#ue4-general
1 messages · Page 1158 of 1
Why would that matter? You can stand on the south-pole of the planet and the atmosphere would act perfectly, together with the directional light.
However, the SkyLight would act as if you were standing on the north pole. Always.
No addons. I have a custom character movement component that gives me custom directional gravity, essentially letting me stand on any side of a planet. And I generate terrain-meshes for a spherical planet in runtime. The size of the generated planet matches the parameters for the SkyAtmosphere and it works great. But the SkyLight ruins everything by only working on the north pole (Z+).
I.E if I'm standing on the south pole and the sun is directly north of the planet (for some reason), then all the terrain and objects on the south pole are lit up like it's mid-day (like it is on the north pole)..
Hey all.
I'm having a rather tasty issue.
I'm using an Editor Utility Widget to set a boolean variable on a blueprint object in the world. I can set the variable just fine but when I do set it, the construction script of the object doesn't fire. If I manually change the variable via the Property editor, it fires just fine. Now I can goto C++ and do magic there to get it to trigger the construction script via marking dirty and compiling, but I want to keep it within blueprints. Any ideas?
Does anyone know how to fix either of these issues? Both issues involve textures looking pixelated but the left is with blending.
The right is happening with all my rock material on my landscape
Anyone know of a good multiplayer scoreboard video for kills?
well if i went to C++ I could just manually compile it to trigger, but I really want to avoid C++ in this case. I might just bite the bullet for now and put it in an blueprint function lib
its odd though that it doesn't trigger posteditchangeproperty or anything
does anyone know how to fix the texture streaming pool over budget thing?
when looking this up everyone says to use the r.Streaming.PoolSize command and give it a number like 3000
But this doesn't do anything.
its a literal error message im afraid. There is a budget for streaming texture pool in editor. The only way to stop the error is to raise the value. However you need to make sure you have enough memory for it
welcome
But how do I raise the value though?
I can't find it anywhere
usually through the console
Another command than Streaming.PoolSize?
no its what you typed. r.streaming.poolsize x
If I do that I get this
but the error persists
I have plenty of computer resources left
all textures are being streamed fine in the editor as well
but if I press play
Makes no sense to me.
it is yes
but changing the number to 4000 still doesn't change anything
it doesn't matter if it's 1 or 8000. the command doesn't work for me
I have tried to rebuild the whole scene several times
yeah
the log says it's updated but the error is unchanged
With unreal engine's materials, are the vertex and pixel/frag shader both part of the same material?
Hi! Question:
im doing a third person tower defense game and i want my ai to priorizite killing towers over going in to the "finish line" , how can i do that?
Ugh I've been working on trying to make a stupid DLL in UE that can be used by non-unreal engine games for the last like 6 hours and I feel like I've made no progress at all... I have it compiling the DLL (compiles as UE4Editor-MyProject.dll), but if I try to load the DLL in an external program it fails. I expect this is because the DLL depends on unreal engine dependencies that aren't saved when you compile the C++...
So I tried "Packaging" the solution (expecting it to include all the required files), and I get an error saying "UATHelper: Packaging (Windows (64-bit)): ERROR: Unable to find target 'MyProject'"... Can anyone please help me with this... I can share my project with you, it's pretty bare bones.
You're not wrong that your DLL is dependent on additional UE libraries. Depending on the compiler, if you don't specify the additional dependencies and where to find them, you'll run into linker errors.
Cannot find Jira user with given commit author email: X 🤔
Makes sense...
@rugged harbor I figured that... but the required DLL's are HUGE.... Looking at the DLL I made in dependency walker, there's loads... I assumed UE would have a way to copy them all to your compiled folder. It's driving me nuts atm.
They should all be in your Engine/Binaries/<platform> folder. (the dlls at least; you may also need to find the .libs)
Hmmm yah that directory is huge, is there not a way to only take the ones used?
I don't know myself, but you could write a script to automate the process...
Anyone?
Anyone know why I'm getting "ERROR: Targets with a unique build environment cannot be built an installed engine." when I set Type = TargetType.Program; in MyProject.Target.cs whenever I try to clean, build, or generate the visual studio project? It happens in new projects where all I change is the Type=TargetType.Programl line....
is there a way to check what is causing performance issues with my game?
as when i play it, its very laggy
Hello all. Im new to game development and Unreal so please go ease on me. I have a question about Level's and Input. All the things I have see show that you use Project Settings to setup the Input bindings. So I gather that there is typically only one Input binding for the Project. Here is my question, in a project can you have multiple Levels where each level can have its own Input bindings.... using blueprints?
@sullen spindletechnically yes, but is there a good reason for it?
the inputs is basically Key(s) -> event. You can just have the events do different things in each level if you want
hey guys i am using ue5 ea2. Unreal crashing when I select landscape splines.how can i solve this problem?
Yes there are many things you can inspect, adjust, and/or fix. Here's a great talk if you're looking for ways to solve performance issues: https://www.youtube.com/watch?v=hcxetY8g_fs
Isn’t there a feature to see which blueprint is causing the most lag
not sure if there's a direct command for that, but since blueprints are just like a collection of logic for the game thread to do its hard to tell which one is causing the problem because it could also call the gpu to do some stuff too. So that means the "lag" could be originating from a blueprint yes or something else within the c++ code, but if you start with "stat unit" you can see if the game is cpu or gpu bound, and start looking into which actor or blueprint is making lots of draw calls or doing lots of complex math.
idk why but my walk and sprint animations i added onto my character are sideways
everything else works fine tho
odd q, but does anyone know a way to like procedurally place actors in a grid kinda deal, like one would do in an asset showcase level? like are these marketplace people placing things by hand or is there a secret i don't know about? i'm trying to create an asset farm level with all the assets in my project, so was wondering if this is a thing
Making a battle royal game I have spawn island that spawns to the plain but I want to create a new separate map to spawn characters from any help would be super appreciated
Hey guys, Could some one please tell me if i choose blue print on a new project, if im stuck using blue print or can i use use c++ aswell. or if i choose C++ if im then not able to use blue prints?
Hi there, quick question. Is it possible to set a MATERIAL to not cast shadows? I know how to do it for a mesh, but I've got a light bulb with a "tungsten" thread in the middle. When I add a point light inside the bulb, the thread starts casting a shadow, which I'd like to avoid, but I'd also like to keep the object 'as one' (not import one mesh for the bulb casting shadows and then import the tungsten thread as a separate object set to not cast shadows). Thanks for any hints 🙂
check out the ShadowPassSwitch node
Thanks Norm. That's inside the Material Editor, right?
yes
Thanks a lot!
IT WORKED! Thanks so much 😄
That's exactly the tutorial I just watched!
https://www.youtube.com/watch?v=LqwTLdqEUMo
Hello, it's me! Today we're having a gander at the Shadow Pass Switch node - this little feature can be a life-saver if you're ever using Dithered opacity occlusion stuff so your objects keep their shadows. It can also be used to disable shadows on a solid object and enable shadows on a transparent object. This node has been instrumental to seve...
Cause of the 'thumbs up' I mean.
You can start a blueprint project and add c++ at any point later on, lots of games are built using both.
Thank you! i was not sure if that was a thing, still new to the unreal scene, Is it a difficult process to add c++ to the blue prints?
You add a c++ class using the editor, there's a button. Then you can close the editor and "generate visual studio project files" by right clicking on your project file.
Thank you ! cleared that right up for me
@grim ore first off thanks for the answer, it makes sense what you say.
Why am I forgetting this thing existed smh 🤦♂️
how can i change this route?
wdym? Moving the project location, or updating the listing?
hi
pls help me i wanna learn blue prints in ue4 but dont know where to start
See pinned messages
Hi, Is there is any way to only replicate players who are in x metre radius or something like that.
Look this at #multiplayer
I am sorry. 🥲
is there a way to repeat action in the dtiro
i want to bake out materials, but it only can 1 by 1 per mesh
is there a way to make it work for multiple mesh
my actor dont stream properly inside wp in ue5
any ideas why?
Hi! Question:
im doing a third person tower defense game and i want my ai to priorizite killing towers over going in to the "finish line" , how can i do that?
anyone got some infos about ue5´s actual release
Spring. According to them on the last live stream.
Not going to hold breath on that.
Do you already have priority system going on?
i wrote there nobody bothered reply
See #rules no. 2
bruh i mean no disrespect but last time i got a reply was a week later xD
Hello is there a friendly soul that can help me, with the pack ''TPS Multiplayer Pack''? im trying to make a 3 weapon but i cant seem to get it to work right, i tried google and youtube nothing helps :/
anyone have any idea, what could cause this stuttering, while being in "Play-Mode" in the Editor?
https://youtu.be/o3yEIHx05JU
it happens when I turn my character
just look at the walls in the background, then you can clearly see, that it's not smooth
otherwise, while flying "normal" through the viewport in Editing Mode, everything is super smooth
I've already tried this here from reddit, unfortunately no success:
2 votes and 3 comments so far on Reddit
I've also changed these settings here from smooth to fixed and back, etc. different settings, no success
UE 4.26
Have you tried using any of the stat commands?
which ones?
stat unitgraph
no
Use it.
It'll tell you which major thread causing bespoke stutter. You can then narrow down the troubleshooting from there
Just type it and enter it.
Editor's command prompt has no suggested command list.
sry 😅
ok, should I record now for 1min., while turning around?
in PlayinEditor of course
@drowsy snow
one more thing: I had the exact same level running on another PC (an older PC even), and it ran totally fine without those hitches
I switch to PIE at around 12 seconds in
Not really my ai is just going in to the finish line but i want the AI to scan for turrets and if any turret is in the range than go kill the turret if not go to the end
You'll need to add a stimuli source to those turrets, this page has more details. https://docs.unrealengine.com/4.26/en-US/InteractiveExperiences/ArtificialIntelligence/AIPerception/ @grand galleon
Thank you!
Hello is there a friendly soul that can help me, with the pack ''TPS Multiplayer Pack''? im trying to make a 3 weapon but i cant seem to get it to work right, i tried google and youtube nothing helps :/
Anyone?
Someone knows if there is some solution ala pixel stream or so simulating the utilities Steam have for remote play ?
Does someone know why this happens? I revised the jump config but it seems okay so idk what. Could it be the animations?
anyone know offhand what the difference is between the collision presets "OverlapAll" and "OverlapAllDynamic"? Or where to go to read up?
OverlapAllDynamic is for Dynamic objects
Aka anything that moves
OverlapAll is for Static
Aka anything that doesn't move, like a rock
gotcha gotcha. thats what I figured, just wanted to check -- thanks!
anyone here an expert at gun combat?
maybe ex military or someone with knowledge/experience
got a few questions about combat for my game
dm me if so
Any1? 🙂
Suggest asking the creator or in their discord
Allready tried, no help to get there, to be honest that discord looks really dead :/
hey. so im kinda really bad at ue4, i've tried to learn it multiple times, and i have a good sense of coding and logic, but im brushing up my c++ skills. are there any small projects you would recommend someone like me to try and get better at unreal engine? thanks
Yeah, can't really help without showing any code and don't even know if you can show code of a marketplace pack unless there's someone else who bought it, so most likely you're on your own
Be wary of marketplace packs cause of this, use them to learn stuff or if you intend to buy them be sure you're knowledgeable enough to understand it all and modify it as needed
Check if it has documentation in the first place too in case, if there is, that should help
Guys, how can I make random infinite procedural terrain generation based on seeds. I can't find the right technicue
i think some kind of perlin noise might help u but i dont know much about this. i know thats how minecraft did it but... maybe u are looking for something else
so u are saying that i can not ask private? 1 on 1, just because both person need to have bought the pack?
You can ask, of course. What Iannis means {I think] is just be careful not to show off lots of code that could let someone basically copy the asset.
And unless it's a generic system, doubt anyone without the pack would be able to help anyways
You may find help in #blueprint or other channel depending on what it is you are having issues with 🙂
Cause if it's more specialized, it would require you to show actual implementation code of it
i get that, but im only asking about the weapon system, i cant seem to add more weapons
so im not allowed to show the weapon inventory code, eventho the pack have alot more going than weapon inventory?
Not sure about the exact rules about this tbh, but would be careful about what I'm showing
As I said, if it's generic enough, should not be a problem I think
i know im a noob to unreal, but i have tried to look up diffrent weapon inventory on google/youtube, but nothing comes close to this system as far as i could see
No rules for this really, just a common sense approach. 🙂
The "Seek" function for Media Players seems to be bugged, it very often freezes the video when its used and results in a very broken experience, anyone have any insights to this?
So how can i get some help, if i cant show what im working with? :/
is there something like System.IO from Unity in Unreal Engine 4?
I want to check folder's content and look for wav files
Yeah What im trying to do is minecrafts system in unreal. Is there a chance that you can give me some more information?
Are there any tutorials/guides/explanations/etc of anyone using the Media Player functions? As far as I can tell, they're broken.
i think there are videos on it. But basically, what you have to do is generate a grayscale image and then for the colour of each pixel a height is associated
im not well versed in this so go look it up im sure someone has done this for ue4/5
points at voxel plugin
You can show stuff, just don't show all the blueprints 😉 It's fine to show the bits you are struggling with. First of all you need to work out which area it is you are struggling with. If you're not sure, perhaps think in more general terms. From what you've said, you are looking to add in new meshes and animations for additional weapons. If that's the case you could look for tutorials - YouTube or in the official learning hub, that cover that sort of thing. I'm not experienced with animations, so can't really offer any advice I'm afraid.
You can delve into the pack, have a look at what is doing what and see if you can add/copy it and make changes. I know that's not much help, we buy asset packs hoping to speed up our game design but as often as not we find that we have to learn how it all works before we can make any changes that we need or want.
If you know it's something to do with the inventory, #blueprint is probably the best place to ask and likewise for animation related things #animation . When asking, try to give as much information as you can, as clearly as you can and hopefully someone with a bit more experience will be able to help you or at least point you in the right direction.
i have animations and mesh, so let my try to explain better.
the pack have 2 weapons, 1 Rifle and 1 Shotgun.
i just want to add a 3 weapon, a sniper (i have mesh and animations)
i have found out that there is a weapon inventory, but i cant see how it works, so what im asking is if someone could help me to understand how it works, i have tried to look at google/youtube, but there is nothing like this system as far as i can see.
hope that clear things up? 🙂
lmao didn't know about that @runic needle maybe take a look at this?
How can I stop my player's crosshair from moving along with the idle animation?
hey guys i am working on a 5v5 multiplayer fps game and i want to implement the score system of team and individual score of everyone any idea how can i do that?
I’m fairly new to UE. are there significant advantages to operating UE on PC vs Mac ?
If it will release to ue5, I'm gonna check it
IIRC the way some games do large worlds is moving the world around the player rather than moving the player, could that still be done in multiplayer by each client doing that for their own player, would that work? The server would keep track of stuff without trying to place it in a worldspace, just keeping track of stuff that changes
So, each client would render and simulate just stuff in range for their player, and then tell the server what's happening
Guys I was wondering if there's a way to make shaders in Substance similar like Unreal. Due to my textures specifically roughness and metallic map doesn't look even close when I see it in Substance Painter. It does look like a super shiny and reflective map!
I don't think so... hehe I'll try. Thanks
Is there something more that I should consider?
Thanks
Hi guys, i having a problem packaging my project to android:
not sure where to put requests on the site, but made this thread,
https://forums.unrealengine.com/t/request-library-vault-archive/508249
Hello, Had a request that I am sure many would love. Would be cool to be able to Archive items that are in your vault. This would allow people to archive assets that are old, outdated or ones that they downloaded and will never use. This will help searching assets and keep items that you will use apart from the ones that you will never use, and...
Is it possible to do edge masks like in substance painter, like a metal edge wear of some kind
I really like unreals material editor but if i could use masks like this that would be awesome
It can be detached far easier than internal hard drives, so not recommended for doing Unreal stuff (unless you make it a permanent extension)
Yes, see Fresnel node.
so what do people use then?
for like loads of space
Pfffttt
Internal storages, server for source control
frensel is a shader thing
now unreal does have some of this functionality in the form of alphas for example the metahumans use a 1x1 micronormal tile and uses a alpha texture mask to resize it on the face and body differently
fresnel does this similar but by the camera so it wont work for my situation
there is a reason epic didnt use fresnel on their shaders for this
oof arent internal storages a lot more expensive
It's often cheaper than external storages, even in third world country markets
@rain ingotdont knock SD storage
you can pick up large sd cards very cheap and a lot of modern day pcs and laptops can read them quite fast
But there are edge cases when your motherboard doesn't support more storage slots internally, like Mini ITX ones, and therefore external storages make more sense for extension.
4tb sd cards are like 500+ tho, when I look at external hard drives its like 160 for 16 tb
you wouldnt want to buy sd cards in more than 1tb at a time @rain ingot
Smarter Shopping, Better Living! Aliexpress.com
they are best bought 1tb at a time
then you get a hub to load up like 10 of them
my hub supports 20 cards
and i currently have 20tb of storage
is that something you physically put in your pc?
idk the interal hard drives seem cheap now that I look at it, I might just get one of these
I'd need to check if my motherboard is compatible with it tho
not sure how to check if my motherboard can add in an hdd
it probably cant tho
I'll take this there then, thanks 🙂
the only viable external solution is esata imho
the last thing i would buy on aliexpress is storage btw.
theres so many counterfeit products out there
does anyone know why “Run on Owning Client” executes on server?
Internal hard drives all use SATA nowadays so your mobo proba can use it, unless its smthn like a laptop
How can I open two projects at the same time?
this is on the unreal learning showing how to use world partition
this in mine not showing?
help please
Hey everyone I got a tough question!: How can I best find the player with the most points?
I have player zones that track points with an Array of Structs, the struct contains: PlayerAwarded (Actor), and Points. How could I more efficiently determine which player has the most points?
My initial thought was to make a Map of Player and Score, but then I would have to compare every player score against each other player score, and if there are 100 points or more I imagine that would not be efficient. I considered a Map but I don’t think that would help. I need to find each unique player in the array of structs, calculate the total of each player and compare all of them to determine the one with the most points. I’m stumped!!!
I have a dedicated linux server that I uploaded to steam as a shipping build with my app id, I downloaded and installed it with Linode and the logs show that steam sockets have been establishes; however, I cannot see my server using my game's client that I have uploaded to steam nor do I see it on the steam client global server list. Any thoughts?
So I’ve been teaching some kids UE4 for a few months now and they are just now starting their final projects, which is essentially a demo of a game they want to create, and I have to say it is very fulfilling. I work for the corporate office of a STEM school and am creating a pilot program for our other 50 locations. I love how kids learn so much faster than adults. Plus these kids (14-17) have some great ideas for games. I’m excited to help them make it a reality I’ll be sure to share their work on here too.
where can I find tutorials or documents on the things that are recommended to be made in C++ and the things recommended to be made in blueprints?
That's pretty cool!
Passion helps a lot with stuff like that and they seem to have that
Do stuff in BP, if it's slow move it to C++
Keep it simple, move to C++ only after you prototype with BP or you need to
One thing for sure to have in C++ tho is Structs and the kinds
Unless, you know, you're very comfortable with C++
I would like to do most things in C++ but I was wondering if there was any recommended things to do in BP
found this
If it seems overly complicated in C++ then BP may be a better solution for that
Especially references
Mostly don't worry about it, do it where it feels comfortable for you the most
You can always move stuff around if needed
Don't over complicate
Does anyone know how to use VS Code on Mac? I need help using it for my game
I tried using Xcode and it didn’t work
VS Community 2022 would prob be a better option
Oh ok
Code is just a Code Editor
Just be careful about your UE version
Latest should be fine with 2022
Not sure if previous versions like the 2022 toolchain
Mine is Engine Version: 4.27
Should be fine
Alright but the problem is there are many different versions of the folder I’m trying to put in for my game
I don’t know which folder I should put it in
Wat
What do you need to do with the folders, don't get it
Im open a new file on VS code and it shows me which folder I should put it in but the problem is that I don’t know where I should put it bc I’m trying to code my character/hero in the game
Im new to this stuff so what does IDE stand for?
What you develop with
Oh Okok
Basically the programming text editor
Got it
Code is not an actual one
It's more like Note Pad than anything else
You need a proper IDE to develop
Like Visual Studio Community
Where exactly do I download it?
gosh why does unreal glitch out so much
anyone else have the problem where you click on something like a tab and it just glitches in and out
then turns your whole screen black
Nvidia?
ye
Check pinned messages
Does this Lumen setting apply in-game as well, or only in the Unreal Engine 5 viewport? It's under project settings > rendering > lumen > software raytracing mode > detail tracing vs global tracing
yeah, it's a project setting
I assume it will apply to the actual ingame rendering like everything else in there
cool beans, I was looking for something like this for lumen
Nice I just wanted to make sure I wasn't stupid for recommending that setting to someone.
wtf is this thing
Everything in the world is hidden
I know what wireframe is.
anyways I restarted the engine and it disappeared
weird bug
lol, I might be doing the same thing here as I haven't tested it in a shipping build
perhaps it's a cvar?
yep, r.Lumen.TraceMeshSDFs
turning that to 1 and having generating mesh distance fields will use the cheaper mode it seems
woops, you want it to 0
0 is the faster one
Nice, I wonder how much fps improvement it is over the default
yeah, I'm not working in a very good example scene right now though
would need something fancier
Hi guys, first time here. i want to check if there is a way to track a real car data "in real time" and feed them to a camera in unreal engine, looking for any link, plugins and resources will be appreciated Thanks alot
You have to properly assign a camera to your character for movement
hi
I was also getting same error
Take a look at these maybe??
https://de.mathworks.com/videos/building-real-time-driver-in-the-loop-simulators-1542313377351.html?elqsid=1559897396427&potential_use=Education
Highlights
Introduction to Vehicle Dynamics Blockset™ and the Unreal Engine interface to visualize driving scenarios
Creating a real-time simulator with Simulink Real-Time™ and Speedgoat target hardware
Setting up a driving simulator with pedal and steering wheel hardware to perform driver-in-the loop testing
Cool thanks, I'll check it out
Does someone know how to fix this bug when i jump?https://streamable.com/o1u0le
Can you share your character movement jump setting, the jump node and you jump animation?
ok
wait a moment
The animations of jump start, loop and end are the same as ue4 default skeleton i used retarget into my skeleton
how can i disable debug in editor
Play in Standalone
okey thx i am trying now
Does someone know how can i change the use of the escape control? y wanna use it for pause menu, but it only closes the game in standalone mode and editor mode, idk how to change it
It should not close the game in Standalone mode.
does anyone know how to find this node? I have tried everything I can think of!
That is a scalar parameter that has been renamed.
Ah you are amazing, thank you so much! It was hurting my brain trying to figure it out ahaha
anyone has an idea, what could cause this hitching while rotating the camera/player in the Viewport?
I've already tried this here, but no success on my end.
https://www.reddit.com/r/unrealengine/comments/jzg5t6/hitching_in_editor_and_major_stuttering_in_play/
1 vote and 3 comments so far on Reddit
frames are also consistent on 120
https://www.youtube.com/watch?v=o3yEIHx05JU
That all looks pretty normal. You could disable the capsule to be hidden in game and check if the logical location is or or if the animation is the cause
Hi I have been trying to find out how I can pause my game for the steam overlay with (Tab+Shift) and a gamepad home button using blueprints and I also need a blueprint for when a controller gets disconnected to pause the game please help
and just to let you know I'm kind of new to blueprints still so if you can send me a picture that would be appreciated
😅I’m not that new to need a beginners course I knows most of the stuff in there
I still learn new things from UOL courses, and I'm almost 5 years of using the engine
hi how is this window called, what mean the hierarchy in it, is there a documentation page about it?, thanks!
Yeah I know you can always learn new things from beginner courses I just need help with what I said before
Hey there @tawdry narwhal, sorry to bother you, I've been looking into FASTBuild over the past week or so and saw that you had some experiences with it and was wondering if you would mind if I ask you about it?
The animation isn't the cause so i don't know what could be, i enabled/disabled the capsule in game but only the character projectation jumps that far, the capsule acts normal so idk maybe is something with the mesh=? I did the character more tiny and then it jumps normal, well i think this happens cause the character is so tiny and i put his scale into 100 xyz wich it seems normal but it does this thing. Any idea that how i can do to import the character with the correct scale? I mean i created this character using ReadyPlayer and the animations are from mixamo.
hi i am looking for a text that explains the relations between words like, objects, subobjects, components, actors, classes, blueprints as components, as classes, as types and so on.. i cant find anything somehow focused. its all very diffuse distributed over 300 different documents 🙂 thanks!
Pretty much everything is an object, unless it's just like a number or bit of text. A subobject is an object that is owned by / contained within another object. You can have multiple levels on that tree. Actors are kind of encapsulating classes. They usually represent a single item in game, whether that be a player or a landscape or a light. A component is a subobject of actor. It is something that provides specific functionality or extends an actor in a certain way. Like rendering a mesh or handling input. Classes are a way of describing what an object is and what it does. Blueprints are a way to create classes inside the editor without using c++.
@spice ruin thank you on this level i thing i know it but this is not practical enough. for example: i can create a blueprint directly in the asset window, but also as a component of a static mesh, what is the difference?
You can create a blueprint as a component of a static mesh?
of a static mesh actor
If you create a blueprint in the content browser, you get to choose what type it's based on. I'm still not quite sure what you mean about creating it as a component of a SMA.
So you've added a static mesh component and then converted it to a blueprint?
what does the line mean the one directly above the blueprint
ok i will do it step by step 🙂 so i understand what i do
first i drop a cube on th e floor
now i press add and choose "new script component"
To be honest, I'm not sure what a script component even is.
Maybe it just means a non-scene component? (scene components exist in the world, have a transform and such)
a dont know but i have i feeling i need to unterstand this
there is line above the NewActorComponent3
it means something
the problem is i askes a lot of questions here i have the feeling no one knows the basics
The static mesh component bit?
so the best would be to find a serious document about it from UE
If you want the most serious document, read the engine source!
Oh
Do you mean the actual line across the UI, separating the components?
yes
Ah. That's just there telling you that the stuff below the line isn't a scene component. It doesn't have a transform.
ah cool thanks!
do you remember where you did read it, this document i need 🙂
so i can add a blueprint component with a transform or without?
why the both ways? what are the advantages of both ?
No. I just worked it out from the layout of the details panel.
and what is the difference between adding a sphere as a component to the cube and adding it first to the scene and parenting it under the cube?
When you create a sphere in the world, it creates an actor to hold the sphere component. Parenting it to the cube attaches that actor to your cube actor.
yes why would i do this, when i can just add the spere as a component?
is this not the same result?
Maybe you want them to be separate actors?
There's a lot of things actor can do that components can't.
Actor is the base class for an Object that can be placed or spawned in a level.
got a weird visual bug - anybody know why a black line might appear in the sky, specifically when the camera is in this location? it appears/disappears as the camera pans left/right
for example? when would i choose the one way and when the other?
what would be the most important difference in functionality between a actor and a componnent?
seems to disappear when i disable SkyAtmosphere 🤷♂️ that'll do for now 😄
@dire ravine it's all about encapsulation, really. If the border between things is murky, you can choose whichever route you like.
@spice ruin ok thank you
Hi everyone! How do I access non standard object in a blueprint actor property (actor is based on custom cpp class) through python? Now I’m getting an array with black members (the property is an array of custom objects)
Maybe there is a way to run a cpp script to get properties of a selected object? Please help
For doing a login system what do you think i should use? I was thinking of xsolla login plugin (already know to use it) or doing my own firedatabase what do u think? For the perfomance which would be better?
then?
i see
Is it possible to import and run the EOS subsystem plugin out of a “Program” type DLL in UE? Is there any guides on how to accomplish that? I keep getting strange undeclared identifier errors.
Thanks Lorash
Hey, is it possible to contact a moderator in this server?
Sure, message them
is there a common reason that Set Custom Time Dilation does nothing to actors? If i set it to 0 or 30 on my bouncy physics ball, nothing seems to be affected
oh ok found a thread that says it has no effect on physics 😎
any thoughts on this though? the weird line is back again even after removing SkyAtmosphere seemed to fix it
Hey guys, I posted this in packaging, but I'm getting an error when Launch.
I don't have a Scribe-Android-Debug.target which I think is why I am getting this error. I have a Scribe.target... I think this may be happening because I built UE engine from source this time, and it's not pointing to the right target, or I don't have the one it needs... how do I build the file UE4 is looking for (Scribe-Android-Debug.target)... or point it to the one that does exist Scribe.target
Hi guys i was wondering why this specific part of code is making it so when i jump to try and grap onto a ledge it snaps my camera to the side?
im trying to make it so when he is in the hanging state it limits his camera yaw and pitch
Are you using blender?
In my game I'm rendering a bunch of plain spheres. I know that just using the models is really inefficient so is there a way I can render them with lighting faster? Like a shader?
Is this place good for UE4 help?
depends on your problem
I have a widget that isnt considered interactable or maybe even a widget
in the reflector at least
there's #umg for ui related things, but it may take a while to get a response
is that widget something you created or does it only show in reflector?
could be something of the editor UI
I created it, and it shows on screen and everything but the buttons are not interactable and when using the widget reflector it doesnt say it exists even though its on the screen. I have a pause menu thats a widget and that works fine but this (inventory) doesnt.
yep
I can send my blueprints for this if youd like
and i might take a peek too if you post screenshots of your BP setup
Yeah I sent them to the bp chat
Anyone know why mp4 works for startup movie to play on a local launch of the game in standalone but packaged version is not playing the mp4? have set up all sections in the movies section
bink? oh ok ill take a look
Quick Question:
I have a Vector, and the Normal of that Vector.
Now i want to offset this vector like 50 Units to the Right (according to it's normal) how do i do that?
@dusky slatewhat is normal of a vector ?
0,1,0 for example
a Vector that tells the direction of the point
0,0,1 would be UP
ok i got it, i can simply get "Rotation from X Vector" and then "Get Right Vector" that gives me the offset
Strangely enough, you calculate the normal of those 2 vectors by calculating a cross product. Order of operands matters, but if you do it in the correct order, it'll point right, if you do it wrong it'll point left.
So that new normal will give you a vector pointing right which you can then *50 and add to your original vector
You'll actually need to use that first normal to create a vector from a common point with the first vector
This covers the main geometric intuition behind the 2d and 3d cross products.
Help fund future projects: https://www.patreon.com/3blue1brown
An equally valuable form of support is to simply share some of the videos.
Home page: https://www.3blue1brown.com/
*Note, in all the computations here, I list the coordinates of the vectors as columns of a...
This shows the math with some decent diagrams to help visualise what you are doing
Hie hie, is anyone familiar with driver bones for model rigs? I'm planning to add them based off Royal Skies's video. Would these get imported into Unreal Engine, or do I have to set it up again manually in Unreal Engine itself?
Alright, today we tackle THE big problem everyone has when painting for the first time. How to tackle the dreaded and infamous pelvis area in under 2 minutes!!! Hope it helps :)
Hip Z-Location Driver Equation:
var * .09
Butt Y-Location Driver Equation:
var * .02
Butt Z-Location Driver Equation:
-var * .1
Thigh Y-Location Driver Equation:
-var...
Hi
Someone can help me
My game works fine on the main menu map but when I try to load any map I crashes
This only happens on Android
hey so me and my friend used multi-user edit for the first time (ue4.27.2)
and the updates come really late
like if I sculpt the ground it takes like 5 mins for him to see it
any ideas?
Hey if anyone is struggling to run Lumen in UE5 at a decent framerate due to older PC hardware, try these settings and it should work much better:
project settings > rendering > lumen > software raytracing mode > global tracing
PostProcessVolume > details > Lumen Global Illumination > Final Gather Quality
Hello, I'm getting a strange and really frustrating bug where foliage that I've placed on a BSP Brush will disappear when I press "convert to static mesh". Anyone know what to do about this?
That's not a bug, that's a mistake.
I would assume it's a bug since I've done this process more than a few times before without everything just up and disappearing
You should've convert your BSP Brushes to static meshes first, but oh well.
it's really odd to have an option specifically to toggle whether you can put foliage on BSP or not if you're, yknow, not supposed to do it
but anyway I did manage to solve it
I duplicated the brush and dragged it away, converted that duplicated brush to a static mesh, and then dragged the static mesh back into the same transform that the brush had (so that they were overlapping)
Then all I had to do was delete the original brush and the foliage automatically adjusted
Question: I am trying to create a custom projectile (A homing magic shot). Spawning and all works as intended. I am unsure about the movement though.
Is there any benefit in using a projectile movement component vs manual lerping to target every frame?
you mean in the output log?
if so, just click on the filters and remove the tick mark
I have a problem that I need direction with. I am setting up a scene in Unreal 4.27. The fps are acceptable when the post process volume is off. But the moment it is turned on, the fps plummets. I haven't run into this issue before, so I am not sure what to change in the PPV.
Hmmm, I deleted the offending PPV and put in a new one with identical settings and its working fine now. Agggghhhh.
Anyone know how to fix this
Is that from the epic games launcher or custom build? If epic games launcher try doing a verify, click the drop down next to the engine and click verify
^
ue4.21 bruh
why does this code not working for debug
AI is not heard & seeing, hence no sphere draw for debug
Sup, welcome to the server
yo I had a question
you should lead with the question instead of stating that you have a question
so i have this idea for a multiplayer game where 15 players stand in a room and they have 30 seconds to vote someone out, and then everyone leaves the room and everyone has 30 seconds to use a detective skill or killer skill based on the the class they got before the game started,. when the 30 seconds are up, they go back into the room and see if anyone was killed,. if someone was killed they there body will show up in the room. i want ot make a town of salem clone. i made the map but could anyone explain what i should do about having a player look at a menu and look at there character. they cant physically move there character around the map. can anyone explain what i need to teach my self and what i would want to do , to make a game like this?
sounds like among us 😄
actually you want to look at how to make NPCs/AI
together with some animation
I feel like you need to clarify your question here. Are you asking specifically how to set up a menu for something? and are you saying that they should be able to move their character, but can't?
yes i am askign how i would set up the menu for the player and the avatar wouldnt move
okay, well let's start with the menu
do you understand roughly how widgets and UMG work?
i will teach myself how to use it
Hey, strange question but does anyone know what the epic games launcher is coded with?
unity scnr
okay, well, you're probably better off getting a general idea how UI and menus function before just asking how to do it. There are some good tutorials pinned in #umg and on YouTube
for the other question, you're going to want to make the playable characters based on the Pawn class or lower so that you have access to Pawn movement. It's the easiest way to translate inputs directly to that
so i would make hte pawn move iwht the camera, i would have an animation of them leaving, and the carmera would have a chat box and other menu stuff on it
i would have hte camera switch to another screen and then the player would have access to another menu to make a choice
does all this sound like how i would make my game?
do i have the right concept
so you can kind of do anything you want with UE, but you really need a good baseline understanding for how to do some of what you're talking about
one easy way is to make the camera more or less attached to the pawn, so when the pawn moves the camera does as well
and it isn't very hard to make a menu appear over the camera's view, or even block it out entirely with a background, but again, you should probably start by following a couple tutorials in their entirety so you can get more of an idea of how the engine functions
@pine remnant I recommend using this tutorial series in a new project and following it in its entirety, basically
https://www.youtube.com/playlist?list=PLSlkDq2rO1t7eEyfF8eiTsGGGtFOBz1vb
tyvm
Hey I am trying to import a metahuman onto a modular character and when I try running live link + mocap live link at the same time the head separates from the body, any suggestions?
How can I do this in ue4?
https://docs.unity3d.com/2022.1/Documentation/Manual/deep-linking-universal-windows-platform.html
Which platform/OS?
windows, I've tried google but found none
Once art pipeline and workflow has been established or solidified, TD's will generally be tasked with producing scripts to automate this process as much as possible.
And keep the process up to date as engine and/or DCC versions change. It really depends on experience with different engines to fully appreciate just how good ( in my opinion ) Unreal actually handles these things, and makes it accessible for automation. So one you understand how the process works, automate it or start making some notes in confluence or something. 🙂
Ok, for windows you have a few options
If you are looking for an out of box fully working experience I dont think that exists yet. But then again that's game dev. YOu can start by implementing a custom URL handler, and then you gain an entry point to your game via command line parameters, then you can parse those using c++ or blueprints.
https://stackoverflow.com/questions/80650/how-do-i-register-a-custom-url-protocol-in-windows
https://blogs.windows.com/msedgedev/2022/01/20/getting-started-url-protocol-handlers-microsoft-edge/
Other platforms have different solutions, and there is a marketplace plugin for iOS/Android.
There is also this:
https://stackoverflow.com/questions/1947209/registering-a-url-protocol-handler-in-a-multiple-platforms
Although it looks like it is more geared towards other platforms. So basically that is how I would approach that scenario, start with a POC, then iterate.
It's just that I can't import fps hands and animations properly from blender in unreal. I've been trying to figure it out for a week
When I import the model, it stays in t-pose and doesn't play any animation
thx u so much ❤️, will give it a try!
Does any have idea why AI is not Detecting player
Search blender UE4 workflow tools google you will find plugin/addon to send animation & mesh back fore.
Its made By epic team. Free tool
Heyy im looking at the dedicated server guide rn and how do i migrate my project to the source build?
Thx
Hey, I'm having an issue in 4.27 where trying to export from Bridge seems to randomly not work. No error, sometimes it works for 1-2 assets, then it just says it's exporting without copying any files. Anybody experience something similar?
Seems to happen especially often when trying to export multiple objects
If I've bought an asset on the marketplace and I share the project with someone, do they also need to have bought that same asset?
if they are part of your team, and it is not a plugin, then its fine.
also, for next time. please do not post the same question in multiple channels :) thanks
I have this black square (shadow) show up somehow
how can I fix this?
still image looks fine
the shadow only shows when the dog is here
first day of learning UE4
Great
someone here used the DLSS plugin and can report render ms costs and GPU ?
I'm getting 3ms absurd cost on a 3070RTX TI
anyone know what is happening here?
I have a weird problem going on with my animations upon transferring from ue4 to ue5. my animation goes from having root motion like it will walk and make distance as it walks. to not having any root motion and just walks in place. is there some tag I am missing, I migrated the assets directly from one project to another?
you can type "DISABLEALLSCREENMESSAGES" in the console but as far as errors happening you need to fix them for them to go away.
Sorry i forgot where/how to type
yes in most practices with command lines or terminals, or any computer really is to press return or the enter key to send the command or request
Didnt work , i quit the game errors pop , btw i am talking about editors pop up
Does anyone know why render (local) in sequence renderer could be greyed out
Does anyone have a good solution to allow for a blend of values based on depth into a collider? Similar to the blend post process volumes (and audio volumes?) use?
Fix the errors, if theyre red errors, it means the game would CTD on a packaged game
Hello, ive got a googles form that would benefit me very much if you guys can answer it. However is it ok for me to post a link here?
Or can someone tell me where i could post it
would anyone maybe have any links to some 'basic' math videos or specific videos that would help with calculating 'soft caps' in an RPG game, similarly to how softcaps work in soulsborne games?
meaning that lets say i have a player stat that gives them health but the more points they invest the less health they gain from it. id ideally want to have a 2-tier softcap systems but my math is really rusty
softcaps are often used in some mmos to make sure players dont get too much damage reduction from armor rating as well and all that jazz
I want an object to be either lit or unlit depending on what a mask texture indicates, is this possible? if so, how should I go about setting that up?
so i made this in blender and i want to make the freddy model texture be the same in ue4, its not exacly a texture, its a node called oilpainting
and im was wondering if there's something similar in ue4? (edited)
if you know how it works, then yes. If you dont, then still yes but you need to figure it out. You won't just find a node to do the same effect, you need to recreate the math basically in a material
Im going to guess theres also a way to render the material to texture and get yourself a normal, roughness and albedo map out of it without having to recreate the math.
Can i bolean a character mesh (cut through it with another mesh) without plugins?
In ue5 when I used a locomation assest I have anim graph crash can you help?
You can do it but it will be very difficult
Is there a way to improve collision detection for fast-ish moving objects on landscape? I seem to get about 50% hit detection on a spawned projectile.
ie, for 10 fired, only 5ish will register a hit event on landscape.
velocity vector length on the projectile is ~2000 unreal units or so.
is alembic on cpu or gpu?
@hidden oarbeyond enabling CCD , you might have to do manual checks every frame if it's going that fast
I believe alembic is on cpu, right
2000 units of anything is a lot of change per tick for a physics engine to keep up with tbf
just that Im torn between alembic and vertex animation textures
vat is certainly gpu cuz vertex shaders but idk about alembic load
They aren’t real errors , no fixes needed
i think its not possible to disable the pop up errors
If theyre red errors then they are
You dont just get them cause the engine is bored
🙄
I said they aren’t real errors, my game setup is to start with main menu level to save progress , but if i start from a different map to edit it instead errors would pop up since i didnt start the game from the menu and save slots
If you wanna get rid of em chuck in a couple of is valids
Alr then if its the only way , thx
No problem
In terms of your mesh cutting problem, you would have to write your own boolean subtract system to work the the procedural mesh component
You can slice a mesh
But subtracting 2 meshes is a lot harder
anyone encountered this? game displays multiple times when my testers play it via Steam
not a huge deal but, weird
what you want there is a diminishing-returns mechanic; in maths the concept would be functions that have a limit at infinity, which is a kind of asymptote
an asymptote being a line that the curve always approaches but never crosses
Tried to open an unreal project (that I have not opened on this PC before) and I'm getting this message.
My previous boot drive became worn out and had to get get a new one.
hey, thanks for the tip. so far ive been playing with exponents as it seems to sort of produce a similar result
I made a basic grid based block placement system
but the problem is, I can't place block in some surfaces, that normals the -x, -y,-z
how can I make them tho? I don't know
your transform has a zero rotator.
what should I do it
the surface normal?
that's a problem with your actor then
Anyone here have experience with the water plugin? What is causing the performance to be so poor? My hardware should be able to handle this just fine
your graphic card have no more memory in it
what do you have ?
No
The animations are from mixamo
nope
on the contrary it's barely being used
it runs at 100 just fine
is there an easy way to delete all the assets not being used in the game?
yes
you go to the asset folder and delete it
so do it
mong
Any Ideas how to call this problem and maybe how to fix it? Seems something is stuck under the car, but i cant figure it out
thank you for the useless help
This is tedious
surely there is a better way to delete all of the unwanted assets
there would be so many assets..
?
yea
wdym "?"
just delete it 1 sec
what does this mean?
i have loads of assets not being used in all folders
unacceptable from @hazy field
that sounds then like a scaling and root motion issue
whatt ?
just delete it not complicated
@hazy field its rude as hell
it is
wow what happened to UE main chat damn
^^
i think
there can be so many references to other BPs, what if you delete something and mess ur entire game up
yeah i just saw that its brooken:(
But wait guys. Is this a one time thing, or a repeated violation of the rules?
???
this
^^
what did i do ??
hes done it b4
personaly
someone is asking a genuine question and youre not really helping, youre just saying "do it"
i feel threatened
hes broken rule 1
????
by law
I think its a Static Light, that maybe need to be Dynamic or vice versa, cant remember, but i might be wrong
wdym???
he must be hung
wtf guys this is not an insult
Does anyone have experience with water plugin? My performance is terrible but CPU and GPU not being utilized
alr thanks
well it felt like one
the death penalty seems justifiable
im not saying it is, but im saying that if someone is asking for help, and they said thats not what they were asking for, and you just say to "do it" doesnt really make sense
i am gona quit if for you say do it is an insult you will have big problems in your life
how about we give him a strike as a warning?
so bye
no one said its an insult
not enough im afraid
why are you so upset from something so small?
he must pay for his war crimes
yeah he keeps pretending he doesnt care
and if someone doesnt care, well then I'd just execute the penalty
crimes against humanity
@remote badgeyou can try and profile, or open the stat scenerendering and see what is taking up the most resources
exactly
who are you on about?
i think the moderator panel
@hazy field
we need a court date
ok good
we are witnesses
cause it made zero sense how he "helped" someone
no time to waste
Okay, who is the judge?
his fate will be decided
they blocked me
truly disappointing
cme on guys someone help me please
Accusing @hazy field of violating §1 and §3 of the official international social agreement aka rules.
what he said
I probably can place them in the surfaces but they don't show up because they are snapping in the object itself
exactly
Do you know what these are?
U broke rule 2
perverting the course of justice
be patient
The discord could use some purging anyway, be gone with him and carry on
i agree
thats a crime for 2 years minimum
Why does adding pixel processor in substance designer cause my texture in triplanar to tile like the first image?
please wait
order 66
The full accusation list:
- Total disrespect towards a desperate person in need of help.
- Total disrespect towards people calmly telling him about his inappropriate behaviour
- Threatens to leave the server
- continues to be rude and doesnt admit mistake
- blocks everyone who judged them
is there SOMEONE in this discord with the knowledge of deleting unwanted assets that are not being referenced without HAVING to manually delete files?
My b
well said
Thanks, mister.
its okay, dont do it again
I'd like to hear the witnesses now.
i
The best way I've found is to migrate all the levels you care about into a new project and it will automatically bring all the assets those levels use into the new folder, but only the assets used in those levels
Thanks buddy that actually really helps and makes my life easier
thank you tyler, actually providing helpful feedback unlike @stuck carbon.exe
Lmao I didn’t break any rules
great point
passive agressive
it was in turn, there was a queue
punishable by death by electric chair
@remote badgeare you sure is using your nvidia card? also, this is a custom map right? have you tried with the sample map included with the plugin?
Ok then
The nvidia card has always been used, I highly doubt it would switch to integrated graphics just for the water. Didn't know there was a sample map, where can I find it?
in the content browser, enable show plugins, then scroll down to the water content and maps
solved, thank you so much 😄
if you are still on 4 and cant use UE5 retargeting sytsem I suggest you check out this one:
https://github.com/enziop/mixamo_converter
There is a lot issues with trying to get a mixamo animation transferd. the mixamo skeleton doesnt have a root bone and starts with the hip. and you kinda need to add a root bone but then you need to transfer the hip root motion to the new root. this plugin from a indie dev is doing that for you.
No problem! I had that also many times 😄
I have terrible frames in editor still but strangely when I play the performance is fine
yeah is blocking the GPU, the scenerendering shows its waiting on your GPU
and your memory over budget is... odd
especially since you have 6GB VRAM, the same scene for me is sitting at this with no error
This is in editor with slide show frames
This is in game after I hit play with 40+ fps
definitely weird, that sample map should not be that high. I would try disabling lumen in your project and see if it helps
why isn't my GPU being utilized? It seems to have this issue all the time in my personal project
well its probably not that, are you using DX12
also your GPU can only be used as much as your CPU will feed it
yes
CPU is only at like 10%
They arent unity files.. thats the thing
Its weird when i move one folder and also fix redirects the game wont work
😄
And when i move it back to its location , the game works
so the setting DX11 and DX12 was checked but it defaulted to 11. I set the default to 12 and now I just get crashes. Guess I'll try updating drivers?
Hey everybody, so I'm not sure if it's possible to tell. But does the background look like a map made on Unreal Engine 4/5?
If you're interested as to why I'm asking, New World Interactive has overhauled their logo and this was the image on their blog post, they're the developers of Insurgency Sandstorm (which is on UE4) and have confirmed they're working on unannounced titles, I'm wondering whether this could be a sneak-peak at a new map, or if it's just a random render.
yep that fixed it
I guess DX11 is a big no no
Unreal is always ".uasset"
hi, I got a problem with a migrated level map. The map was created in unreal engine 4.27.2 and was then migrated to a project with a source engine version 4.27.2. The source version has a linux server build for create linux dedicated servers. Now I got the problem, when I try to open the map, the engine crash with a vulkan error. How can I handle this and get my map work?
Hello guys
4 people can make an 20hr game in unreal
Lol
Not like that a proper game like rpg like a indie game
Is it easy or really hard
Because when it's coming to unity it's easy for indie games to have less number of team and can make pretty good game, but i didn't find unreal indie games with less number of team size
So many games being made by 1 person teams in UE.
If anything, it's more achievable in UE than Unity.
Making games is hard, regardless of the engine you use.
really depends on the person.
When using AIPerception in my Enemy, the Sight works fine with my Player. In Player when i do "Report Noise Event" and put "self" as Instigator, it wont fire in the AI Perception. But when i put the Controller as Instigator it will fire the Perception. Why?
Does the AIPerception see my Controller or my Player Pawn?
hi guys am vvvvvv new to unreal
how are you all
as for introduction, i am neebs, 20 years old and studying gamedev at uni except we just got onto our unreal module and have poor support. Although I'm using it against my will im growing to like it a lil bit but don't understand anything beyond adding a different character mesh onto the thirdperson bp character
lock server, we are done.
Too late.
Quick question: what should I use to make a switch that is weighted? (ie. 75% chance to choose choice A, 25% chance choice B)
random bool with weight?
yeah
or a switch with more than two outputs thats weighted
or are we asking about a material node?
a blueprint node
Good evening. I'm supporting a project where for some reason, a decision has been made to use VS 2017 with Unreal 4.27.x - Has anyone dealt with using VS 2017 on this ver? I've asked the project team lead to confirm the requirement - but according to Epic, only VS 2019 is supported in 4.27.x - and I don't want to run into random issues. Thanks!
hey how could i change which character class a player spawns at?
Recommended:
Visual Studio 2019 v16.5
Minimum:
Visual Studio 2017 v15.6
Windows SDK 10.0.18362
NET 4.6.2 Targeting Pack``` @coral quartz <https://docs.unrealengine.com/4.27/en-US/WhatsNew/Builds/ReleaseNotes/4_27/>
@mental domewhich class spawns? where it spawns?
@grim ore cheers
Oh wait wait i got this nvm
I tried to open with unity program.. and asset opener.. none worked
smells like someones tryina open packaged assets
which makes sense cause how would you forget what engine you made something in
Not mine.. its an anime mobile game
I wrote a emai to the developers.. i suppose they are the ones
I send the email 2 days ago
^ and not allowed
well he emailed the developer.. so good luck on that
Does anyone know how I can make a mesh/material not react to lighting? I'm trying to make a stylized material and I only get the look I like when only the base color map is activated (Base color mode in substance instead of material). Thanks
emissive
unlit
Hi it's a bit dumb question but how do I take screenshot of what's the selected camera is looking at I wanna take the high resolution screenshot of in-game objects for thumbnails and possibly as a PNG with transparent background
mention me if you anwser to me, thanks.
@calm crow if you'd check #nanite (since you are using unreal engine 5, not 4) you'd instantly find some good info, as there is talk about it atm
Why is pixel processor in substance designer causing my texture to tile like this? It’s only when I enable pixel processor.
This might be silly but how on earth can I delete a c++ class?
I deleted the cpp/h files from the disk, and regenerated VS project
but in UE editor, I still get them:
I tried re-opening editor, compiling, building, launching as admin.
no luck
the class is not used anywhere, it just was made using the create new c++ menu button
What's an acceptable time for reposting a questin here?
Pretty much any time (but most pros are on the western time zones so be patient)
Question: I have a scene like this. I am able to shoot projectiles and destroy those two guards.
I am trying to make it such that a key spawns when both are dead.
What approaches can I take?
My ideas are to either place code in the game mode or create some sort of enemy manager empty actor that listens to their destroy events.
@rocky hound there are many ways to solve this, i would probably go with the extra actor
but wouldn't use game mode for that
the extra actor could also be your key, which waits for the guards to die before it gets visible and pickup able
hello, is there a way to check if the mouse is within the game window?
💯
I copy pasted some code from github, trying to spawn an actor. I have no idea what the code even does mostly. Any ideas are greatly appreciated.
Actually its easier if I just send the github link
I just want to place a blueprint actor at X Y Z from c++ code
I found this too but I have no idea how to integrate it anywhere https://forums.unrealengine.com/t/how-to-spawn-actor-in-c-been-trying-for-9-hours-now/337411
Can someone please show me a 5-10 step tutorial for spawning an actor properly according to standard Unreal Engine methodology? Are actors supposed to be spawned from player controller, character or actor? Is there a ten minute tutorial on youtube that shows you how to spawn an actor at FVector (0,0,0) when a key is pressed? I have a twitch v...
Does anyone know why this deformation is occurring whenever I turn my character?
what is frame sync time and how can i reduce it...
I made ittt
Procedural mesh from Navmesh at runtime 🙂
Hello need some help
I have these setup, but the player sprite still passes through the other one
but when I set it to overlap, the overlap event triggers but I need it to block the pawn
Is there a simple way to get simple animations from maya to unreal? Ball bounce, etc? (Essentially without having to build a bone system or skin)
No.
Are you doing Unreal C++?
there is a blueprint node that does this, luckily
you probably want this on beginplay somewhere
Hi, I'm working on a inventory system and had a question regarding hard references:
if ItemA has a data asset and it is referencing RowA in a data table and the data table is managing something like equip and unequip montages and those are hard references, will ItemA, once loaded, load just RowA in the data table and the montages in that row or will it load ALL the rows in the data table, and load every single montage in every single row?
I've tried to find any information about data tables and hard references, but none seemed to answer this specific problem.
Hey, I'm very new to the unreal engine and I'm having trouble applying a texture to a mesh that I ripped from a game to practice with. The texture seems to be scaled correctly but is severely misaligned, even though it's supposed to go with that mesh. Any help would be highly appreciated.
That really depends on the asset you ripped and the tool, and as it goes with ripped assets, you have to process it yourself to fix issues with it.
It's not just spitting out ready to use model, so many extra step is required.
You'll have better time using more legitimate models, or making your own.
yeah, the files were in .upk format so I had to use UE Viewer to extract them to .gltf meshes and .tga textures. All the character models and textures line up perfectly, just the gun texture doesn't fit the gun mesh for some reason.
Well, do at your own risk.
If you have issues with it you have to fix it yourself.
It's just the norm with ripped assets - you have to fix the imperfections yourself. The tool is not the final step.
If you don't want the hassle, might as well using more legitimate models.
Hi, I am able to build an APK successfully in development mode, but when I switch to shipping I get gradle errors. My keystore is correct. What could be wrong?
Does anyone know if it's possible to integrate Oculus Avatars without using the Oculus source branch of UE4?
does anyone know how to fix problem with 4.27.2 fail to build for VR on quest 2
show me the error
@storm parcel
Hello! I'm making a virtual production and met a problem trying to process phone gyroscope rotation. Specifics are not important since I've made the setup below to help you understand the problem without going into actual gyroscope details.
The basic problem - you can see it at gif, there at two boxes (they are named human_head and virtual_head - you can see it on the next setup picture).
Those boxes rotation are connected to each other with other planes.
What I need is to make virtual_head rotate just as human_head. You can see when I rotate the human_head by Z axis it also affects X and Y axis; the sames goes for Y axis. I need to avoid it somehow.
The problem is the only data I can access is the rotation of phone_data (everything else is just a simulation to test the solution and cannot be accessed in real life directly).
How do I do that?
More details about the setup:
- human_head (just a box),
- real_phone (just a plane that is a child of human_head and it's tiled by 45 degrees on X axis)
- phone_data (just a plane that's not titled and get it's rotation from real_phone + combinerotators with -45; 0; 0)
- virtual_head (final object)
I've added the picture with the actual blueprint, I've highlighted the part of the print that CANNOT be edited and it must stay the same.
do you have Visual Studio installed?
what version?
visual studio 2022
and your unreal build is from epic or oculus?
It should work with VS2022
epic
all i did was open unreal from epic and then click build
So you downloaded UE4.27, opened some template project, and clicked build?
does player controller always spawn before pawn ?
yes i download ue4.27.2, open the VR template project and click build to run it on my quest 2
hmm, kinda strange error. I googled around and it turns out its caused by Visual Studio (or lack thereof)
I am also working on VR template project on Quest 2
I built Android APK of it and installed using Side Quest
It works fine for me
should i just uninstall VS?
Maybe reinstall
reinstall vs?
restart computer?
Go to new project > third person template > build and see if you get any error
give me a min
3rd person template and try it on VR?
no just try to build it in your computer and maybe build it as a windows app to test
arr ok
window app as in this one right?
yes
it works
mind if i add u to dm so we dont have to spam chat
Ok, then I don't understand why VR template won't work
yeah you can DM me but I think others are gonna have to chip in some help too
then we shall continue here then
but yea i googled online ppl been asking since jan
Did you make any changes at all to the VR template project settings?
no one have answers
good questions
because incorrect settings can cause issues
which one should i click
Project Settings
I'm asking if you made any changes to it
i did before in like around sep
and it works fine
had the update few days ago i think
then it stop working
Interesting, how about you try with a brand new VR template then
ya that first photo i show u was a brand new vr template
should i just uninstall unreal and vs and reinstall them?
Hi, in the manual they use the words "UV Chart" a lot but I've never heard of it elsewhere. What is a UV chart? Is that a UV island? https://docs.unrealengine.com/4.27/en-US/WorkingWithContent/Types/StaticMeshes/AutoGeneratedLightmaps/
It's the actual uv mapping in that context. So yeah all the islands
Ok so UV chart = UV map
correct?
Actually no, its really UV chart = UV island
but its weird because they use both terms
Sorry for the late replies, I'm at work. You can give that a shot.
anyone know about dev addict discord info? does he delete his server or change the name? i try to reopen his discord on his course but the link expired
Does anyone know how to make a text visible only when lit by a spicific color of light? Like a UV flashlight that reveals hidden text
probably not feasible to do with light itself
but you could hack it by making a line (or cone trace) mimicking the flashlight that could then trigger text on hit
or at least not without diving into #cpp and creating your own renderer
Ever have that moment where you fuck up so badly that you cannot even get objects to move?
Ok nvm got it fixed
Thats a good idea, thanks
Ok now to figure out why my gravity generation blueprint wont work
Yo guys, how would i get the altitude of my pawn around a sphere (basically for the earth)
Im really new to unreal engine so i dont know much
Like would i have to get the closet point to the surface and then print that out somehow or?
Hello people. I don't know if this is the right channel, but do you have any experience and opinion on using Perforce for a small team ? Right now we keep sending each other the projects and migrate content, but we need a better way for syncing. So has anyone used Perforce for a small team and what is your opinion?
Hello. I get this log every time I build my lighting.what does it mean? also how do I view the rest of the message?
@shell surge if you follow the docs, its not too hard to set up, but it'll require some back and forth for it to work
could someone help?
Note, some regular cursing and frustration is part of the standard VCS experience
Try doing a channel trace from your pawn directly to your sphere
I think you can get a distance from that
.
could you explain it in a bit more detail sorry lol
@tame marsh
Wait couldnt i just put an actor in the middle of the sphere and get the distance to that? then do distance - that actor to the surface of the sphere?
would that work?
@tame marsh
Well, you could, I was under the impression that your pawn was flying
Well the moon is knida like that irl
it is flying
but why would that matter
Well you're assuming you'll have a perfect sphere
Which you might have
In which case your solution will work
But if you have hills, mountains or such than your altitude will be incorrect
i have hills and mountians but how would that ruin it?
cuz then if your ontop of a mountian it will just say a higher altitude
wont be incorrect
But if your pawn is flying then it'll be incorrect
ahh
Ok
We might be talking about two different types of altitude
I was thinking of Above Ground Level Altitude, while you might be looking for something more like Mean Sea Level Altitude
Above Ground Level, or AGL, describes the literal height above the ground over which you’re flying. Mean Sea Level, or MSL, is your true altitude or elevation. It’s the average height above standard sea level where the atmospheric pressure is measured in order to calibrate altitude. On a Sectional Chart, all of the numbers you […]
do I need someone that is specialised with this or I can do it myself?
I did it myself, but took me a few hours.
Anyone knows if it is possible to bake cloth at a certain position in engine? I want my cloth to react the way it does when I position it in ''Simulate mode'' but in the regular viewport. I hope my question was clear 😅
Is there a way to make a deep copy of a folder with an option to change a string to another string, so that all assets in that folder are copied?
For example say I have some folder AK47Folder complete with the AK47 model, the animations, blendspaces, particle effects, etc, and I want to create an SMG equivalent
Instead of having to build everything from scratch, it'd be amazing for my workflow to just be able to copy the existing folder, and rename all "AK47" into "SMG", then just swap out the parts I want to change
Hi:) how do I convert uaasset textures from bridge into PNG so I can channel pack them in other program?
If I have a C++ class with a virtual function (the class inherits from an interface which has the virtual function), can I setup the implementation in a blueprint derived from that class?
Still not resolved
Looks like lightmap baking is way faster with more objects using smaller lighmap resolutions instead of one large 4096 map... (for example the floor)
the problem is that i get differences each patch...
is there any setting i am overlooking which might could avoud this issue?
Ye i mean sea level
Then my method would work right?
this one
Yeah your method would work