprit)

#

ill try only using one of those execs to destroy

mental shale
plush yew
#

could someone smart crack this mystery for me and possibly help others in the right direction

#

yet when you search the rtxgi documentation

#

and the unreal engine docs

#

no such thing exists

velvet magnet
#

It's available as a separate plugin

plush yew
#

is it just a term they are using or is infinite scrolling volumes an actual thing with raytracing in unreal

#

@velvet magnet this requires the rtxgi plugin

velvet magnet
#

also, this is nvidia technology

plush yew
#

yep

velvet magnet
#

oh

plush yew
#

were all on the same page lol

#

i am asking if this is a made up term to promote this game or if this is the name of a feature that exists with the plugin for unreal engine

velvet magnet
#

If I had to guess

#

it just looks like it's new to rtxgi

#

so new that it hasn't been implemented in the plugin yet and is only available from nvidia

#

but I wouldn't know for sure

#

oh wait

wild hemlock
#

is there a way to view what a camera sees in a blueprint viewport?

#

trying to adjust the position of hands in a FPS character

feral patio
#

Is there a UE4 series that teaches quick tutorials? I'm in dire need for small wins rn.

remote badge
#

so is it possible to blend two layers by alpha? Material blend works fine but I need to use the grass output node which only considers actual layers

plush yew
remote badge
#

The answer is in the reply.

plush yew
#

Force a small movement on my character? Or dig around in c++? I'm in UE5 prerelease I'd rather not mess with c++ rn

#

surely there's a boolean or something.

#

I also can't force movement in this project it just won't work in certain contexts

storm parcel
#

Hi, please help:
When a user opens my app.exe I want it to check if their computer has DirectX installed, and if it's not then it should go ahead and install it and then launch the app.

How can I do this?

modest trench
#

package with the prereq installer

late rover
#

Hello
Is it possible to use path tracing only during rendering and not in real time?

#

UE4

storm parcel
plush yew
#

Does unreal engine autodetect and flip OpenGL normals?

#

most of the maps I use are opengl and they all import and work fine

#

but back in 2018 they didnt

#

is this a new thing or did i get lucky

acoustic vault
#

Hope this isn't a wasteful post, but.. Epic Games are vague and their website doesn't make sense, and I've tried to spend an hour figuring this out. How do I DL UE5, and what can it do? Right now I'm using an engine called idtech5 for my first 3d game, and it has no documentation and support, but I've still been able to figure it out over a couple years. That being said, I don't mind if there is little resources or a high learning curve... but can I make an original map that I can walk around in with original assets? I've tried to dl ue5 early access or preview but it redirects me to 4.27.. Do I need 4.27 as a base?

modest trench
#

you can absolutely make your own maps with your own assets

#

4.27 is more stable as it's a released version so we direct most people to try that out first

acoustic vault
#

Will they be relevant moving forward? My friend said I should learn 4, and that what you create in 5 early access may not work in the future.. but why not just start on 5 now if it can make levels, and stay ahead of the curve?

#

Ah

#

Let me see if I can find it on the Epic Launcher, but all I could find was a yellow DL button for 4.27, brb

modest trench
#

click the plus to add a new version

acoustic vault
#

Alright

#

Oh

acoustic vault
# modest trench

I don't have that option in epic launcher, or atleast I can't find it. Do I need unreal 4? I haven't dled anything, but just want the newest version of UE5 to make a level with

modest trench
#

when a new grey-out engine appears can you click this thing?

acoustic vault
#

This is what I have, I've tried all the sections. That's why I'm wondering if I need a version of 4 as a base:

modest trench
#

try "Library"

acoustic vault
#

Alright

modest trench
#

I should have screencapped the whole window, my bad

acoustic vault
#

I figured it out

#

Interesting how hidden it is

#

When I clicked on the plus of the currently dling 4.27, it added another box, then I could modify it

#

Strange

#

Thanks for your help

#

I'm dling 5.0 preview 1

modest trench
#

it should be preview 2 unless something weird happened

acoustic vault
#

Ah yes, preview 2

#

Cool

#

So there is something beyond early access

#

Also

modest trench
#

just keep in mind that while Ue5 is not a huge departure from 4 you might see somethings are moved around

acoustic vault
#

I've never used 4

modest trench
#

so the UI might be confusing if you are following a ue4 tutorial

acoustic vault
#

I'm coming here from idtech engines

#

But yeah

#

I'll see if I can substitute them

modest trench
#

95% of features will work the same though

acoustic vault
#

Any idtech engine has less community support, so this should be a walk in the park

#

Cool

#

I'll use 4 tutorials and modify them

#

Going to redo a level from duke nukem 3d as practice

#

Take care

tiny kernel
#

Zurich are you experienced or new to unreal engine?

acoustic vault
#

Completely new

tiny kernel
#

Welcome

acoustic vault
#

I've used Game Maker and Idtech engines

tiny kernel
#

Nice

#

Ue is easy

modest trench
#

you should get acclimated pretty fast if you are familiar with something else

acoustic vault
#

But Idtech is getting old, and I want my new game to be up to date and using new tech

#

Seems ue5 is the newest out there

#

And industry standard

#

Yeah, same plant, different environment

#

Or opposite

#

But yeah

#

Ue5 is interesting

#

I'd like to see if it can compare to the dark lighting or shadows

#

I'll have to see if there are filters or post processing

#

The UE5 videos are nice, but the lighting and shadows seems a bit bland

#

Anyways

#

Dling 5 now

#

Gnight

acoustic vault
storm parcel
#

Hi, I made a simple batch file to execute Unreal's prereq exe for first time install, and then the user can proceed to open app.exe to play the game.

What I want to do is make a batch file that checks if the user has DirectX installed already, if yes then run app.exe // if no then run prereq exe and then run app.exe

#

any help?

modest trench
#

afaik most prereqs installers do that as is?

#

I'm not sure about unreal's though

storm parcel
# modest trench I'm not sure about unreal's though

i tried, it gives a variety of different outputs on different machines. Some get DLL error, some get option to install the runtime.
Manually running the prereq exe fixes all this and installs everything

But my boss has told me I need to do what I have written above, in a single batch file

#

has asked me to find out if its possible actually and if yes then do it

#

but they'd really prefer to make that happen for reasons that are too long to explain

rain ingot
#

quick question, so I can run Rainbow Six Siege, Apex Legends and etc at 60-80 fps. Does that mean I can import something of that quality into unreal engine and it'll also run perfectly fine? or does unreal engine take up a lot more of your computer

modest trench
#

generally development stuff will be heavier than the shipping build of that product

drowsy snow
storm parcel
# rain ingot quick question, so I can run Rainbow Six Siege, Apex Legends and etc at 60-80 fp...

it does not directly mean that, however it doesn't mean yes or no.
It depends on your project's optimization. Someone can make a simple game but horribly optimize it and it might run shit compared to a slightly more complex but well optimized game. R6 Siege is built on some engine called Anchor or whatever and it will have different performance compared to Unreal but the final performance of 2 games depends on a lot more than that.

Your question has a lot of unanswered variables so its not possible to draw a direct conclusion. hope it helps.

rain ingot
#

ye

#

thx

acoustic vault
#

45 minutes later and Unreal 5 Preview 2 still says 'Please Wait'

#

Any idea how to get the download to work?

opaque bone
#

Hey guys I have a problem with my landscape in Unreal engine 4, is there a particular channel for such questions?

wild hemlock
#

does anyone know how to create sockets in blender for import into unreal skeletal meshes?

#

literally willing to pay for help.

#

can't figure this out for the life of me >_<

oak patio
opaque bone
#

the settings stayed the same and they are still there but they dissapeared in the scene

oak patio
wild hemlock
oak patio
#

Why not just add them in the editor, as it seems they rely on bones

wild hemlock
#

aye that seems to be the workaround the posts on the forum are using since blender has no concept of sockets

#

the problem i'm running into is the transform of my bones are incorrect for some reason

#

i'm using mr mannequin to create the rig, then simply extruded a bone from the hand

#

when i export the bone

#

into unreal, the transform is whack

jagged cliff
#

Hey! So I'm using the UnrealEngine VR Template to make a really easy room in VR. And everything seems to be working fine inside Unreal when I play it there on my Quest 2. But when I build the game and play it on my computer my eyes are floor level. Like I'm really short. tracking work fine in the Quest 2 connected to the Computer on other VR programs. I'm using Unreal Version 4.27.2. can anyone help me? 🙂

true island
#

Hello Guys! Can I get some help how can I resolve this error?

oak patio
storm parcel
#

Hi, is the following possible?

  1. When a user opens my unreal app.exe for the first time on their computer, it should install the prereq.exe first then open app.exe
  2. If its not their second time, it should directly open app.exe
#

Any solution is welcome (project settings, batch file, etc)

drowsy snow
#

Or is it just wrong rotation?

drowsy snow
storm parcel
drowsy snow
storm parcel
drowsy snow
burnt quest
#

[Advice needed on choosing engine]

I plan to make top-down space shooter like Galaga with 3d character.

I have heard that UE is not good on dealing with 2D. For my plan, I will create space shooter with 2d axis but with 3d characters.

In this situation, using UE is good choice?

drowsy snow
azure nimbus
#

Any reason doing the command PlayersOnly stops my game input?

burnt quest
drowsy snow
burnt quest
storm parcel
#

anyone know how to use InnoSetup to run Unreal prereq exe during its setup and then finish setup after prereq is finished

stark stratus
#

Hey everyone, i have a question: when i alt + drag to copy a datasmith imported actor it only copys the root actor. not the whole thing any idea why?

#

And whn i select with all decendants it does work just wondering why it doenst when i select the root

real heath
#

Because the other actors aren't really "within" that actor, just attached. If you select all of them in the world outliner by holding shift and clicking, then alt dragging will duplicate all

stark stratus
#

ahyeah, wierd tho that they arent "connected" while it looks that way cause its made in c4d

#

its in the hieracy so there it moves with it

#

same goes for ue4 it moves but not copys hahae

real heath
#

It will move with it within the viewport, but won't duplicate

#

Yeah

stark stratus
#

seems strange haha but okay

#

¯_(ツ)_/¯

real heath
#

It's helpful to not think of it as ownership or containing, but just as an attachment

#

You are just pinning transforms

stark stratus
#

yeah thats a good one!

#

is there a way tho to make it that way so i copy the root and the rest copys with?

real heath
#

Only if you collapse all of those actors into one actor. If you represented that same hierarchy but with components in the actor, it would work as you expect

stark stratus
#

but that not the way to work commenlly?

real heath
#

There's also the concept of sub actors, which I think you can add as a component, but I haven't really touched that much

real heath
# stark stratus but that not the way to work commenlly?

Depends on what you are doing, and the scale of it. If you are doing a car configurator, that will likely be all components. If you are doing a very detailed building or city, you probably want multiple actors for scene management.

#

Basically, it depends

stark stratus
#

Hm okay! cool thanks for anwsering!

real heath
#

No problem

wild hemlock
atomic arch
#

So I've been using this method to switch between widgets and it works well but after a while of switching between widgets, the game fps takes a massive dip. Any ideas on a method that wouldn't affect the fps so majorly.

drowsy snow
warped falcon
#

Hi, new here. Which channel to talk about a UE4 editor bug that i'm experiencing?

oak patio
#

In terms of fps drops, it doesnt look like you are ever destroying the old menus, but yeah, use a widget switcher

atomic arch
#

ok thankyou

red condor
atomic arch
# oak patio Use a widget switcher

So I tried using the widget switcher but it begins to over complicate the code any ideas on a solution to switch without having so much code. or at least a method to make the code a little less scrambled.

drowsy snow
warped falcon
# drowsy snow Editor bug... NVIDIA user?

Yes, double click behaviour issues on menus and with right click on viewport, visual glitches when hovering over menus, my mouse is fine.. is this an nvidia issue?

atomic arch
drowsy snow
warped falcon
drowsy snow
#

AMD users have no such problem with Unreal Editor, even with latest drivers.

warped falcon
#

hmm...

atomic arch
drowsy snow
atomic arch
azure lance
#

Hello

wild hemlock
#

is there a way to see from the perspective of a camera in a blue pritn editor?

#

i want to position my arms correctly but

#

i dont know how it looks like haha

drowsy snow
tribal river
#

Here something I can’t seem to wrap my head around, if the unreal character is 6ft tall and I make a 4by4 km landscape that is just 2.5 miles in a straight line….is this correct because that’s huge in unreal but that’s not so huge at the same time

thick herald
#

If you make your character 1 foot all and a landscape 4 by 4 km, it's still 2.5 miles... 😄

wary sail
#

hey super smart people

#

if you're so smart

tribal river
wary sail
#

how do I easily lighten billboard sprites in a landscape?

red condor
wary sail
#

no matter what I do the landscape is wayyy bright than the billboard sprites

#

no idea why the discrepancy, even with sky light

#

I guess because the sun is coming from overhead so it doesn't hit their front face?

tribal river
wary sail
#

nah that just overexposes the landscape

tribal river
#

It shouldn’t

wary sail
#

it's how the foliage billboards and being struck by the angle over overhead light

tribal river
#

It should actually dim everything

wary sail
#

aight let me try

tribal river
drowsy snow
tribal river
red condor
drowsy snow
#

Though it could be worse cough freedom imperial units

red condor
#

yeah haha o god

#

a trip to the greengrocer here is a nightmare

drowsy snow
#

At least UE use metric by default despite being made in the US

#

IIRC Source unit is an inch

red condor
#

Am I correct that a higher resolution heightmap will give me a more accurate representation of the original geometry, but that only the resolution of the Landscape itself will affect performance in game?

dusky gate
#

please can someone help. I have an unreal project where I'm creating a building from models I've made in Maya and at home, I can open the unreal project all fine works perfectly but as soon as I put the project on my hard drive and take it into the university classroom I try and open it on the computers there and the project has turned itself into a text file I come home and its an unreal file but at uni, its a text file please could someone help I'm really confused.

tribal river
dusky gate
#

there both un real engine 4 i think

tribal river
dusky gate
#

???

tribal river
tribal river
# dusky gate ???

Most schools actually don’t have unreal installed so that’s probably the problem

tribal river
tribal river
dusky gate
#

next time i go in i'll check what version is on there computers

drowsy snow
oak patio
#

A lot of large institutions dont install the software on every computer, but instead page it from a server, try launchung unreal then opening the uproject

#

@dusky gate

dusky gate
#

what do u mean by page it from the server

red condor
# dusky gate what do u mean by page it from the server

It means the software is stored on one machine, and accessed by the others. Launching Unreal and then opening the project from inside unreal will work, if the uni version is the same. If their version is newer you will have an option to make a copy of your project and upgrade it to the new version. If it is older however you will not be able to open your project, so hopefully they keep up with the new versions.

#

@dusky gate also to clarify your file didn't 'turn into a text file' - the computer probably just opens -any file- it doesn't recognise in notepad

#

Hope that makes sense 👍

drowsy snow
dusky gate
#

ok thanks this is really helpful

unborn ingot
#

okay I'm probably doing something dumb wrong but why is this cast failing?

tame marsh
#

Is there a way to start a project and ignore all plugins installed for the engine?

#

So just use the project's plugin folder?

fierce tulip
#

if you open the uproject in a text editor you can disable any active (used) plugin iirc.

thick herald
#

I'm still happy that VR is no longer default enabled. I'll still be happy about that in years to come.

atomic arch
#

used the collet garbage node in a widget to try void frame drops from creating widgets any idea what i could use instead to delete widgets

oak patio
#

You need to remove from parent, of you havent changed any nodes then you still arent removing created widgets

#

Use a widget switcher and then you dint need this mess

#

It is what it is made for

tame marsh
unkempt stone
#

Hihi, didn't really know where to send it but I have an suggestion for epic games launcher. I would love to see that we can also give our projects categories. At the moment its all piling up and I dont know what project to open sometimes 😅 (also a me problem but I think this would be a handy feature)

tardy flower
#

Anyone having issues with UE5 versions the last day or two? Me and my partner both use preview 2 but it claims things are different versions:
Please @tardy flower if you have a solution or idea

remote badge
#

uninstall the older version

remote badge
spark leaf
#

Hi all, I've started experiencing some crashes with UE4 when running my project in StandAlone mode.... its not pretty much consistently happening everytime. It's generating some error logs/files, not entirely sure how to garner much information from that. The best I could find was searching the file for <IsCrashed>true</IsCrashed> - this found an entry in the log which stated the "Render Thread 1" has crashed. I have no idea why, or what's causing it.

Weirdly, it was killing the standalone version of the game, at the moment, the game runs, on the main menu UE4 throws the crashed window (options to report it etc), but the game will actually continue to run/play. When I close the game, UE4 has closed in the background.

I've run the project through a "Cook for Windows" and there are no errors reported. Noticed this happening as of yesterday after setting a custom mouse cursor in the project settings to use a UMG Widget, but I dont often run it in StandAlone mode, so could have been happening for a while. Using 4.26.2 (can't upgrade that as its for a uni project that has to be submitted using that version).

Anyone have any ideas? If I share the logs/files on here from the error report, would anyone be able/willing to take a look and shed some light on this for me please?

#

I should add... running the game in the Viewport, no issues at all... although there's an odd little delay at the beginning, and I'm wondering whether the same issue is occuring, but perhaps its getting caught by the editor somehow?

rotund scroll
#

could be some sort of assert or ensure failing

#

I'd try and add visual studio to the project and see if you can catch any info from behind the scenes

drowsy snow
spark leaf
#

I'm actually wondering if its related to graphics drivers at the moment... don't think its actually the game itself....

I recently updated the nvidia drivers to 511.79.. since doing so I get a lot of issues trying to launch Fortnite... eventually it will run, but crashes many times first... now UE4 is doing the same thing... in the list of dll's it shows in the initial crash window, the first is this:
nvwgf2umx

When I searched for that, lots of posts appear about updating graphics drivers etc....

The project itself is just showing UMG on the main menu, doesn't do anything clever at all etc...

#

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000000

nvwgf2umx
nvwgf2umx
nvwgf2umx
nvwgf2umx
nvwgf2umx
d3d11
d3d11
dxgi
dxgi
dxgi
dxgi
dxgi
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
spark leaf
#

will take a look-see now...

tame marsh
drowsy snow
#

I won't be surprised if it wasn't.

(I'm team Red btw)

spark leaf
#

I can't seem to find these pinned posts you mentioned @drowsy snow ?

drowsy snow
spark leaf
#

I think I might have discovered why it seemingly only just started affecting my project....

...I updated the Play button on the UI yesterday, its using overlay, image, text and button widgets to create the actual button. I noticed that I had made the visual bigger, but not the button widget... when I changed that I noted that I had the Draw As set to "Image", so changed it to "None"... just changed that back to "Box" instead, and I get no more crashes....

#

...that would explain why its from the main menu,..

#

...and why it didn't start until yesterday...

#

might explain the access violation also..

#

hmm... utter red hearing... it just crashed again... f00k...

#

think I'll roll back the drivers and see if that helps.

sly vine
#

guys i want to ask something i hope you can help and answer me

#

i see in unreal doc intersting thinig that now the engine can read cooked assets

#

i have a game made with ue4.17 and i want to put his assets in ue4.26 it does show the assets , but i can open them to read it , not edit , just to see and read them

#

cant , its crash the editor

oak patio
#

Why not port the uassets over from your 4.17 project

sly vine
#

its old project that i was lost and try to recover my blueprints

#

so i saw the engine can attach them but none of them cant be open as its crash

oak patio
#

The docs say there are issues with using that system for blueprints

sly vine
#

yes i see , maybe theay i will improve it in the feature

hexed otter
#

I am looking at what I need to do to create a harvesting/gathering system for a project I am working on.

One thing I'm trying to research is changing a static mesh to a movable/dynamic mesh that can be interacted with as the player approaches. Is this possible?

Is there a better way?

I plan to have a very large map, and as a multiplayer survival game, and would like most vegitation to be interactable.

I very much appreciate any thoughts/posts/links!

eternal knoll
#

ammm quick question how worried should i be if i cant use unreal blueprint editor in full screen and when i try to use right click it like passes through the window and shows the backround?

grim ore
#

restart the editor, try again

eternal knoll
#

i did that and it still hapends

grim ore
#

so what do you mean by full screen?

eternal knoll
#

like when you press the litle square for the window to fill the screen

grim ore
#

weird, it should default to full screen

#

seems like a pc issue and not the editor, it should default to full screen

eternal knoll
#

aha

#

guess my pc doesnt like it when it full screen

atomic arch
#

any place to post in progress projects ?

oak patio
#

#work-in-progress

shut nova
#

where do I plug-in my billboard material into my final LOD without changing all the LOD materials?

upbeat spoke
#

Is there an easy way to rename stuff in the world outliner?

red condor
upbeat spoke
#

yea, that works great... hoping there's a way to rename in bulk

drowsy snow
red condor
#

not sure if there's a native way, it can be done by creating an editor utility blueprint (or in c++)

#

ninja'd

red condor
#

Get Assets By Path will array a specific folder, or work recursively

shut nova
#

So you make a 3rd element slot as the billboard mat first , and then apply that element 2 to the LOD?

red condor
#

btw @upbeat spoke its worth knowing that widgets aren't actually required to use editor utility blueprints, but if this is something you want to be able to reuse with different names/asset paths then the widget will mean you don't have to go editing the blueprint every time you want to change the path/name, instead you can create a simple interface in the widget to let you do that.

upbeat spoke
#

Thanks. What I'm really trying to do is get the wrold outliner labels to match the names of the assets (they were renamed)

red condor
#

(if you have multiple actors using the same mesh you'd want to add in an increasing number, unless Unreal would just do that for you)

zealous galleon
#

can someone help me with something really simple?
it's a medkit similar to Duke Nukem 3D and other games
I just to find out how like
let's say the medkit have 100HP
player has 96

when the player uses it, his health gets adds to 100 and the medkit goes HP down to 96
I just can't figure out the math behind it
any help would be greatly appreciated

zealous galleon
#

that's not what I'm looking for

drowsy snow
#

Oh shit, sorry, just reread your question. I play Doom more than Duke3D, forgive me.

zealous galleon
#

no worries

#

you played Blood?

#

Blood Fresh Supply

drowsy snow
#

TBH I never really play Build games 😂

zealous galleon
#

it's fine 😂

drowsy snow
#

My brain is too tired for math rn, maybe someome else will do the algo later lol

#

Sorry 😅

zealous galleon
#

hopefully, my brain is a bit fried as well

zealous galleon
thick herald
#

[Health pack - [Player Max Health - Player Current health] ]

rain ingot
#

I want to make it so that when the player is not in sight the tanks won't rotate or shoot. Right now I'm just having it check if the tank is in the distance and if it is then it rotates to the pawn position and fires a projectile. How can I go about doing this?

drowsy snow
rain ingot
#

alr I was thinking of that too but I was also thinking that I needed to get the region or something

#

but I can just have a line follow the tank every frame right

#

and if something is in the way then it wont do anything

drowsy snow
#

If you want to micro optimise, you might want to not do the line trace if player's out of the turret's firing range/distance

winter stream
#

for some reason the player can go through this wall specifically in the red square i think this is because of the negative static mesh scale is there a solution ?

drowsy snow
calm widget
#

I don't think this is very optimal. But i couldn't figure out a better way to do it. Pretty sure it lags because of the flip flop i have. Any suggestions?

#

Tried to make it clear to read

winter stream
drowsy snow
winter stream
lilac owl
#

I am having a few rigged models on blender. when i import them into unreal the model returns to its "normal" state without the edits i've made to the skeleton. I haven't really imported any FBXs with an armature before to be honest. can anyone clear things out please?

drowsy snow
haughty hound
#

Hi. Do u guys use some Chrome extension to avoid getting interrupted in youtube when ur following a tutorial? Currently using uBlock Origin but i get interrupted too

lilac owl
drowsy snow
lilac owl
#

oookay i will try that and hope it will work out. Thank you in advance

haughty hound
lilac owl
# drowsy snow Blender.

sorry for the ping but i made a simple keyframe with the location of the object on blender, i export it as an FBX and i am getting the same"problem" on UE

drowsy snow
hushed stag
#

hi, does anyone know how to specify console variables project-wide? I can specify them in DefaultDeviceProfiles.ini but then i need to add the variable to each existing device (Android, Windows, iOS, etc.).

drowsy snow
lilac owl
#

hmm when i import it on UE i get 3 contents, the mesh the skeleton and the physics

#

i guess i need to check the import animation on the bottom

rain ingot
#

for it to hit all the objects in the world

spark leaf
#

Hi all, wasn't entirely sure which channel this fitted best in...

I have added a custom mouse cursor via the project settings, setting the "Default" cursor to use a widget blueprint. Appears to be working - but...

Since adding it, and one other change (that I'm aware of), sometimes when you click a button it doesn't seem to fire... its triggering the different states like hover/unhover etc, and pressed appears to be triggering when I click on the button with a mouse, but it can take 4 or 5 attempts before a clicked is registered... I'm not entirely sure why this is...

Its only happening on one button, and this button also had another change made to it in the same period of time, I noticed that the actual Button widget was smaller than the actual image (horizontally), so I increased its width. In additon, the draw type was set to "image" from memory, and I set it to "box" like all of the others...

I'm having difficulties trying to establish why the "clicked" even isn't triggering but pressed is?

#

Diagnosing... I've removed the custom cursor and added PRINT nodes for the onClicked and onPressed events, both for the Play and Options buttons...

Options triggers Pressed and Clicked immediately afterwards, consistently, every time...
Play triggers Pressed consistently every time but Clicked seems to be utterly random... doesn't seem to be related to the position of the mouse over the button... or how many times it gets pressed..

mental shale
#

oh boy, anyone know why a project would start crashing like this on startup? Ive already tried reinstalling my graphics drivers

drowsy snow
vernal dock
#

does ue4 support xcode 13

mental shale
#

it crashed before while working with a blueprint

frozen zinc
#

has anyone packed up games in snapcraft kind of packages?

mental shale
hidden oar
#

Gut check.... Learning Unreal.

Using the "landscape grass type" for random tree placements.... Good idea? bad idea? Assuming keeping the density very low?

drowsy snow
fast moon
drowsy snow
spark leaf
thick herald
#

landscape grass types won't have collision though at least I'm sure I read that somewhere, so your trees would be ghost trees 😄

obtuse lotus
#

Is there a command similar to Show Collision that shows physics assets while playing?

hidden oar
drowsy snow
#

Flight sim, so the ghost trees might be justified there 🤔

hidden oar
#

yea...

#

It actually looks surprisingly good

#

Just upped the ground fog to help hide the fade out

drowsy snow
#

Well, if it works then go for it.

hidden oar
#

eh, in game, not so great. Hmm... back to the drawing board

shut nova
#

I just did LOD auto and set it to 3 LODs. Should it show up then?

hidden oar
#

I guess it will depend on the asset

thick herald
hidden oar
thick herald
#

yup, it will also give you more control over placement.

hidden oar
thick herald
#

I've used it for trees, grasses, rocks etc. It may take a bit of time to understand how it all works of course but it should help you get what you need.

hearty verge
#

I've played several indie/gamejam games made with UE4 and one thing that always seems to be the case is that they very often make the computer work very hard - even though it's low poly and lightweight in terms of diskspace.
Theres rarely any FPS issues or stuttering, the computer simply runs really hot or fans are working at high speed.
Any general tips to avoid this?

thin tendon
#

@hearty verge I found if you just optimise properly and turn the settings down you can get your games running extremely low end.

flat pewter
#

is there a channel for performance/unreal insights related topics?

drowsy snow
lime gull
#

Quick question, im making a turn based RPG and would like to have multiple enemies in the battle at some point. I would like to cast to the specific enemies hp, without having to cast to every enemy in the game
So how would I go about knowing which enemy to cast to ( No idea if that makes any sense )

dire fjord
#

Apparently some mod is going through mass archiving posts on the forums, because as we know, no one ever replies to a post a month after the last activity... 🤪

drowsy snow
#

For quality of life, you could also do a check if the targeted enemy died and removed from the array before doing the attack, if yes, then pick another enemy in the array.

lime gull
#

Id also need to be able to get access to other stats ( like status effects, or buffs / debuffs )
Hence why Id need to get a reference to the variables inside the individual actors

drowsy snow
#

Turn based could be easier as you don't have to worry much about getting/setting at all times.

#

Btw, you can make array out of almost anything, even object references.

lime gull
#

Im just having an issue with figuring out how to edit specific actor variables without casting to every enemy I made

For instance, id like enemies to have an HP stat, Attack, Defense, etc
When choosing an enemy to attack id like that specific character to reference those variables and edit them. Like if a character uses an attack that decreases defense, id like to get access to the HP and Defense stats

Not sure if im explaining this correctly at all

#

Like when I get the actor in the array, I cant just break the actor into the variables because different blueprints may have different variables to reference

nimble crater
#

Can someone point me in the direction on how to change the ID Name of an Actor to match the Display Name like this?

plush yew
#

whats the node to change the base color?

#

i dont know whats its called but basically i just want to change the cubes color

muted plinth
#

Hello community,

I wanted to reach out with a question/issue regarding baked lighting and level loading.

Currently I'm building a VR demo and having a hard time with lightmass importance volumes. When I load a baked SL the importance volumes seem to disappear.

Is there a way to keep them from disappearing so I don't have bake all my levels at the same time?

Any insight or help on how to solve this would be greatly appreciated.

plush yew
tribal leaf
lime gull
#

Yea thats what I was thinking, I gotta figure out how to set that up. Never worked with it before

tribal leaf
#

That's how I have it in my game. I have a Base Class where I store a struct that has all of the stats, HP, MP, HPMAX, MPMAX, etc etc. Then, we you get the array of the Base Class, you can check all the variables no matter what kind of subclass it is.

tribal leaf
#

It's pretty easy to set up. The reason why I used a struct is so I could save the character stats when I saved the game. I found it easier to just save the struct, which has all the variables in it..

lime gull
#

Thats exactly how I was thinking of doing it haha
When you set up subclasses did you create child actors from a main actor? Or how did you set that up?

tribal leaf
#

That's correct. The main actor doesn't really do much, though. For my "main" actor, which I call BaseBattleUnit, it is nothing but a holder of those variables and it has an actor attached to the RSocket and LSocket for the weapons/shields

#

It also has a skeletalMesh for the character, of course.

#

So after you create the child, you can just change the skeletalMesh

lime gull
#

Mines all in pixelart

#

So same principal just different form

tribal leaf
#

Right

lime gull
#

Do child classes not just automatically inherit the parents variables? ( Again, never worked with child actors so im not sure )

tribal leaf
#

That's correct

#

Well, it does more than that but that's one thing.

lime gull
#

Its weird cause in the child class I have set up the variables arent showing up, but I cant make a variable with the same name as one in the parent

#

And exposing on spawn and making it instance editable doesnt make it appear either

rotund scroll
#

and no reason, you don't gain anything

hidden oar
tribal leaf
lime gull
#

Yea I can call on the parent class variable in the event graph ( And even change it independently from the parent class which is perfect ) But it doesnt show up in the variables list

#

Which I guess isnt all that bad cause I still have a reference to the parent variables

hidden oar
#

Does anyone know why this keeps happening when painting? It doesn't load... it just stays the alpha/hex pattern 😦

tribal leaf
#

Oh, I see... I don't think it would show up in the variable list. Think of if you created this in C++, you wouldn't see the parent variables in the .h file of the child class.

#

I think it's working as designed.

rotund scroll
lime gull
#

Aah okay, thank you for the help though, I do believe thats exactly what I need

hidden oar
#

Just one texture sampler 😦

rotund scroll
tribal leaf
#
  • a modified version of it.
lime gull
#

Im probably just gonna do random integers that control everything
Pure RNG

tribal leaf
#

Nice

plush yew
#

in blender you have the color ramp to change the color, whats the node called in ue4?

plush yew
#

a node that lets you change the texture color

rotund scroll
#

hmm looking at it I don't think there is a direct equivalent

#

but a lerp node can do some of that

#

in combination with other nodes

devout whale
#

Hello, is there a channel where I can post a Google form link? It's for a school project and would help me alot for the information gathered.

lavish smelt
#

As someone just coming into unreal engine, should i learn on UE4 or download the UE5 and start with that?

modest trench
#

it won't matter too much if you are just learning

#

most ue4 learning resources will apply to 5

#

normally we say start with 4 first just because it is more stable though

winter zenith
#

"UATHelper: Packaging (Windows (64-bit)): ERROR: (GAMENAMe) modifies the value of GlobalDefinitions. This is not allowed, as (GAMENAME) has build products in common with UE4Game.
Does anyone know why this is giving this error? Thanks

modest trench
#

you defined a global definition in one module and not the other

#

I assume

grim violet
#

Is it possible to see the time/duration of the current camera cut in sequencer?

#

All I can see is frames but I want to know how long my sequence is before I render it

hybrid sorrel
#

I'm using 5.0.0 Preview 2, I don't see the Fetch Class API Node. Anyone?

hybrid sorrel
#

Had to manually import the Plugin from Github.

past pumice
#

what are some good character creators. Ones that give a model with a skeletal mesh and all. Dont need to be high fidelity or anything

#

would be a big help

fallen marten
#

Does anyone have a good trick to delete an asset reference In the asset reference viewer? The link won't break, and hitting delete doesnt do shit

fallen marten
rose sleet
#

Hey quick question, I know you're able to add 2 different heightmaps into 1 level but im sure how to actually add the 2nd one. Does anyone else know?

thick mist
#

Has anyone tried Generate Optimized Blueprint Component Data option?

hexed heron
#

Hello guys Does ultra dynamic sky works good in UE5 ?

astral phoenix
#

Hello, im wondering if some1 can help me? Im trying to change the starter player model inside the ''TPS Multiplayer Pack'' to a different model, but im stuck in a T-Pose how can i fix that? i changed the animations inside the blueprint of the blendspace, but still nothing :/
please help 🙂

pallid olive
#

hi if i want to use gamelift from amezon do i need to do any code in Vs19?

red condor
rose sleet
fresh pulsar
#

Hey guys!

#

I'm using unreal for a 2d game project so I thought I'd come here to get advice along the way lol

#

It'll be my first time finishing a game project

fierce tulip
#

hello and good luck :)

fresh pulsar
#

Making an entire 2d platformer by the end of may

#

In UE4 at that

fierce tulip
#

plenty of 2d platformers being made in ue4, it just takes a little to get used to :)

fresh pulsar
#

I'm used to just making basic 3d projects in UE

fierce tulip
#

the only thing weaker is the handholding.

fresh pulsar
#

Even my game dev teacher

fierce tulip
#

because of more handholding :p

fresh pulsar
#

Hm

#

Okay

#

Wow all the moderators seem to work at actual game studios, dang

#

@fierce tulip have you worked anywhere cool?

fierce tulip
buoyant graniteBOT
#

:triangular_flag_on_post: Raphael Hassell#8364 received strike 1. As a result, they were muted for 10 minutes.

red condor
#

now you can import another heightmap 👍

tender ember
#

Hello I have a problem. My model looks white although the materials are fine. I asked quixel support and it didn't work. The model itself looks much better but it is still white. If my model looks white but the material looks fine what else can I do to fix it?

past pumice
plush yew
#

Is Unreal 2D even a thing? I’ve never heard of it lol

charred briar
#

Anybody know how I set element 1 to None

#

I've tried clearing it and that just restores it to the UE4 chest logo

fierce tulip
#

need to create a mask material that is 100% masked out, and use that as a replacement.

rotund scroll
fierce tulip
#

clear doesnt result in it not being visible though :p

astral phoenix
#

Can someone help me? Im trying to change the starter player model inside the ''TPS Multiplayer Pack'' to a different model, but im stuck in a T-Pose how can i fix that? i tried google and youtube nothing works :/

rose sleet
exotic thicket
#

Anyone know of a good method for enabling/disabling certain sets of actors from your level without having to actually delete them? Are sublevels good for this, since you can have them always loaded normally, and then set it to blueprint loaded if you want to turn the actors on that off?

charred briar
charred briar
fierce tulip
#

hence me telling you how to do it

charred briar
#

theres no way to just remove the element all together?

fierce tulip
#

not unless you import it into your dcc and remove it.

thick herald
#

Might be an option in the thingy tools?

#

thingy isn't much help I know

charred briar
thick herald
#

modeling tools maybe - there are material options there

fierce tulip
#

not sure they allow you to edit skelmeshes

thick herald
#

ah, skelies - missed that.

dapper orchid
#

does anyone know why when i reload my project my BP with media players/ footage playing load as a solid white or black? its being really strange

opal cedar
#

Thats all I can think of

opal cedar
#

but it doesnt have the import mesh option, does that matter?

#

Export the mesh in what way?

#

Cant export meshes other than fbx right?

#

Hmmmm, that might be the case

#

Thanks, I'll get right back to it

#

It appears I have un-parented some parts from that model, causing fbx errors

#

Thanks man! @plush yew

hollow cairn
#

hey, I made a static mesh from some geometry brush I had in the level but now it doesn't have collision?

pine siren
#

Should it matter where in a level a SkyLight is placed?

red condor
# pine siren Should it matter where in a level a SkyLight is placed?
#

(normally, it doesn't matter)

red condor
#

(unreal is definitely more geared towards 3d though)

plush yew
#

Alright cool! I’ll check this out sometime

lapis ore
#

I have a gun with a light that turns off/on when firing. I am seeing specular reflection, maybe lighting, leaking through a wall. What would cause that?

acoustic tangle
#

If I wanted to add voice recognition to my project, what are my options and how complicated it could get?

lapis ore
#

It's work stuff, I don't want to risk getting in NDA trouble, sorry.

red condor
#

I understand 👍 If you don't get any answers maybe just quickly make the same setup with a light and a cube in a blank level/project so people can see what's happening, or to help you diagnose further

lapis ore
#

thanks, I will keep trouble-shooting

astral phoenix
heady quartz
#

Does anyone know if it’s possible to create a similar system in unreal engine as the “lattice” modifier in blender?

thick herald
#

There is one in the modelling tools.

heady quartz
#

Does it work during runtime?

runic grail
#

I have a question,
why doesnt "advanced copy" with generate dependencies not copy over texture that the material uses if they are in the plugins folder

drifting geode
#

i am generating lights via construction script but those don't seem to be visible for light baking. is there anything i am missing?

grave isle
thick herald
grave isle
rotund scroll
drifting geode
grave isle
drifting geode
#

CPU lightmass

#

strangely the editor also does not tell me that lighing has to be rebuild when generating lights via construction script

livid pecan
#

Hi all, i'm stuck on a problem: i have a pawn with a static mesh component. clicking on it doesn't fire On Clicked events. Any clue what i should check? (collision boxes have been generated. i have another actor with a different mesh and it works. if i try to click on the actor, it actually click the actor behind, like it's invisible)

grave isle
# drifting geode strangely the editor also does not tell me that lighing has to be rebuild when g...

I just made a fresh blueprint actor, added a point light component, set it to ‘static’, and dragged it into a new empty scene. Working as expected in 4.27.1 - I get the flag that the lighting needs to be rebuilt, and it builds as expected with CPU lightmass. For your sanity, might be worth duplicating that test, since it’ll only take a minute or so.

Is your construction script in a level set to ‘Blueprint’ or ‘always loaded’?

drifting geode
#

hmmm strange

#

just did that... where do I set the load option?

#

oh, seems like "manual attachment" enabled does something. checked it, and now I get the message that lighting needs to rebuild

plush yew
#

Hi anyone knows why in the retarget menu my character doesn't appear?

#

any lightning tricks for night scenes to make them look dark but at the same time bright? like applying overall layer to the whole scene and make it look alive (fixing pitch black places)

drifting geode
astral phoenix
glacial wyvern
#

Does anyone remember this I think UE4 (possibly unity i cant remember) project where it was first person melee horde survival against hundereds or possibly thousands of enemies? I think I remember seeing it on youtube a couple times maybe 3 or 4 years back. I cant seem to find it now

shadow osprey
#

Does anyone know if you can make a DLL using Unreal Engine? Only information regarding DLL's that I see is importing them... Like for example, can I make a new Unreal Engine project, open up the project in Visual Studio, create a new DLL project, and somehow use Unreal Engine code inside of there (for example use FString and UE_LOG)?

#

@plush yew hmmm okay I'll look into it... If I was to make one of these "modules" would I then be able to load the resulting DLL through a non UE solution (such as C++ command prompt solution) and call the exported functions?

#

Thanks!

brisk obsidian
# shadow osprey Does anyone know if you can make a DLL using Unreal Engine? Only information reg...

Assuming you're looking for making dlls that you can use outside of Unreal, there's bShouldCompileAsDLL which you can set in your target.cs. It's not particularly well documented but you can find an example of where I compile a subsection of unreal as a dll to create a plugin for MotionBuilder here: https://github.com/ue4plugins/MobuLiveLink/tree/master/Source

GitHub

Plugin for MotionBuilder that send data to Unreal Engine - MobuLiveLink/Source at master · ue4plugins/MobuLiveLink

shadow osprey
#

Thanks, that's exactly what I want to do! I'm looking at that page... I don't see "bShouldCompileAsDLL" in the Target.cs files though @brisk obsidian

brisk obsidian
# shadow osprey Thanks, that's exactly what I want to do! I'm looking at that page... I don't se...

There's multiple target.cs in that project as we allow it compile for different versions of MotionBuilder. The 2017 one is the base one which contains that option: https://github.com/ue4plugins/MobuLiveLink/blob/master/Source/MobuLiveLinkPlugin2017.Target.cs

GitHub

Plugin for MotionBuilder that send data to Unreal Engine - MobuLiveLink/MobuLiveLinkPlugin2017.Target.cs at master · ue4plugins/MobuLiveLink

shadow osprey
#

Haha I guess I skipped that one on accident. Thanks, looking at it now!

pine remnant
#

is there anything that lets me buidl a 2d house on a flt land or a lv before i start tryign to use the unreal engine 4?

oak patio
#

What exactly are you wanting to do

#

You can do pretty much anything if you put the work in

shadow osprey
#

Hey @brisk obsidian I've been looking at the Git project you sent me and trying to setup a blank dll for starters, but running into two issues. The "RequiredProgramMainCPPInclude" file doesn't seem to be in the repo, what's in it?... and I can't seem to use "IMPLEMENT_APPLICATION" macro, I'm guessing because the "RequiredProgramMainCPPInclude.h" file imports it? In addition to the one line change in Target, this is what I have... https://puu.sh/IPv5W/11116bb748.png

fallow hornet
#

anyone know of a way to replace master materials with material instances

brisk obsidian
#

You know RequiredProgramMainCPPInclude is a fun header when it includes a comment that starts with "this is highly sketchy"

shadow osprey
#

Thanks, I started to clue in with the ModuleManager part... but it still says IMPLEMENT_APPLICATION doesn't exist and that RequiredProgramMainCPP can't be opened.
https://puu.sh/IPvb8/3f640cd42e.png

#

ah Build.cs, will look there thanks

brisk obsidian
#

The full ModuleManager include is #include "Modules/ModuleManager.h"

shadow osprey
#

Yah neither thing works still, even after that change and adding the includes to build... hmmm

harsh garden
#

I created a test map that uses "FunctionalTestGameMode" as the overridden gamemode class. I have an automation test that opens this map and gets the world.

I've seen examples online where they are able to "exit" the map/world at the end of the test, but it doesn't seem to work for me because apparently there is no PlayerController in the world, so UGameplayStatics::GetPlayerController(World, 0)) returns null.

Does anyone know why that would be?

crystal robin
#

My favorite error : Unreal Engine is exiting due to D3D device being lost. (Error: 0x887A0020 - 'INTERNAL_ERROR')

pliant kayak
#

Hi, were would I ask questions about collision?

spice ruin
pliant kayak
#

ok, thank you!

pine remnant
shadow osprey
#

@brisk obsidian so I got it down to having a bunch of errors, that I believe is from importing "RequiredProgramMainCPPInclude"... Is this needed for the DLL?

sturdy trench
#

Anyone knows if previous versions of engine folders used?

#

Can I remove everything except 4.27 and 5.0?

pine siren
#

It appears SkyLight doesn't support spherical worlds.. The SkyAtmosphere works so incredibly great for spherical worlds, wouldn't it make sense for the SkyLight to support it too, seeing as they're tightly connected? Is it a bug, or intended?

sturdy trench
#

Gotcha ,thankss

red condor
livid walrus
#

Hey! Quick question