#ue4-general

1 messages · Page 1158 of 1

livid walrus
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So this is a static mesh that I created using two simple squares, is there ANY possible way I can remove the bottom?

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Or at least change the position & scale of "Element 1"

pine siren
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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.

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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+).

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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)..

kindred viper
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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?

shut nova
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Does anyone know how to fix either of these issues? Both issues involve textures looking pixelated but the left is with blending.

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The right is happening with all my rock material on my landscape

thin carbon
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Anyone know of a good multiplayer scoreboard video for kills?

kindred viper
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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

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its odd though that it doesn't trigger posteditchangeproperty or anything

winged pewter
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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.

tardy phoenix
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Hey all

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Just joined in

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Looks like a cool community

kindred viper
kindred viper
winged pewter
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I can't find it anywhere

kindred viper
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usually through the console

winged pewter
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Another command than Streaming.PoolSize?

kindred viper
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no its what you typed. r.streaming.poolsize x

winged pewter
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If I do that I get this

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but the error persists

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I have plenty of computer resources left

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all textures are being streamed fine in the editor as well

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but if I press play

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Makes no sense to me.

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it is yes

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but changing the number to 4000 still doesn't change anything

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it doesn't matter if it's 1 or 8000. the command doesn't work for me

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I have tried to rebuild the whole scene several times

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yeah

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the log says it's updated but the error is unchanged

rugged harbor
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With unreal engine's materials, are the vertex and pixel/frag shader both part of the same material?

grand galleon
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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?

shadow osprey
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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.

rugged harbor
cloud stone
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Hell nahhh

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Manny's gone!

rugged harbor
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Cannot find Jira user with given commit author email: X 🤔
Makes sense...

shadow osprey
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@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.

rugged harbor
shadow osprey
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Hmmm yah that directory is huge, is there not a way to only take the ones used?

rugged harbor
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I don't know myself, but you could write a script to automate the process...

shadow osprey
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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....

lime musk
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is there a way to check what is causing performance issues with my game?
as when i play it, its very laggy

sullen spindle
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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?

grim ore
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@sullen spindletechnically yes, but is there a good reason for it?

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the inputs is basically Key(s) -> event. You can just have the events do different things in each level if you want

rancid warren
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hey guys i am using ue5 ea2. Unreal crashing when I select landscape splines.how can i solve this problem?

winter gate
lime musk
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Isn’t there a feature to see which blueprint is causing the most lag

winter gate
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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.

sonic karma
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idk why but my walk and sprint animations i added onto my character are sideways

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everything else works fine tho

undone glade
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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

loud mango
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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

gusty dove
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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?

mental tartan
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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 🙂

undone glade
mental tartan
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Thanks Norm. That's inside the Material Editor, right?

undone glade
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yes

mental tartan
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Thanks a lot!

mental tartan
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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...

▶ Play video
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Cause of the 'thumbs up' I mean.

winter gate
gusty dove
winter gate
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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.

gusty dove
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Thank you ! cleared that right up for me

sullen spindle
drowsy snow
latent coral
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how can i change this route?

drowsy snow
void wedge
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hi

latent coral
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how updating the listing?

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i dont wanna drop in C

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no space

void wedge
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pls help me i wanna learn blue prints in ue4 but dont know where to start

winged barn
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Hi, Is there is any way to only replicate players who are in x metre radius or something like that.

Look this at #multiplayer

winged barn
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I am sorry. 🥲

cinder flare
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is there a way to repeat action in the dtiro

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i want to bake out materials, but it only can 1 by 1 per mesh

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is there a way to make it work for multiple mesh

coarse vine
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my actor dont stream properly inside wp in ue5
any ideas why?

grand galleon
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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?

unique kraken
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anyone got some infos about ue5´s actual release

thick herald
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Spring. According to them on the last live stream.

drowsy snow
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Not going to hold breath on that.

drowsy snow
coarse vine
drowsy snow
coarse vine
astral phoenix
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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 :/

soft kernel
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I've already tried this here from reddit, unfortunately no success:

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I've also changed these settings here from smooth to fixed and back, etc. different settings, no success

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UE 4.26

drowsy snow
soft kernel
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which ones?

drowsy snow
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stat unitgraph

soft kernel
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no

drowsy snow
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Use it.
It'll tell you which major thread causing bespoke stutter. You can then narrow down the troubleshooting from there

soft kernel
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ok

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give me a sec

soft kernel
drowsy snow
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Just type it and enter it.

Editor's command prompt has no suggested command list.

soft kernel
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sry 😅

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ok, should I record now for 1min., while turning around?

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in PlayinEditor of course

grand galleon
thick herald
grand galleon
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Thank you!

astral phoenix
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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 :/

teal tulip
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Someone knows if there is some solution ala pixel stream or so simulating the utilities Steam have for remote play ?

plush yew
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Does someone know why this happens? I revised the jump config but it seems okay so idk what. Could it be the animations?

ebon dagger
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anyone know offhand what the difference is between the collision presets "OverlapAll" and "OverlapAllDynamic"? Or where to go to read up?

autumn flame
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OverlapAllDynamic is for Dynamic objects

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Aka anything that moves

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OverlapAll is for Static

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Aka anything that doesn't move, like a rock

ebon dagger
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gotcha gotcha. thats what I figured, just wanted to check -- thanks!

timid spade
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anyone here an expert at gun combat?

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maybe ex military or someone with knowledge/experience

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got a few questions about combat for my game

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dm me if so

autumn flame
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Suggest asking the creator or in their discord

astral phoenix
sullen quarry
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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

autumn flame
# astral phoenix Allready tried, no help to get there, to be honest that discord looks really dea...

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

runic needle
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Guys, how can I make random infinite procedural terrain generation based on seeds. I can't find the right technicue

sullen quarry
astral phoenix
thick herald
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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.

autumn flame
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And unless it's a generic system, doubt anyone without the pack would be able to help anyways

thick herald
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You may find help in #blueprint or other channel depending on what it is you are having issues with 🙂

autumn flame
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Cause if it's more specialized, it would require you to show actual implementation code of it

astral phoenix
autumn flame
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But we don't know about the weapon system

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Since it's a pack...

astral phoenix
autumn flame
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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

astral phoenix
thick herald
storm venture
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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?

astral phoenix
drowsy turtle
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is there something like System.IO from Unity in Unreal Engine 4?

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I want to check folder's content and look for wav files

runic needle
storm venture
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Are there any tutorials/guides/explanations/etc of anyone using the Media Player functions? As far as I can tell, they're broken.

sullen quarry
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im not well versed in this so go look it up im sure someone has done this for ue4/5

fierce tulip
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points at voxel plugin

thick herald
# astral phoenix So how can i get some help, if i cant show what im working with? :/

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.

astral phoenix
# thick herald You can show stuff, just don't show all the blueprints 😉 It's fine to show the ...

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? 🙂

sullen quarry
soft tree
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How can I stop my player's crosshair from moving along with the idle animation?

mild heart
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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?

hollow dagger
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I’m fairly new to UE. are there significant advantages to operating UE on PC vs Mac ?

fierce tulip
runic needle
modern sinew
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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

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So, each client would render and simulate just stuff in range for their player, and then tell the server what's happening

proper fable
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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!

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I don't think so... hehe I'll try. Thanks

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Is there something more that I should consider?

bleak zodiac
proper fable
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Thanks

rain ingot
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does anyone here use a external hard drive?

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are they reliable?

last dune
royal yacht
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Does anyone know how to use VS Code on Mac?

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I need help with it

nova kernel
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not sure where to put requests on the site, but made this thread,
https://forums.unrealengine.com/t/request-library-vault-archive/508249

plush yew
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Is it possible to do edge masks like in substance painter, like a metal edge wear of some kind

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I really like unreals material editor but if i could use masks like this that would be awesome

drowsy snow
rain ingot
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for like loads of space

plush yew
drowsy snow
plush yew
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frensel is a shader thing

plush yew
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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

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fresnel does this similar but by the camera so it wont work for my situation

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there is a reason epic didnt use fresnel on their shaders for this

rain ingot
drowsy snow
plush yew
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@rain ingotdont knock SD storage

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you can pick up large sd cards very cheap and a lot of modern day pcs and laptops can read them quite fast

drowsy snow
rain ingot
rain ingot
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is that something you physically put in your pc?

plush yew
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all at 250mbps speed

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yeah the hub can be plugged in by usb3.0

rain ingot
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idk the interal hard drives seem cheap now that I look at it, I might just get one of these

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I'd need to check if my motherboard is compatible with it tho

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not sure how to check if my motherboard can add in an hdd

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it probably cant tho

drowsy snow
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#macos might know MacOS specific stuff more.

surreal hull
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I'll take this there then, thanks 🙂

neon bough
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the only viable external solution is esata imho

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the last thing i would buy on aliexpress is storage btw.

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theres so many counterfeit products out there

exotic geyser
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does anyone know why “Run on Owning Client” executes on server?

oak patio
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Internal hard drives all use SATA nowadays so your mobo proba can use it, unless its smthn like a laptop

feral patio
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How can I open two projects at the same time?

brisk mirage
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this is on the unreal learning showing how to use world partition

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this in mine not showing?

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help please

chilly geyser
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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!!!

keen tulip
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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?

cloud pilot
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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.

rain ingot
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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?

autumn flame
autumn flame
rain ingot
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found this

autumn flame
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If it seems overly complicated in C++ then BP may be a better solution for that
Especially references

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Mostly don't worry about it, do it where it feels comfortable for you the most

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You can always move stuff around if needed

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Don't over complicate

royal yacht
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Does anyone know how to use VS Code on Mac? I need help using it for my game

autumn flame
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Why Code?

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It's not a IDE

royal yacht
rain ingot
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VS Community 2022 would prob be a better option

autumn flame
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For sure

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Actual IDE

royal yacht
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Oh ok

autumn flame
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Code is just a Code Editor

rain ingot
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#macos if you still have trouble

autumn flame
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Just be careful about your UE version

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Latest should be fine with 2022

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Not sure if previous versions like the 2022 toolchain

royal yacht
autumn flame
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Should be fine

royal yacht
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Alright but the problem is there are many different versions of the folder I’m trying to put in for my game

royal yacht
autumn flame
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Wat

royal yacht
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This is what I mean

autumn flame
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What do you need to do with the folders, don't get it

royal yacht
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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

autumn flame
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Uuh, Source of your Project?

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As I said

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I suggest a proper IDE

royal yacht
autumn flame
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What you develop with

royal yacht
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Oh Okok

autumn flame
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Basically the programming text editor

royal yacht
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Got it

autumn flame
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Code is not an actual one

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It's more like Note Pad than anything else

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You need a proper IDE to develop

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Like Visual Studio Community

royal yacht
autumn flame
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Just search on google

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Visual Studio Community Mac

royal yacht
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Okok

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Thank you

rain ingot
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gosh why does unreal glitch out so much

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anyone else have the problem where you click on something like a tab and it just glitches in and out

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then turns your whole screen black

autumn flame
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Nvidia?

rain ingot
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ye

autumn flame
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Check pinned messages

lime ermine
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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

modest trench
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I assume it will apply to the actual ingame rendering like everything else in there

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cool beans, I was looking for something like this for lumen

lime ermine
remote badge
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wtf is this thing

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Everything in the world is hidden

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I know what wireframe is.

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anyways I restarted the engine and it disappeared

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weird bug

modest trench
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perhaps it's a cvar?

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yep, r.Lumen.TraceMeshSDFs

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turning that to 1 and having generating mesh distance fields will use the cheaper mode it seems

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woops, you want it to 0

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0 is the faster one

lime ermine
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Nice, I wonder how much fps improvement it is over the default

modest trench
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yeah, I'm not working in a very good example scene right now though

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would need something fancier

wet prairie
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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

tiny kernel
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You have to properly assign a camera to your character for movement

waxen fable
#

hi

tiny kernel
#

I was also getting same error

tender pecan
# wet prairie Hi guys, first time here. i want to check if there is a way to track a real car ...

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

wet prairie
plush yew
sly snow
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Can you share your character movement jump setting, the jump node and you jump animation?

plush yew
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ok

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wait a moment

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The animations of jump start, loop and end are the same as ue4 default skeleton i used retarget into my skeleton

autumn latch
#

how can i disable debug in editor

drowsy snow
autumn latch
#

okey thx i am trying now

plush yew
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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

drowsy snow
deft meteor
#

does anyone know how to find this node? I have tried everything I can think of!

thick herald
deft meteor
#

Ah you are amazing, thank you so much! It was hurting my brain trying to figure it out ahaha

soft kernel
sly snow
# plush yew

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

coarse pulsar
#

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

coarse pulsar
drowsy snow
dire ravine
#

hi how is this window called, what mean the hierarchy in it, is there a documentation page about it?, thanks!

coarse pulsar
tranquil sphinx
#

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?

plush yew
# sly snow That all looks pretty normal. You could disable the capsule to be hidden in game...

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.

dire ravine
#

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!

spice ruin
#

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++.

dire ravine
#

@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?

spice ruin
#

You can create a blueprint as a component of a static mesh?

dire ravine
#

of a static mesh actor

spice ruin
#

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.

dire ravine
spice ruin
#

So you've added a static mesh component and then converted it to a blueprint?

dire ravine
#

what does the line mean the one directly above the blueprint

spice ruin
#

Which? You have 2 blueprints there.

#

Possibly even 3.

dire ravine
#

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"

spice ruin
#

To be honest, I'm not sure what a script component even is.

dire ravine
spice ruin
#

Maybe it just means a non-scene component? (scene components exist in the world, have a transform and such)

dire ravine
#

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

spice ruin
#

The static mesh component bit?

dire ravine
#

so the best would be to find a serious document about it from UE

spice ruin
#

If you want the most serious document, read the engine source!

#

Oh

#

Do you mean the actual line across the UI, separating the components?

dire ravine
#

yes

spice ruin
#

Ah. That's just there telling you that the stuff below the line isn't a scene component. It doesn't have a transform.

dire ravine
#

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 ?

spice ruin
#

No. I just worked it out from the layout of the details panel.

dire ravine
#

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?

spice ruin
#

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.

dire ravine
#

yes why would i do this, when i can just add the spere as a component?

#

is this not the same result?

spice ruin
#

Maybe you want them to be separate actors?

#

There's a lot of things actor can do that components can't.

pearl minnow
#

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

dire ravine
#

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?

pearl minnow
spice ruin
#

@dire ravine it's all about encapsulation, really. If the border between things is murky, you can choose whichever route you like.

dire ravine
#

@spice ruin ok thank you

hollow lotus
#

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

plush yew
#

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

shadow osprey
#

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

narrow zealot
#

Hey, is it possible to contact a moderator in this server?

thick herald
#

Sure, message them

pearl minnow
#

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 😎

pearl minnow
gleaming pumice
#

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

naive comet
#

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

naive comet
dawn gull
#

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?

vast yarrow
#

Is this place good for UE4 help?

neon bough
#

depends on your problem

vast yarrow
#

I have a widget that isnt considered interactable or maybe even a widget

#

in the reflector at least

neon bough
#

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

vast yarrow
#

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.

neon bough
#

did you change the game input mode to game & ui?

#

may be set to game only

vast yarrow
#

I can send my blueprints for this if youd like

neon bough
#

honestly i hate debugging those 😄

vast yarrow
#

oh sorry. :/

#

ok

neon bough
#

and i might take a peek too if you post screenshots of your BP setup

vast yarrow
severe hound
#

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

dusky slate
#

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?

grave nebula
#

@dusky slatewhat is normal of a vector ?

dusky slate
#

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

real heath
#

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 shows the math with some decent diagrams to help visualise what you are doing

jolly anchor
#

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?

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

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...

▶ Play video
last dune
#

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

plush yew
#

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?

lime ermine
#

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

golden field
#

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?

drowsy snow
golden field
#

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

drowsy snow
#

You should've convert your BSP Brushes to static meshes first, but oh well.

golden field
#

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

last dune
rocky hound
#

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?

broken heath
#

Can i disable the warnings temporarily

#

I dont wanna see them

#

While im testing

rocky hound
#

you mean in the output log?

#

if so, just click on the filters and remove the tick mark

supple shale
#

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.

supple shale
#

Hmmm, I deleted the offending PPV and put in a new one with identical settings and its working fine now. Agggghhhh.

merry matrix
#

Anyone know how to fix this

real heath
#

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

real heath
peak vigil
#

ue4.21 bruh

grizzled oasis
#

why does this code not working for debug

#

AI is not heard & seeing, hence no sphere draw for debug

inner tartan
#

Hi

#

I naked turtle

#

Alienz

gleaming pumice
#

Sup, welcome to the server

winter zenith
#

yo I had a question

dusk nebula
pine remnant
#

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?

neon bough
#

sounds like among us 😄

#

actually you want to look at how to make NPCs/AI

#

together with some animation

dusk nebula
pine remnant
#

yes i am askign how i would set up the menu for the player and the avatar wouldnt move

dusk nebula
#

okay, well let's start with the menu

#

do you understand roughly how widgets and UMG work?

pine remnant
#

i will teach myself how to use it

devout whale
#

Hey, strange question but does anyone know what the epic games launcher is coded with?

neon bough
#

unity scnr

dusk nebula
#

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

pine remnant
#

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

dusk nebula
#

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
#

tyvm

grim violet
#

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?

violet yoke
#

Man, animations are so confusing

#

And the export import process more confusing

untold geyser
#

windows, I've tried google but found none

tender pecan
# violet yoke And the export import process more confusing

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. 🙂

tender pecan
#

Other platforms have different solutions, and there is a marketplace plugin for iOS/Android.

violet yoke
#

When I import the model, it stays in t-pose and doesn't play any animation

untold geyser
grizzled oasis
grizzled oasis
mental dome
#

Heyy im looking at the dedicated server guide rn and how do i migrate my project to the source build?

candid scarab
#

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

hasty mortar
#

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?

fierce tulip
#

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

hasty mortar
#

Yup sorry, it was urgent.

#

Thanks!

bleak spade
#

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

runic grail
#

first day of learning UE4

tiny kernel
#

Great

teal tulip
#

someone here used the DLSS plugin and can report render ms costs and GPU ?

#

I'm getting 3ms absurd cost on a 3070RTX TI

gentle carbon
#

anyone know what is happening here?

broken heath
#

How do i stop warning / errors pop up

#

Can i disable them

true spindle
#

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?

true spindle
broken heath
true spindle
#

hit the tilde key and type

#

"~"

broken heath
#

I see it and typed it but it didnt work

#

Dont i press enter to activate?

true spindle
#

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

broken heath
#

Didnt work , i quit the game errors pop , btw i am talking about editors pop up

modern holly
#

Does anyone know why render (local) in sequence renderer could be greyed out

small vault
#

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?

oak patio
devout whale
#

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

thorn river
#

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

neat ether
#

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?

plush yew
#

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)

grim ore
#

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

glacial wyvern
#

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.

broken heath
#

Can i bolean a character mesh (cut through it with another mesh) without plugins?

coarse crane
#

In ue5 when I used a locomation assest I have anim graph crash can you help?

oak patio
hidden oar
#

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.

spare sun
#

is alembic on cpu or gpu?

grim ore
#

@hidden oarbeyond enabling CCD , you might have to do manual checks every frame if it's going that fast

spare sun
#

I believe alembic is on cpu, right

nocturne ember
#

2000 units of anything is a lot of change per tick for a physics engine to keep up with tbf

spare sun
#

just that Im torn between alembic and vertex animation textures

#

vat is certainly gpu cuz vertex shaders but idk about alembic load

broken heath
oak patio
#

You dont just get them cause the engine is bored

broken heath
#

🙄

broken heath
oak patio
#

If you wanna get rid of em chuck in a couple of is valids

broken heath
#

Alr then if its the only way , thx

oak patio
#

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

fleet helm
#

anyone encountered this? game displays multiple times when my testers play it via Steam

#

not a huge deal but, weird

nocturne ember
#

an asymptote being a line that the curve always approaches but never crosses

true spindle
#

anyone know how to get rid of these

#

its like a glitch with DOP

drifting cloak
#

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.

echo copper
#

Heyy therr

#

Can someone twll me from what game engine these assets are

thorn river
runic needle
#

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

remote badge
#

your transform has a zero rotator.

runic needle
#

what should I do it

remote badge
#

the surface normal?

runic needle
#

Normal or impact normal didn't worked for me

#

they rotate it like 45*

remote badge
#

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

hazy field
#

what do you have ?

plush yew
plush yew
remote badge
#

on the contrary it's barely being used

hazy field
#

watch your settings

#

you can have limited it

remote badge
#

it runs at 100 just fine

lime musk
#

is there an easy way to delete all the assets not being used in the game?

hazy field
#

you go to the asset folder and delete it

lime musk
#

.......

#

i know you can simply delete it

hazy field
#

so do it

lime musk
#

mong

plush yew
lime musk
tall bolt
#

surely there is a better way to delete all of the unwanted assets

#

there would be so many assets..

hazy field
#

?

obtuse siren
#

yea

tall bolt
#

wdym "?"

hazy field
#

just delete it 1 sec

mental solar
#

what does this mean?

lime musk
#

i have loads of assets not being used in all folders

obtuse siren
#

unacceptable from @hazy field

sly snow
hazy field
#

just delete it not complicated

mental solar
#

@hazy field its rude as hell

obtuse siren
#

it is

plush yew
#

wow what happened to UE main chat damn

obtuse siren
#

i think

tall bolt
#

there can be so many references to other BPs, what if you delete something and mess ur entire game up

obtuse siren
#

we should vote

#

to kick him

hazy field
#

what?

ember raven
mental solar
#

But wait guys. Is this a one time thing, or a repeated violation of the rules?

hazy field
#

what did i do ??

obtuse siren
mental solar
obtuse siren
#

personaly

tall bolt
obtuse siren
#

i feel threatened

lime musk
#

hes broken rule 1

obtuse siren
#

by law

plush yew
tall bolt
#

wdym???

obtuse siren
#

he must be hung

hazy field
#

wtf guys this is not an insult

remote badge
#

Does anyone have experience with water plugin? My performance is terrible but CPU and GPU not being utilized

lime musk
obtuse siren
#

the death penalty seems justifiable

tall bolt
# hazy field wtf guys this is not an insult

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

hazy field
#

i am gona quit if for you say do it is an insult you will have big problems in your life

mental solar
hazy field
#

so bye

tall bolt
#

no one said its an insult

obtuse siren
tall bolt
#

why are you so upset from something so small?

obtuse siren
#

he must pay for his war crimes

mental solar
#

yeah he keeps pretending he doesnt care

#

and if someone doesnt care, well then I'd just execute the penalty

obtuse siren
#

crimes against humanity

mental solar
#

he has zero respect for any of us

#

he doesnt even feel sorry

grim ore
#

@remote badgeyou can try and profile, or open the stat scenerendering and see what is taking up the most resources

obtuse siren
#

exactly

tall bolt
obtuse siren
#

i think the moderator panel

mental solar
obtuse siren
#

we need a court date

tall bolt
#

ok good

obtuse siren
#

we are witnesses

tall bolt
#

cause it made zero sense how he "helped" someone

mental solar
#

I am the attorney

obtuse siren
#

no time to waste

mental solar
#

Okay, who is the judge?

obtuse siren
#

his fate will be decided

tall bolt
#

they blocked me

obtuse siren
#

another crime

#

consecutive life sentences

tall bolt
#

truly disappointing

runic needle
obtuse siren
#

wow

#

the entitlement

#

another crime

mental solar
#

Accusing @hazy field of violating §1 and §3 of the official international social agreement aka rules.

obtuse siren
#

what he said

runic needle
tall bolt
#

exactly

lime musk
obtuse siren
lime musk
#

be patient

storm venture
#

The discord could use some purging anyway, be gone with him and carry on

tall bolt
#

i agree

obtuse siren
#

thats a crime for 2 years minimum

shut nova
#

Why does adding pixel processor in substance designer cause my texture in triplanar to tile like the first image?

mental solar
tall bolt
#

is there SOMEONE in this discord with the knowledge of deleting unwanted assets that are not being referenced without HAVING to manually delete files?

shut nova
mental solar
#

Thanks, mister.

tall bolt
mental solar
#

I'd like to hear the witnesses now.

obtuse siren
#

i

storm venture
lime musk
#

Thanks buddy that actually really helps and makes my life easier

tall bolt
#

thank you tyler, actually providing helpful feedback unlike @stuck carbon.exe

shut nova
obtuse siren
#

passive agressive

tall bolt
obtuse siren
#

punishable by death by electric chair

grim ore
#

@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?

shut nova
remote badge
grim ore
#

in the content browser, enable show plugins, then scroll down to the water content and maps

mental solar
sly snow
# plush yew The animations are from mixamo

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.

GitHub

Blender addon for converting mixamo animations to Unreal 4 rootmotion - GitHub - enziop/mixamo_converter: Blender addon for converting mixamo animations to Unreal 4 rootmotion

plush yew
remote badge
grim ore
#

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

remote badge
#

This is in editor with slide show frames

#

This is in game after I hit play with 40+ fps

grim ore
#

definitely weird, that sample map should not be that high. I would try disabling lumen in your project and see if it helps

remote badge
grim ore
#

well its probably not that, are you using DX12

#

also your GPU can only be used as much as your CPU will feed it

remote badge
grim ore
#

thats not for your project

#

mouse over the project name

echo copper
broken heath
#

Its weird when i move one folder and also fix redirects the game wont work

mental solar
broken heath
#

And when i move it back to its location , the game works

remote badge
vestal cairn
#

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.

remote badge
#

I guess DX11 is a big no no

echo copper
#

Can someone tell me if these are unreal assets

#

They are not unity for sure

storm venture
echo copper
#

Yeahh ;/

#

But what assets are these then

#

I have no idea

iron phoenix
#

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?

plush yew
#

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

cedar wave
#

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.

fierce tulip
dusky slate
#

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?

upper falcon
#

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

plush yew
#

69,666 funny number

maiden swift
fierce tulip
#

lock server, we are done.

maiden swift
#

Too late.

fierce tulip
#

NOOOOO, restart server and speedrun it

#

or let two people join

cyan cargo
#

Quick question: what should I use to make a switch that is weighted? (ie. 75% chance to choose choice A, 25% chance choice B)

grim ore
#

random bool with weight?

cyan cargo
#

yeah

grim ore
#

yeah...

#

thats the node you want heh

cyan cargo
#

or a switch with more than two outputs thats weighted

grim ore
#

or are we asking about a material node?

cyan cargo
#

a blueprint node

grim ore
#

yep soo...

#

random bool with weight

cyan cargo
#

lol ok

#

I should have assumed so

#

thx for the response ^_^

coral quartz
#

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!

mental dome
#

hey how could i change which character class a player spawns at?

grim ore
#

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?

coral quartz
#

@grim ore cheers

mental dome
#

Oh wait wait i got this nvm

echo copper
#

I tried to open with unity program.. and asset opener.. none worked

oak patio
#

smells like someones tryina open packaged assets

#

which makes sense cause how would you forget what engine you made something in

echo copper
#

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

fierce tulip
#

^ and not allowed

obsidian nimbus
#

well he emailed the developer.. so good luck on that

cloud pagoda
#

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

obsidian nimbus
#

emissive

thick herald
#

unlit

outer moss
#

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

calm crow
#

mention me if you anwser to me, thanks.

fierce tulip
#

@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

shut nova
#

Why is pixel processor in substance designer causing my texture to tile like this? It’s only when I enable pixel processor.

rocky hound
#

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

modest umbra
#

What's an acceptable time for reposting a questin here?

drowsy snow
rocky hound
#

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.

neon bough
#

@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

slender flicker
#

hello, is there a way to check if the mouse is within the game window?

mental solar
#

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

versed wing
#

Does anyone know why this deformation is occurring whenever I turn my character?

loud ermine
#

what is frame sync time and how can i reduce it...

elfin coyote
#

I made ittt

Procedural mesh from Navmesh at runtime 🙂

slender flicker
#

Hello need some help

#

I have these setup, but the player sprite still passes through the other one

elfin coyote
#

For anyone who needs it, it was so easy:

#

MeshComponent = UProceduralMeshComponent

slender flicker
#

but when I set it to overlap, the overlap event triggers but I need it to block the pawn

upbeat spoke
#

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)

modest trench
#

there is a blueprint node that does this, luckily

#

you probably want this on beginplay somewhere

vestal anchor
#

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.

brave vault
#

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.

drowsy snow
#

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.

brave vault
#

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.

drowsy snow
#

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.

storm parcel
#

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?

short mesa
#

Does anyone know if it's possible to integrate Oculus Avatars without using the Oculus source branch of UE4?

modern drum
#

does anyone know how to fix problem with 4.27.2 fail to build for VR on quest 2

modern drum
#

@storm parcel

opaque cobalt
#

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.
storm parcel
modern drum
#

yes

#

@storm parcel

storm parcel
modern drum
storm parcel
#

It should work with VS2022

modern drum
#

epic

modern drum
storm parcel
cinder flare
#

does player controller always spawn before pawn ?

modern drum
storm parcel
#

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

modern drum
storm parcel
modern drum
#

reinstall vs?

storm parcel
#

But I am not sure if it will fix the problem

#

Lets try something super simple

modern drum
#

restart computer?

storm parcel
#

Go to new project > third person template > build and see if you get any error

storm parcel
#

trying to determine if this is a project specific error or engine/VS specific

#

yeah

modern drum
storm parcel
modern drum
storm parcel
modern drum
modern drum
storm parcel
#

yeah you can DM me but I think others are gonna have to chip in some help too

modern drum
#

but yea i googled online ppl been asking since jan

storm parcel
#

Did you make any changes at all to the VR template project settings?

modern drum
#

no one have answers

storm parcel
modern drum
modern drum
storm parcel
#

I'm asking if you made any changes to it

modern drum
#

and it works fine

#

had the update few days ago i think

#

then it stop working

storm parcel
#

Interesting, how about you try with a brand new VR template then

modern drum
#

ya that first photo i show u was a brand new vr template

modern drum
dapper verge
real heath
dapper verge
#

Ok so UV chart = UV map

#

correct?

#

Actually no, its really UV chart = UV island

#

but its weird because they use both terms

storm parcel
manic urchin
#

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

hidden sparrow
#

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

rotund scroll
#

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

rotund scroll
native adder
#

Ever have that moment where you fuck up so badly that you cannot even get objects to move?

native adder
#

Ok nvm got it fixed

native adder
#

Ok now to figure out why my gravity generation blueprint wont work

oblique whale
#

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?

shell surge
#

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?

tender ember
#

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?

fierce tulip
#

@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

tame marsh
#

Note, some regular cursing and frustration is part of the standard VCS experience

tame marsh
#

I think you can get a distance from that

oblique whale
#

could you explain it in a bit more detail sorry lol

#

@tame marsh

tame marsh
oblique whale
#

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

tame marsh
#

Well, you could, I was under the impression that your pawn was flying

#

Well the moon is knida like that irl

oblique whale
#

but why would that matter

tame marsh
#

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

oblique whale
#

cuz then if your ontop of a mountian it will just say a higher altitude

#

wont be incorrect

tame marsh
#

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

#
shell surge
fierce tulip
#

I did it myself, but took me a few hours.

candid shard
#

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 😅

ebon marlin
#

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

tender ember
#

Hi:) how do I convert uaasset textures from bridge into PNG so I can channel pack them in other program?

wet briar
#

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?

drifting geode
#

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?

oblique whale
#

Then my method would work right?

tame marsh
#

Yeah your method would work

oblique whale
#

lets go

#

i dont know how to get the location to "other actor"

#

"Distance" is just a default actor

#

and i want to get the distance to it