#ue4-general

1 messages · Page 1159 of 1

oblique whale
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the actor is in the middle of the sphere

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@tame marsh

wet briar
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?

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or do I have to somehow setup an event in the C++ code that I can then use in the blueprint?

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So should I derive the blueprint class from the interface?

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Or from a C++ class that inherits from the interface

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Cause I just tried this but upon compiling it says a blueprintnativeevent cannot be virtual

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Alright wait can I just

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send you all the screenshots on DM?

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Of the interface setup

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Or wait I'll just send them here

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Ahh alright I was just asking here since it's a mix of cpp and bp

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Ohh but

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In my C++ classes

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which inherit from the interface

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Each class that inherits from it has a different implementation

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of it

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So doesn't that need the function to be virtual?

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Ohhhh I seeeee

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Thank you!

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Although in my CPP code

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If I have to call to the interface

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would i go

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Interface->InteractReceive()

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or

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Interface->InteractReceive_Implementation()

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The latter I assume?

burnt ether
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Are savegames encrypted? :o or can I achive that somehow? I need to save sensitive data

opaque cobalt
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not resolved, please help

wet briar
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Whattt

wet briar
tame marsh
# oblique whale <@!259474121484795907>

There are many ways to approach this. The easiest way is to add an actor variable to your blueprint, make it public and assign that in the BPs settings. That way you can access Distance's properties.

I suggest looking at some basic sample projects to see how stuff is achieved

wet briar
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I'm still waiting for it to compile haha

undone orbit
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Is there a designated place for noob questions or should I ask away here?

plush yew
undone orbit
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So I went through the in-editor tutorials on landscape but it wasn't really clear on how to actually get textures on the landscape, the videos I've seen so far just skip that part entirely

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Did I miss something obvious or should I look for docs elsewhere?

boreal otter
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Hey, did anyone apply for Epic MegaGrants, I want to apply with a project and I have some questions and not sure where to ask. Thanks!

boreal otter
# undone orbit So I went through the in-editor tutorials on landscape but it wasn't really clea...

You can check this video out: https://www.youtube.com/watch?v=X0MN9xWr-iI

Learn how you can setup a landscape material and then paint multiple textures onto your terrain using Unreal Engine 4 in this tutorial.

♥ Subscribe for new episodes weekly! http://bit.ly/1RWCVIN

♥ Don't forget you can help support the channel on Patreon! https://www.patreon.com/virtushub
♥ Join the Virtus Dev Squad Discord: https://discord.gg/...

▶ Play video
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Should help you understand how landscape painting works

versed lion
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How do I import models from blender correctly with out those errors appearing

boreal otter
undone orbit
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That was pretty helpful, it's actually completely different to what I expected lol

versed lion
boreal otter
versed lion
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the model it self is great, its just the damn textures

grim ore
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whats the issue with the textures?

boreal otter
versed lion
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nope, just leave it lol its ok I make a new model

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prob something is messed up with the .mtl file creation, don't wanna be bothered by it

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Don't wanna be stuck on it for now

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But thanks anyway, Appreciate it

neat abyss
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Greetings, people of the Unreal Slackers server

I have joined because I am wanting to begin development of a game in this engine, and am quite new to it
As a complete newbie to this, where do people suggest I start?

drowsy snow
zealous orchid
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Guys, I have such a question. Is it possible to create a variable in which all rows of a certain Data Table will be stored at once? The same as the Data Table Row Handle structure, but so that in Instance I could only select RowName from the drop-down list and did not have to enter it manually

neat abyss
valid wren
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Guys, how can I have more precise than 6 points of precision floats in blueprints?

valid wren
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after any float calculation my result is always no more than 6 points of precision.

drowsy snow
final moth
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UE4Editor keeps crashing

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ok, clearly needed to reboot. But it was weird, no reason at all.

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not even a project, but just the engine, it wouldn't start

neat abyss
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well, guess I'll sink or swim then ._ .

rugged harbor
final moth
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no, it just dies after an error. But now, after the reboot, everything seems to be ok.

grim ore
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@neat abyssyes you can start anywhere, but... do you want to start anywhere or maybe one of the introduction courses?

rugged harbor
final moth
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not really. I am not sure where do I find them.

neat abyss
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That's the thing, I just got handed like a dozen or more introductory courses and it's like

grim ore
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I dunno... I mean the first one... seems....

neat abyss
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okay, I actually didn't see that one, thanks
gdit Blep use your eyes

final moth
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a few failed to load dlls

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which then it reports they don't exist. It was some mess, I guess. But now it loads and works as usual.

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maybe the launcher farted. It happens with a lot of messy code 🙂

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one thing, though, I am not sure if this is common. Reflection captures need to be rebuilt. Then I click, build reflection captures. Still nothing. Is this normal?

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but the problem is gone when I removed reflection capture and added a new one

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I guess, things are just a little bit buggy 😄

autumn latch
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Why does it always give the same material?

wide sandal
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Are the two meshes exactly the same ? the ray might be missing the floor and hitting the grass under.

remote sail
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Can I make a component inside of an actor ignored by an Interp to Movement Component?

grim ore
dusky slate
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ah sorry, my bad

autumn latch
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trace is not missing, I checked.

royal shadow
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Hi everyone. when i import a skeletal mesh into unreal from blender the root bone is scaled uniformly by 100. the mesh is the correct size, but is there a way to get this scale to 1?

neon bough
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set your scene units to 0.01, scale the skeleton up to 100 and then apply scale to the skeleton

plush yew
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anybody here use gitkraken with github?

versed star
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When I fire my weapon fully automatic and don't hit an enemy for a bit this shows up, does anyone have an idea for how to fix it?

trim pike
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ive had this super annoying problem for a few years now, for some reason my directional light gets stuck at y90 or y-90 when rotating

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anyone else run into this problem?

neat hound
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Ok i need someone to tell me how to stop walking animation footsteps once the player has come to a complete stop

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because it always runs the full 24 frames, and sometimes plays unnecessary footstep noises

desert verge
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What happened to DevAddicts discord? lol

hollow path
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How does Unreal handle duplicate Raw Input devices of same vendor id and product id? I bought a pair of t16000m joysticks, but when I connect both to my Unreal Raw Input, it fails to distinguish them as two (although I set two Raw Input Devices with same vid and pid).

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Is there anything I can do to Unreal so that it distinguish duplicate Raw Input devices with same vid and pid?

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Otherwise I will have to figure out how to modify vid and pid😢

winter zenith
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I'm trying to get the SENS Slider variable from my settings widget, what is the object I would cast from?

dense yarrow
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could someone help me figure this out please. I have just started using unreal since over the weekend. so I am very new to this. right now I am messing with the "HUD" stuff, right now the health bar is giving me grief and I imagine the rest will unless i can sort this out early. I have the bar functioning and i have the percentage readout working just fine. but when I take damage or add damage the percentage readout either keeps going over 100 or less than 0. how do i get it to realize that the health stays at 100 and not go over. I am creating this as a multiplayer setup if you need to know.

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i have watched many youtube videos but none of them cover this issue, i am sure there is that one video that is out there i have not seen yet that walks through this exact issue but i am yet to find it

fierce tulip
dapper oak
fierce tulip
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no worries :)

slender flicker
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Help on custom fonts

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the preview on the font import works well though

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but on text render its just squares

rancid warren
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Hey Guys, RTXGI not working on UE 4.27? My graphic card's 3060ti

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I searched but couldn't find many resources

keen tulip
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Hi everyone I have a strange issue with UE 4.26 dedicated server and steam networking. I noticed that my server says its listening to port 7777, but windows power shell doesn't show 7777 being listened too. This also happened when I built a Linux server, the server logs showed said it was listening to port 7777, but Ubuntu didn't show that port being listened too. Any idea what to do?

zinc shore
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If a bone has its deform turned off in blender will it also not deform in unreal

halcyon thistle
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shader compiling stuck on 4.27 ?

neon magnet
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Hello guys, having finished my project without a proper first person body (just camera from default FPP template), I want to get back to learning and implementing a more "proper" FPP character and camera. So how are things, are they still like earlier where one has to split up the body into upper and lower body and never let anyone see a reflection of themselves to avoid the horror of reality like in crysis?

trim pike
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ive had this super annoying problem for a few years now, for some reason my directional light gets stuck at y90 or y-90 when rotating
anyone else run into this problem?

plush yew
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Is it possible to create visual novels in UE5?

blissful trail
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how do i fix this ?

neon bough
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there's a bunch of other "engines" which are better suited for that

plush yew
drowsy snow
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If you want to be absolutely overkill or felt constrained by RenPy, then making VNs with UE4 is possible

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RenPy is easily disassembled and isn't console ready.

pine warren
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Hi i want to play morph target in sequencer any idea how can i do that please mention me

neon bough
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you can also make VNs with PowerPoint

modest trench
drowsy snow
mortal quarry
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Hi all, still pretty new to UE and Blueprints, does anyone have a good resource for how I could go about creating a waypoint system that has a gps-like path/guide between the playercontroller and the objective (that also avoids meshes)? Thanks in advance !!

tender ember
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hello. how do I convert uaasset textures from bridge into PNG so I can channel pack them in another program? I saw a lot of videos for channel packing but none of them explained how to actually download a png from bridge to a piece of software of your choice

drowsy snow
tender ember
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I'll try TGA now

merry swallow
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Greetings everyone! I would love to start learning Unreal Engine as a new hobby. To get started should I download UE4 or UE5? I heard the last is still in early access..are there substantial differences?
Thanks a lot for your support!

drowsy snow
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At least in the meantime. Most of the learning resources (on Unreal Online Learning and alike) are still made for UE4 in mind, and you'll have hard time improvising the UI if you don't know what you're doing.

tender ember
drowsy snow
merry swallow
tender ember
bleak spade
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how do I get these tabs?

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I created some LOD for fur

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but can't select them in the viewport?

drowsy snow
bleak spade
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so it always shows LOD0?

drowsy snow
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Main level viewport already have LOD going on.

bleak spade
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basically I want to check the FPS for each LOD

grizzled basin
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hello I'm working on modular walls and I'm getting some weird shadows on some walls but not others. all use the same base mesh and the same texture though so I have no idea what might be causing it

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any ideas?

drowsy snow
storm parcel
grizzled basin
storm parcel
bleak spade
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where would I find that setting?

grizzled basin
# bleak spade where would I find that setting?

if you are talking about disabling baked lighting there is a setting in world settings called "force no precomputed lighting" not sure if that is a feature someone wants to mess with but thats what I did ^^

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but still. no idea how to get rid of those shadows

shell surge
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Hi, is anyone using github source control for ue4? I need some help

golden niche
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will epic be at GDC?

idle smelt
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Hey people im attempting to use the level open option to set a gamemode at runtime in BP. this works fine single player, and the host of a session opens it no problem. but its unjoinable for other players of the game. have i made a mistake with the command line?

"listen ?Game=/Game/Directory/BP_GameMode.BP_GameMode_C"

pine siren
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The documentation for SkyAtmosphere states a few CVars to change as console commands for better visuals, such as r.SkyAtmosphere.FastSkyLUT 0. They work well, but console commands are obviously per-session.
Where can I declare default values for console commands for the project, so they're default for the game?
(Reading the docs on CVar/ConsoleManager only taught me how to set them per-developer/per-environment, not per-project)

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nvm, found out. In the file MyGame/Config/DefaultEngine.ini, under the part that says [/Script/Engine.RendererSettings].
(the docs did specify this, but I thought Script/Engine.RendererSettings was its own file, which I couldn't find..)

grizzled basin
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I think so. when I check out UV1 in the editor it looks like all the other modules

bleak spade
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ah shit- somehow when I want to change the hair sytem on my character it wants to recalculate everything

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is there a way to not have to do that? It was working fine before

proud spindle
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I’m trying to learn unreal engine but I don’t have much knowledge on code. I’m doing a course on udemy and right now I’m creating a pin ball game but I’m kind of just copying what he’s doing but I don’t really understand why I’m using certain blueprints. Where’s a good place to start to learn unreal ?

proud spindle
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Oh dang ty

snow fog
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Hello, is there a way to heavily optimize SceneCapture2D?

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idk can somehow lower fps or something else but not to lower the resolution

real heath
drowsy snow
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If that wasn't enough, blame Canvas Render Target

raven estuary
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Is quixel mixer kinda dead?

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I feel like it's been abandoned.

drowsy snow
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The performance of Mixer is kinda awful, to say the least

raven estuary
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Ahh ok I didn't know that I just haven't seen any updates at all recently

drowsy snow
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Shit, mistaken with Bridge lmao

raven estuary
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Yeah I was gonna say

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Though bridge getting really cool features in 5

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Making it even more seemless

snow fog
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how is SceneCapture2D with such settings not optimized at all?

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i even turned off the static mesh rendering

drowsy snow
snow fog
drowsy snow
tropic magnet
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Guys, there's a lot of stuff already built in in ue4 that you don't have to code, right? Like character movement component, crouching and jumping

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It was made from a first person shooter afaik

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So is there a tutorial on specifically using built-in stuff like this to make a fps?

buoyant graniteBOT
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:triangular_flag_on_post: JamesAT#8797 received strike 1. As a result, they were muted for 10 minutes.

drowsy snow
clear estuary
peak blade
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How would i fix this? (When i open UE4 is crashes i have reinstalled the engine and epic games updated all my drivers and nothing is working i tried UE5 it works but it gives me lag)

flint dagger
peak blade
flint dagger
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Hmm, odd. You meet the minimum requirements for Unreal?

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I guess you would given UE5 launches... I'm not sure honestly. Never seen that before. What engine version?

peak blade
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4.27.2

drowsy snow
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It doesn't blame GPU tho

peak blade
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Dell NVIDIA GeForce GTX 1080ti

drowsy snow
peak blade
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yes

drowsy snow
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I used to have similar issue long time ago, forgot what I did, but it never came back since.
I think all I did was clean reinstall the engine and that's it

peak blade
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ima try downgrading the engine to 4.26.2

still breach
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i tuned it down and it wasnt crashing anymore

west forum
small vault
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Does anyone know why almost all my buffer visualization outputs show pure black? Only scenedepth seems to be working correctly, is this not supported on forward rendering or is there something I need to enable?

runic needle
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The code gets static mesh called "blook" as you see there, but the code doesn't take "blook's" material

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It looks like this, no any material in here...

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But normally "blook" has one

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so what can i do for that any idea?

shadow ravine
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Does anyone know how I can add a cinematic camera that's inside an actor BP to my level sequence? Doesn't show in the drop down and drag and drop doesn't work

bold badge
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Hi all - I've recently created a 3D character in Zbrush/Maya and I wanted to create some recorded and real-time full body and facial animations using her. I've spent a day looking into all the mocap tech and I'm still super overwhelmed between Xsens / Rokoko / Perception Neuron and what feels like infinite options for facemocap - and then the choice between UE and Unity (and all the others). Then there are softwares I need to purchase but I'm not sure why if I'm already going to be using a platform like UE or Unreal?

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Would anyone be able to outline the workflow of mocap starting from importing my Maya character into the proper environment to rendering a face and body mocap? I think that would really help me understand what I need to buy and the steps involved

drowsy snow
# bold badge Hi all - I've recently created a 3D character in Zbrush/Maya and I wanted to cre...

I'm less inclined to think choice between UE or Unity (or CryEngine for crying out loud) is that relevant when it comes to recording mocap - prerecorded stuff can be done in DCC tools. However, I've seen UE being used for live and immediate mocap, and it seem to work.
As far as software goes, full body mocaps probably use supplied software and free plugins to stream in the mocap data live. Faceware is the one that I can think of for face capture, but I've seen people use iPhone X (or newer) to be used for streaming out face capture, and the results are okay. At least in UE, there doesn't seem to be paid speciality app for iPhone X method.

That's as far as I know. (I still animate by hand so my knowledge on mocap is limited to what I've seen as a non-insider)

astral verge
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Hello guys , anyone know how to do a digital twin for an airport ?

astral verge
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https://www.youtube.com/watch?v=9Ap4pWXAigc&t=73s

Data visualization like that here

Watch Vouse showcase its Unreal Engine-powered digital twin of Changi Airport in Singapore in this video from Build: Architecture 21. For more information on using Unreal Engine to build architectural digital twins, visit: https://www.unrealengine.com/en-US/digital-twins
Vouse is a design agency based in Singapore. The company is made up of visu...

▶ Play video
dim osprey
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Hello, I have a question in my mind, maybe it may sound a little stupid, but I'm wondering because I'm in between. We are planning to develop an FPS project with my team, we do not plan to use extreme graphics or deal with extreme lighting. But UE5 looks very interesting, from the fact that it will help many game studios move to UE5 and develop it, to a lot of new features. Which one do you think I should use? I'm very torn between the two versions. I know that this decision may vary according to the project, but I want to make a choice that will be productive both in terms of improving myself and in the long term. Thanks for advance.

obtuse siren
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does anyone know how to find out if all actors of a class is not valid?

neon magnet
# dim osprey Hello, I have a question in my mind, maybe it may sound a little stupid, but I'm...

If you mean choosing between UE4 and UE5, then know that UE5 EA is based off 4.26 and we're fast approaching full release of UE5 where all the new things in 4.27 (that don't exist in 4.26 and UE5 EA) will be merged into one.

So in a sense it doesn't really matter, but since 4.27 is a full release right now, just start with that and later you should be able to move to UE5 when it releases in full.

shrewd barn
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where can i find dumpticks log?

dense knoll
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Is it possible to revert back to UE4?

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after accidently converting assets into UE5 assets?

grim ore
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project? not unless you have a backup or source control

dense knoll
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Just some specific assets

grim ore
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which got upgraded as part of a project?

dense knoll
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The assets are like a library of sorts which includes code i use and some material masters and widgets

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so not really

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just wanted to test out wether it would work

grim ore
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you can try opening it in ue4, but if they were opened and saved in ue5 then chances are no

dense knoll
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dam

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welp looks like im doing nothing for the next few months until UE5 releases

grim ore
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can you not work in UE5 right now, you opened the assets

dense knoll
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yea but TrueSky still doesent work yet

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i tried porting the plugin my self but for whatever reason UE5 changed the EStereoscopicPass function

grim ore
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ah

dense knoll
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so now the plugin just doesent compile

grim ore
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and no preview version from the author?

dense knoll
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there is

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but its pretty broken

grim ore
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😦

dense knoll
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it sometimes refuses to load assets and trying to use TS just crashes UE5

grim ore
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and your not using any source control you can revert?

dense knoll
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nope

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i had a backup but thats too old

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theres like 3 files in there

grim ore
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when you opened the project in 5, didnt it ask you to make a copy?

dense knoll
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i didnt open a project

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it was just a folder of assets

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a universal asset library with functions and such

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which my main project happens to use a lot

grim ore
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so you made a new ue5 project, then added them in manually?

dense knoll
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yea

grim ore
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ouch

dense knoll
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but really why did UE5 change the EStereoscopicPass function

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it used to be this
enum EStereoscopicPass { eSSP_FULL, eSSP_LEFT_EYE, eSSP_RIGHT_EYE, eSSP_LEFT_EYE_SIDE, eSSP_RIGHT_EYE_SIDE, }

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now its completely different

grim ore
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it was split into 2 parts it looks like

dense knoll
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yea

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changing the function reference the new thing EStereoscopicEye causes more problems

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wait does the release preview 2 have this change?

grim ore
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it should, the change was early this year

dense knoll
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dam

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i think i may just have to use the early access build then

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gonna be a pain

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still makes no sense why that function would need to be split

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what commit was the change made? I might be able to pull from that and use that version instead

storm venture
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Do console commands reset on editor restart?

grim ore
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it doesnt look like a big change from that part, and theres plenty of examples of them changing it so doing that update shouldnt be that difficult

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@storm ventureyes, they are temporary. If you need them to be permanent it would need to be an ini change

storm venture
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Awesome, thanks 😄

shrewd barn
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do i need to have it turned on? when turned off, the character can still interact with Actors

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and it probably affects performance, a bit 🙂 so what can be better turned off

broken heath
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Holly molly Unreal 5 preview 2 is 19.5 GB ? Isn’t that a bit too much?

grim ore
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did you uncheck any of the options?

dense knoll
dense knoll
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wait until you see source builds

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Screams in 124 Gigs

mint umbra
#

Hey guys, does anyone have experience with server hosting? I wanna upload my multiplayer project to a server to have my testers "break it" - not sure if my PC is strong enough to host the potential of users that I want online.
Do you guys know any good server hosters that allow this? I've rented game servers before, but never one for my own game, so not sure what's out there

dense knoll
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have you tried letting the game host lobbies on users PCs? (unless this is a game thats going to have more than 8 players)

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If you have to use a dedicated server then you are most likely going to have to rent something out or buy your own dedicated server and host it on there

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you would also need to setup a static IP

mint umbra
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Very true. I'm aiming for more than 8 players - BR style game, but during testing phase I'll just have them running around in a small testing map. I'm looking for a dedicated server most likely

dense knoll
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ah, then yea your going to need to get a dedicated server

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if im correct ( i never delved into dedicated game servers much ) , a UE4 dedicated server shouldnt render anything, just needs to process stuff

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so you might need a powerful server if you plan on holding more then 60 - 100 players

cedar wave
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Yes - dedicated servers shouldn't be rendering anything.

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And you currently have to build from source for a dedicated server

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Because reasons.

dense knoll
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if you are doing any kind of game, use a source build

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it will save you a hella lot of time later on

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and if you need to make your own changes/ you plan on building for other platforms

cedar wave
mint umbra
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Wow, okay. And without a dedicated I cant host for more than 8 players or what?

dense knoll
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yea but theres a lot stripped out of normal builds

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yea, hosting more than 8 players on a client will have a noticeable performance dip

mint umbra
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I cant simply export my project, run it on a dedicated server & it'll work? It needs to be "sourced"? All of my code is in blueprint 😛

dense knoll
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although that could just be my code being unoptimized

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no no no

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you can keep it in BP

mint umbra
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Thank god

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😆

dense knoll
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you just need a source build or a binary build that supports compiling dedicated server builds

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of the engine*

mint umbra
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Ah okay, a source build of UE4, in which I'd just migrate my project over to and ship from? Man I gotta read about this, do you have any good recommendations for articles?

mint umbra
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4.27

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Thank you 🙂

plush yew
#

Ehm.. Any idea why the hololens template doesn't compile?

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Haven't changed anything

violet yoke
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Is it normal for ue to be stuck at 45% when creating a VR template project? I'm using 4.26.2

marble otter
#

can integers use a singular decimal
2.2

autumn flame
#

no

marble otter
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by default it shows as 0.0

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So I'd assume you could use one

autumn flame
#

Nope

late olive
#

can I find an internship here?

dense knoll
#

check out the job board

late olive
#

I know but I cant tell which is internship

dense knoll
#

might have to look somewhere else then

buoyant graniteBOT
#

:triangular_flag_on_post: 2CAN BOY#9273 received strike 1. As a result, they were muted for 10 minutes.

clear estuary
#

Manny is on a roll today 😅

cedar wave
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The silent protector

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The watchful knight

potent bridge
#

Where would I start as far as creating a deadzone for a 2.5D game is concerned? Would I use the one already attached to the third person character? Since that uses a target arm I can't exactly stop the camera.

wide sandal
#

Does anyone know if there is a way to add new categories to the quick menu in unreal 5?

plush yew
#

does anyone know why i can’t see any components in my details section ?

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only shows the sky but i have other things in my game

royal shadow
plush yew
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thank you so much

shadow ravine
#

Does anyone know how to add an cinematic camera that's inside an actor BP to a Level Sequencer? As I can't drag and drop and it's not in the drop down. Really lost with this...

mortal cedar
#

when using the reference viewer is there a way to filter for only static meshes?

fierce tulip
#

if named properly, in search you should be able to write sm_

mortal cedar
#

😦 They're not

#

haha

severe crater
#

Hi there, so I'm trying to use a camera shake in UE5 Preview 2, but whenever I interrupt specifically a sequence camera shake by playing it again while the original is still playing (and the strange thing is that it happens only if I interrupt it a few times) the editor crashes with this assertion failure:
Assertion failed: DestAllocationIndex != SourceAllocationIndex [File:D:\build\++UE5\Sync\Engine\Source\Runtime\MovieScene\Private\EntitySystem\MovieSceneEntityManager.cpp] [Line: 1970
I've tried reinstalling preview 2 to no luck and no one else seems to have the same problem online. Can anyone help me?
Note: this happens on all projects I've tried it on in this UE version (I might test more versions tomorrow if this does turn out to be a bug since I have very little storage space atm)

modest cloud
#

I'm having an issue where I have scattered some points in houdini and then imported them into UE via Houdini Engine. When I attach my tree mesh to the instanced points, they show up but when I pull the camera back the geometry disappears. I set the LOD to 0 and turned on NoMipMap on the textures but this keeps happening. Does anyone have any ideas?

upbeat spoke
#

anyone have a good tutorial/link to block water in 4.26? (put a whole in a lake)

misty wharf
#

I'm having an issue where it takes a moment for the lighting of a scene to apply when I first load it. I don't have much experience working with lighting, so I don't know if I'm missing something here.

#

What it looks like when the scene first loads

#

and a few seconds later

upbeat spoke
misty wharf
#

I don't think so. I tried turning my post processing volume off and I don't think it's an exposure thing.

rotund scroll
#

check your camera's postprocessing settings

misty wharf
#

If that is the issue I don't know what the issue would be. It happens without or without my post process volume in the scene

idle smelt
#

in the project settings there is a checkbox for auto exposure

#

i found this really caused me issues in the past

#

check this

#

try disabling it

misty wharf
#

Still happening 😔

idle smelt
#

shouldn't happen at all with that turned off if it is exposure related

#

so must be something else

kind rock
#

okay time for stupid questions

#

game engines are basically, automation for doing less stuff right?

#

also the games, can they be "bloated because they used engine X or Y" or its just a false claim and the game can be stripped down the way you want it to be?

rocky epoch
#

if someone just add every default stuff in the engine that is not necessary, then yeah it can be bloated

rancid warren
#

Hi guys I am using unreal engine version 4.27.2. There is a big light difference between viewport and game view, have you experienced this problem before, where does it come from?

#

This viewport view

#

game view

inner pagoda
#

I am trying to migrate a material landscape from 4.27 to 4.26 but It doesnt have material funcition or instances or even static meshes in 4.26 . is there anyway that I can a landscape from a project in 4.27 inside 4.26

idle smelt
#

i was always under the impression nothing can go backwards only forwards with UE. so upgrading a version or migrating to a newer UE version would work. but migrating back or to a older version doesn't work

#

i bought a character model for a side project the other day

#

i didn't realise it was only 4.27

#

i needed 4.26

#

basically had to export the model, its textures and reimport them into UE4.26

drowsy snow
inner pagoda
#

damn... well I didnt know that. I dont remember if I tried it with backward version before or not but I never had migrating issues between different version. I tried copy pasting material function nodes and I got some errors . I am gonna upgrade my project to 4.27 then

idle smelt
#

yeah migrating anything old to new or same version should work fine. but as mentioned Uassets have no backward compatibility from what i've read. the only other option is to recreate the landscape and import the textures

#

and remake the functions

#

but upgrading your project version will probably be the easier route xD

merry swallow
#

greetings! I have to work on a project from two separate computers, linked to the same account. In your opinion what is the best solution I can implement to share and sync proj. documents across two devices?
Thanks😄

neon bough
#

an external SSD

merry swallow
neon bough
#

what i said

merry swallow
neon bough
#

yes

merry swallow
neon bough
#

anything that offers an cloud drive, google drive, onedrive, you name it

merry swallow
neon bough
#

or source control depending on your actual needs, which isn't clear from your description

#

all of those have in common that unreal assets aren't actually "handy" so depending on your connection it may be annoying to work with web solutions

merry swallow
#

source control? thanks I'll search for it

merry swallow
plush yew
#

Is it faster to build a standalone executable over a previous build or to delete the old build and make a new one?

#

I have an older CPU and the project is rather large at this point.

drowsy snow
#

(and also depending on your C++ code)

plush yew
#

RN I'm using Blueprints

#

It's not super complex and the logic doesn't change much but I've been using 3D art assets I got from the marketplace since I'm not an artist.

#

so, is one method faster than the other in most cases?

drowsy snow
plush yew
#

Okay. I wasn't sure if UE would skip files that haven't changed if you left the old version or if UE would spend more time scanning files if you left the old version making one method or the other longer.

floral girder
#

Anyone know where I can download UE2?

#

Or do I just have to get Unreal Tournament like the old days?

#

By UE2 I mean Unreal Engine 2 that released almost 20 years ago lol

#

I tried finding UE3 but apparently epic removed any downloads, and I’d rather use UE2 anyways

plush yew
#

I think Unreal Tournament 2004 has the full editor. Another link said it was Unreal 2.5 so not exactly UE 2.

drowsy snow
plush yew
#

that's lame. tech is uber old... I think ID Tech just dropped full source up to 2007~ for their engines

floral girder
#

Wayback machine gives me a login

#

So basically impossible to het

plush yew
#

GL; you might have to use something modern or a different legacy engine.

#

why even use ue2?

floral girder
plush yew
#

new stuff is very easy to work with and is guarunteed to run on modern os

floral girder
#

Yeah, but I think the graphics older UE produces is more charming

#

Just want to play around with it and see what I can do

plush yew
#

ahh okay.

floral girder
#

Maybe export it for the Gamecube PS2

plush yew
#

For older engines, the original Source is avaiable somewhere in Steam.

floral girder
#

Interesting, I’ll look into it

plush yew
#

You can download Unity 3 but idk if that has the same tech to produce the same images

floral girder
#

Ugh I hate Unity 😂

#

Not for me

drowsy snow
plush yew
#

lol; it's alright.

plush yew
#

If you distribute it that is

floral girder
#

Interesting

plush yew
#

All the information about licensing fromm ID Tech is in their github repositories.

floral girder
#

Where could I dowload? Github?

#

Hahah thought so

#

Would it be similar to how you get the UE4 source from Github or is it not private?

drowsy snow
floral girder
winged crypt
#

Anyone know if I can offset the initial rotation of an animation with root motion enabled?

plush yew
#

Any reason I can only select certain sfx in the inspector?

#

Add ambient sound actor from the all classes tab and then I can only add certain sounds and cues. Others just won't select even though they're in the list.

tender rose
#

Folks I have a questions, is Ue4.27.2 the last one, or is there going to be 4.28 as LTS ??

tender rose
#

so no more updates? 😮

#

so if we've got a game coming out in the next 2 years, are we stuck? huh

plush yew
#

I heard 4.27 will port seamlessly to Unreal 5.0

tender rose
#

it does not

#

at all

#

xD

plush yew
#

when it's finished there is supposed to be a tool

#

or something

tender rose
#

It sounds magical, but like with unity "project updates" sounds like there's going to be a ton of work done.

#

Thanks for the little @plush yew perhaps

#

this might be in better shape than last time we tried it.

plush yew
#

I think the last UE 3 game that was released was like 2017~ or something

#

so

#

I wouldn't stress too much about updates since large studios are releasing games all the time with all versions of UE 4.

tender rose
#

true true

plush yew
#

Unity even did a talk about their updates and how updating Unity can demolish a project for a studio so sometimes it's best to not update.

#

Facepunch updated from Unity 5 to 2020 or something. They didn't change engine versions for so long because it's definitely a migration that requires a lot of time.

#

Nice joke for ya

plush yew
#

Do you remember the name of that game?

drowsy snow
#

Also Mass Effect Legendary Edition if that counts as a new game

plush yew
#

huh... didn't realise ME was UE

#

there's 2 if ME Legendary wasn't ported to a newer engine.

drowsy snow
#

ME Legendary Edition isn't ported to UE4

plush yew
#

Google says frostbite

#

for remaster

#

wait no andromeda

drowsy snow
#

The trilogy remaster is still UE3

plush yew
#

yeah

#

A 100 year old screwdriver still screws

drowsy snow
#

I'm sure I'm going to get blasted for sticking with 4.27 lmao

plush yew
#

I'm working in 4.25 and created the project files this year.

#

The only reasons to upgrade really imo are features, performance, or compatibility.

#

I'm sure 4.23 is close enough to 4.27 that there's negligible difference unless I missed some major improvment thing that is bigger than migrating to UE 5.

drowsy snow
#

4.24 and 4.26 has more major changes

If it weren't for free Oodle and Bink being not retroactive to 4.26, I would've stayed there

plush yew
#

plus all the tutorials exist for ue 4

drowsy snow
#

Trying to backport Oodle and Bink from 4.27 is goes too deep than I anticipate, thus moving to 4.27

plush yew
#

specific features yeah

drowsy snow
#

I wish 4.27 still had 32-bit packaging

plush yew
#

but if you downloaded 4.27 and UE 4 went up to 4.5 or something, you'd probably be fine

#

I guess was more at what I was thinking

#

but yeah specific features when starting a project makes sense

#

get the best one then

tender rose
#

I get a little freaked out

#

because

#

we do a lot of console work

tribal river
#

starting a game is hard

#

venting

tender rose
#

and for example, on unity's end, for legacy project, at some points sdks aren't back ported to older engine versions

#

so you get stuck at upgrading the project

#

upgrading the project, even to lts can take weeks even months depending on project size

#

so hearing that UE4 is not getting any newer version got me a little scared

drowsy snow
tender rose
#

I get that, but I hope we keep getting 4.27.3+

#

at least some hotfixes

drowsy snow
# tender rose I get that, but I hope we keep getting 4.27.3+

If you really want to, you can just compile 4.27-chaos branch. That branch got regular commits from UE4 master branch.

Also the master branch is versioned 4.28, but the rule is that master branch always 1 version number ahead from release version, so it's not saying much.

#

Even then UE4 master branch is getting stagnant anyway in terms of significant commits.

tender rose
#

gotcha

#

I'll keep an eye out 🙂

drowsy snow
#

FWIW if you want to chase for newer features and fixes, might as well jump over to UE5

UE5 is a massive refactor from UE4, so while backporting engine code down to 4.27 is possible, it's often not worth the hassle.

azure field
#

A friend of mine ran into this issue just now. I’m not sure what this is. By chance, is this the correct channel to post this?

drowsy snow
plush yew
#

Hey, whenever I spawn in it puts me under the map

#

I have the playerspawn where I want it to be

#

yet it spanws me in different location

ebon fossil
#

hm i've got a question about logical aspects of some people who make unreal...... wtf?

#

i mean if you want a calculator you're not gonna look for a console cause it does calculations too

modest trench
#

huh?

#

it replaces their references I guess

#

not the greatest name but what can ya do

grim ore
#

@plush yewdo you have your default pawn set to the correct thing? if you do, is your player spawn in a safe spot with enough room without any collision?

plush yew
grim ore
#

#cpp is a better place to ask probably

#

and if its been answered a lot, why not use discord search?

indigo drum
#

@grim ore i would have honestly but just thought it be better to have my doubts clear also know whats the lastest goin on

grim ore
#

well if you have doubts, what have you found so far so people can give feedback?

indigo drum
#

Like will unreal engine be good for complete 2d games if yes does it require same amount of learning as making a 3d game

#

2d mobile to be precise

grim ore
#

its not designed for 2d mobile, so it will be some work

#

and learning is subjective and up to you, you need the same effort for any type of game

indigo drum
#

Plus there are only few courses where the instructor is fully aware of the capabilities of the engine

#

Project structore, source control and stuff are also important

grim ore
#

if you want to make an easy 2d mobile game, do not start with Unreal Engine

indigo drum
#

Cpp is also evolving to c++17 and stuff do we need that for unreal engine?

indigo drum
grim ore
#

yes, and if your targeting a mobile 2d game then do not start with UE

indigo drum
#

Shifting or migrating is something i am not best with untiy to unreal hard stuff

grim ore
#

your asking for what appears to be a complete course covering everything, it might be best to focus on each part and learn then since you know what parts you need to learn

modest trench
indigo drum
#

I see

modest trench
#

some libraries may require newer versions if you include 3rd party code I suppose

#

but yeah you really should use something else for a 2d mobile game

indigo drum
#

Megafunk if i want to start learning where is a good starting point

#

Mainly 2d games or 3d

#

Mobile or desktop

#

Cpp or blueprints

grim ore
#

do you know unreal engine? if not start with the epic online learning courses on their website

#

learn the engine, then learn the systems you want, and then learn C++ if you need it (outside of the engine if you do not know it already)

indigo drum
#

U guys actually prefer unreal learning rather than udemy and stuff thats interesting to me

#

Cause i have always prefered external sources

grim ore
#

I would always recommend Epic sourced content because it's Epic sourced content.

indigo drum
#

Even though its wrong

modest trench
#

please point out the incorrect information from the official sources

grim ore
#

I think they mean the external ones are wrong

modest trench
#

ooh

#

I will say some of the Epic stuff might be a bit old for some sections

#

or a little light on details

grim ore
#

but who knows... and Epic can be wrong, left hand not knowing what the right hand does so it happens 😢

#

yeah, never enough time to do it right with a product this large 😦

modest trench
#

yeah, It's truly gigantic

grim ore
#

I mean they just added the new modeling tools and that alone is like documenting a basic DCC program itself even if you ignore giving examples

modest trench
#

I'm still clueless as to what the goal is there

#

it feels really janky to "apply" changes

#

I can see it being awesome for quick level prototyping though

drowsy snow
grim ore
#

its a "nice to have" when you need to just do something, Hopefully it becomes more polished. I really appreciate some of the smaller edit tools like changing pivots or adding new materials easily

#

and the new cube grid thingy for mocking out levels is neato

drowsy snow
modest trench
#

absolutely

grim ore
#

honestly the pretty badass part of it is the new dynamic meshes and being able to script them

drowsy snow
drowsy snow
cedar wave
grim ore
#

i keep seeing it, I keep wanting to use it, I keep getting distracted by other stuff lol

cedar wave
#

I absolutely do not like doing level design stuff. But I thoroughly enjoy using that to block stuff out. And boy do I hate the block out phase.

drowsy snow
#

However compatibility is going to take a hit if you're using 4.27 onwards, as packaging for 32-bit is out of the question.

#

Flippin eck, I made some dumb desktop tools with UE4, and it's nothing but UMG and some code, no 3D rendering at all.

Unnecessary? Yes.
Do I care? No.

tulip horizon
#

where is a good place to start asking questions

plush yew
#

guys, convince me unreal is better than Unity, i keep flip flopping between the two

drowsy snow
plush yew
drowsy snow
#

I'm in Asher's server, so what.

plush yew
#

that makes u a sussy baka

drowsy snow
#

Oh, I thought you're talking about me spying on Unity server

grim violet
#

it is because he has physics activated but i am unknown to how to get him to just push force back away from walls, etc whenever his mesh collides with a collision

#

i would appreciate if anyone could at least point me in a direction of tutorials! thx!!

plush yew
#

there is no world machine discord so ima just throw it out here

#

can someone give me the dummy simple version of what feature scale is

#

i thought it was the size of the world but that dont seem to be it

astral verge
#

anyone know any tutorials about data visualization in Unreal Engine ?

plush yew
#

@astral vergeyou mean like performance?

bleak spade
#

I have a character with fur. The character body has an image texture to show the different colors in specific areas (tummy is white, rest is brown)

#

How do I copy this color scheme to the hair?

#

Just connecting the hair texture doesn't work somehow

#

I guess because there is no UV map for the hair?

candid scarab
#

Heyo, got a question regarding the Modeling Tools: If I plane cut something, it'll a) propagate to all instances of that actor and b) only apply to the LOD that's active during the slice operation. I guess a) can be fixed by just creating a new actorBP for the sliced mesh, but how about the LOD issue?

bleak spade
#

I tried this but it didn't work properly

plush yew
#

I have a question about render targets
can i get it to capture another window, like something outside of the game?

#

for example I would like to capture ppsspp emulator that way inside my ue4 game I can play multiplayer with a buddy on in game psps (why not?)

tribal river
plush yew
#

someone suggested grabbing the new retro arcade demo before they went commercial which adds emulators to ue4

#

but id much rather be able to play emulators from an external source

astral verge
#

anyone know good tutorials for data visualization in Unreal Engine ?

oak patio
#

So a blueprint is a collection of code and components

Componente tend to be reusable things for multiple different objects, e.g. a timer component could be used in multiple places

Then you get the event graph which is where you get to write your blueprint nodes, which are event based

This means it is a sort of cause and effect, e.g. when an actor hits an actor, event hit will be triggered.

Red nodes are events, where blue and green nodes are varying functions

#

.

#

Now for the differences between blueprints, they all inherit from the same basic actor, some just have special behaviours

The level bp can be used for specific level actions, e.g. playing a cutscene

A general blank actor can be used as something to hold code, like a level manager, or can be used to make basic objects, e.g. a door the player can open

Certain blueprints have specialised functuonality such as the character bp that comes with a setup for movemeny and collision out of the box, or others such as the save game, where upon creation, its variables get saved to disk

#

You can also make actors in c++ which loses the nice fancy editor and the blueprint nodes, but is more performant, and shpuld be used for more complex systems

tame marsh
#

Is there a lightweight project floating around that only features the MetaHumans face rig?

#

Because ugh shaders

drowsy snow
tame marsh
drowsy snow
#

Oh yeah, I'm hands off when it comes to mocap

tame marsh
#

oh well its lunch time ill let it run in the meanwhile

frosty light
#

need a local host that can hold 20 players that are in the same space talking and dancing.
can it be done? or I have to use some server like aws.
If yes , I would happy to know what to buy/ look for

frosty light
#

yes

#

using VPN

drowsy snow
#

You can just have one client serving as listen server. No cloud connection necessary for a LAN party kind of multiplayer

frosty light
#

but can it hold 20 players?

drowsy snow
#

I've seen LAN party bigger than 20 concurrent players.

#

Not even VPN required for LAN connection in the same place, it's just devices communicating w/ each other directly, no cloud middlemen.

frosty light
#

The ppl will be in different households

drowsy snow
#

So it's NOT a LAN party multiplayer?

#

.
Also for clarification:
LAN stands for Local Area Network.

It means devices directly connected to each other in a local network. Same goes for WAN (Wireless Area Network), which is LAN but less cables.

ebon linden
#

Is there a better way to perform a functionality after a montage is done playing other than using the OnCompleted pin? When the montage gets cancelled it never calls OnCompleted.

I have this same issue when using anim notifies. If the montage gets cancelled before reaching the notify, it won't call the notify function.

drowsy snow
frosty light
ebon linden
#

A montage can be stopped in multiple ways so I would need to call it in multiple places. Surely there is a better way to handle this?

drowsy snow
drowsy snow
frosty light
drowsy snow
#

And no, VPN is STILL redundant for LAN connection.

frosty light
#

So just open the ports and let ppl connect using steam?
and hardware for this host? I guess it should have good CPU and ram, but I don't know/
I really don't understand this area

drowsy snow
#

And here I thought you're running your own dedicated server for internal testing purposes...

frosty light
#

we want test the work and show to ppl and get feedback

violet lake
#

I have a question
I have two folders One containing mobile assets and second containing pc assets
On build time how can i package only the assets of pc or mobile ???

drowsy snow
mental solar
#

kk

pine siren
#

Is there a way to make the editor open the level I was previously working in before closing last time? I don't want to set one level as the "Editor startup" in the project settings, I want it to remember..

drowsy snow
pine siren
abstract veldt
#

How difficult is it to implement custom resolution rendering?

drowsy snow
abstract veldt
drowsy snow
#

Assuming what you're asking is having the viewport render at different resolution than the application's.

abstract veldt
ornate monolith
#

Anyone else had a bug with DirectionalLight set to movable, that the animations won't work properly? If i set the light to stationary it works without any problems. So weird :S

dapper orchid
#

SOS. im having a big issue with this mesh/ spot. we have done everything you can think of n terms of light maps etc, the smaller mesh on top is the exact same one, does anyone have an unusual idea what could be causing this

grim ore
#

drag it onto another parent, so whats above the mesh?

#

probably the capsule?

abstract veldt
drowsy snow
undone orbit
#

What's a decent compression setting to use for non-color data (AO/roughness/etc)? I'm used to using bc4 for such things but I'm not familiar with how UE handles assets

plush yew
#

Alright

marble otter
#

How does Interp actually work? it's been so confusing to me.

#

I know get world delta seconds and stuff... the current/target/interp speed is all... kinddaaa understood, but I feel like I'm missing somethin

potent bridge
#

is it possible to open an existing blueprint node in C++? I want to remove the touching ground condition from it.

drowsy snow
#

Do note, however, that you can alternatively use Timeline nodes instead.

drowsy snow
potent bridge
#

nah

#

existing jump one

#

Thing is I'm trying to make it so jump is dependant on how long the buttons been pressed for but also want a double jump

drowsy snow
potent bridge
#

no.

drowsy snow
#

Then tough luck, you can't modify pre-existing engine nodes without building from source.

Best you can do without modifying the engine is just to recreate character movement component from scratch in C++

plush yew
#

@cinder wraith how is your project animations going?

marble otter
#

I guess my main question would be, what's the mainstream way of taking a dynamic value. Increasing the "speed in this case" when pressing a button, then returning it back to the normal dynamic value?

Normally you can just say "set it back to 600"... but it needs to be set back to its original value (that is changing)

#

I can upgrade player speed
There's also a sprint. I currently duplicated the move speed, and kept one as "real" and one as constant

#

trying to do it for FOV now

#

FOV being changed by the player, then when sprinting, increase fov, but go back to the original value the player set it to

#

There has to be a function for this right?

drowsy snow
marble otter
#

Interp can't perform it?

#

It can't ... ughhh

#

So yeah, I just gotta keep caching stuff

cinder wraith
drowsy snow
marble otter
#

This isn't exactly working

#

Finterp connects to "set field of view"

#

it doesn't change fov at all

#

if I set interp to 0, it'll jump to it like on and off

#

20 will also jump to it

#

1.2 changes it a minor amount

#

still a jump

#

Field of View cache is 100

#

setting interp speed to 0.3 will make it go to 100.1

spice ruin
#

Are you ever changing Field Of View Cache?.

marble otter
#

Not at the moment

spice ruin
#

Because that interp node is taking the current value.

#

Not the original value

marble otter
#

cache doesn't change

#

So I should set current to the actual fov

#

Evertime I press it, it goes up

#

lmfao

#

this happens when I spam click my sprint button

#

otherwise, there's no change

drowsy snow
#

It's just that it has to happen in Event Graph or Macros, as Functions can't take latent actions

#

That is considering if the code won't be directly translated to C++ as it is

marble otter
#

its strictly blueprint

spark hawk
#

Hello guys 👋. Does someone know if I can expect any performance issues when allowing CPU access for Static Meshes?

drowsy snow
spark hawk
wet quail
#

is there a way to drag amounts slower? I barely move my mouse and the amounts change by 10, is there a shortcut to drag amounts slower?

wet quail
#

f

#

thanks

grim ore
#

just have to type it, or make something else to handle it for you

thorn river
#

quick question, what variables can i manipulate to make the character walk at the same speed in every direction? basically i want players to be able to take control of an arachnid who can walk backwards or sideways just as fast as moving forward

#

is there something inside character thats exposed to blueprints

fresh pulsar
#

Is it possible to make a character intangible to anything but the floor tiles for a period of time? I'm planning to add an invisible dash as a mechanic where a player can dash through obstacles and enemies

#

I also imagine to stop them getting stuck in walls I'd need to kick them out to the nearest empty space if I detect they're in there

#

Not gonna implement it yet but just want to make sure it's reasonable

broken heath
#

I can’t organize my files , the game wont work if i move the folder with (save game / main menu/game instance) and fix redirectors

fresh pulsar
grim ore
#

@fresh pulsarit is, you can use custom collision channels and change them at runtime

fresh pulsar
#

Cuz the second option sounds way faster given I'm probably going to make a bunch of unique assets

plush yew
shrewd barn
#

Is it possible to do so that after loading the level it would not be unloaded anymore?

plush yew
#

anybody here use git kraken?

shrewd barn
#

(Streaming Level)

#

I just want to change the level visibility after loading, I want it to be in memory all the time

fresh pulsar
#

huh weird, double jumping should already be possible with these nodes, but apparently it isn't

rotund scroll
rotund scroll
undone orbit
#

Are there any alternative workflows to node graph that don't involve c++?

fresh pulsar
#

@rotund scroll btw I sort of have a problem.. a tutorial I'm watching requires the event tick node for a mechanic, but you can apparently only have one and that node is already assigned to updating the animation

rotund scroll
#

only one event tick exists per class

fresh pulsar
#

ah frick I forgot to turn off reply ping

fresh pulsar
rotund scroll
#

timers, timelines

fresh pulsar
# rotund scroll timers, timelines

uhh soo.. are timers like a node you can search for? if so what name cuz I'm searching timer and it's coming up with a bunch of things that don't seem to be just a timer itself

#

just wanna call a check and the things it calls along with it fairly constantly

modest trench
#

I think you want a sequence node after tick

tepid dove
#

Hi, A Question, I'm using Megascans and I expect soon release a game , So, I'm reading about stuff (like request UE trademark request for blog & Credits & splash and that stuff).
I remember Metro Exodus showing Megascans logo in their Splash Screen (that before purchase from Epic Games), I already credit them in the credits section.
But do I need something like that? (Because I already doing for FMOD and that kind of stuff)

#

And I don't see the MegaScans Unreal Unlimited License EULA

boreal otter
tepid dove
#

I was looking in the Quixel Page, But I wasn't seeing, thanks a lot.

boreal otter
tepid dove
#

Yeah, A lot of thxs

boreal otter
#

For more details you can contact quixel support by mail, they have an active support team, I personally got answers the day I asked them. So far great experience with that

boreal otter
shrewd barn
#

I want to load all the levels during Loading Screen and I want them to stay in memory, I don't want to delete them, because when I load / unload while playing it is such a short LAG, the game crashes for a while. Then, when the game is fully loaded, the loading screen disappears and when the player walks between LevelStreamingVolumes, it only changes the visibility of Levels. can someone specifically tell me how can i achieve it? what how to set? 😓

barren cargo
#

Hey, does anyone know if it's possible to set a separate grid snapping for the Z axis from X and Y in UE4?

tepid dove
#

Maybe because I'm programming for VR, but usually between loads and unloads, I put a fade in. (I have a Loading room)

rotund scroll
tepid dove
#

Also, check you have ticked in the project settings the option for Async Level Streaming

shrewd barn
#

@tepid dove

shrewd barn
#

something like that?

tepid dove
#

Oh, no, I mean, Async Loading Thread.
But Maybe you are not using xd (in Package Streaming). So nevermind

rotund scroll
tepid dove
#

@shrewd barn

#

Check about Background Loading also

#

And Don't tick Should Block on load

versed star
#

This keeps happening every time one of my bullets hits another bullet, does anyone have a solution? I have dual smgs that converge on a single point and every time they do it causes an error.

plush plinth
#

where do i post tutorials

grim violet
#

Anyone familiar with using custom input for character movement? I am trying to use live motion capture as the character input so when they mocap moves, the character collisions work. Is this possible?

#

I use Live Link for the motion capture (perception neuron has a live link plugin).

bitter iris
#

what is going on with ue4 lately ffs

#

anyone know what causes this

#

wait it looks normal in that GIF 😂 basically it flickers away instantly i cant see anything

bitter iris
#

yup

#

whats wrong with nvidia

clear estuary
#

Could be a driver causing issues

bitter iris
#

fairs would make sense ill reinstall latest driver

drowsy snow
bitter iris
#

I'll try reinstall then if not ill downgrade

#

Appreciate it

modern tree
#

I'm working with Water plugin, spawning Buoyancy demo box works and looks great. But duplicating and dragging it into my content folder breaks buoyancy but it has the exact same settings as the demo one. Is there some step I'm missing?

#

Oh now it works. Huh

random pagoda
#

Running into a slight issue with loading and saving data. I have a custom struct that holds some TMap variables for my character skins. While in the lobby you can change your default skin for each character and I’m saving that to the struct on the game instance. In the game map when you select a player to use I pull data if any from the saved game and spawn that character. The game is saving and working in the lobby level. Once I change to the game map and try to grab the data from the saved game my map is returning a null value. Also whenever I stop the PIE session and play again all data is lost as well! I followed this tutorial to set up my save system logic https://docs.unrealengine.com/4.27/en-US/InteractiveExperiences/SaveGame/

Overview of how to save and load your game

plush yew
#

hey, im currently using a radio model from horror engine which is able to turn on and off. However, I am not sure on how to put my music/sounds into it, any help appreciated!

finite jasper
#

does anybody know why when i try to connect to unreal remote 2 to test my mobile app, it doesn't connect? i have apple ar kit enabled, remote session enabled, and virtual camera enabled, and it's still not working

drowsy snow
idle otter
#

Is it just my system or does unreal 5 crash every couple of minutes to the point that I have to restart my computer every time it does

fallow venture
little falcon
#

what could be the reason of these werid black shadow

#

it moves with my perspective

spring steppe
#

@frosty cradle did anyone answer your pawn question?

plush yew
#

how many lods should I have on 100x100 map for tree's? 8 or 10?

drowsy snow
plush yew
#

i guess it's all about first 3 lods

#

when I press play the fps is fine, then suddenly shadow appears over tree's and it drops back like it used to

#

first lod screen size 0,04 triangles 25

#

second 0,039 triangles 14

#

third screen size 0,017 triangles 14

#

also all tree's look black after building lights, but I guess that's directional light

short hinge
#

hello guys , why my cloud are blurry like this ?

gloomy fiber
#

hey guys

#

does anyone know what am I supposed to connect to Object in this case ? Nothing I did works

#

the idea is when my player pawn overlaps the trees on the map, he gets slowed down

#

it only works if I connect other actor to object, then pull from "cast failed", but this is wrong and silly because each time i overlap anything it sets the "is hitting tree"

tardy birch
#

Hi @gloomy fiber, I can help you with this.

gloomy fiber
#

oh

#

any idea what to do ?

#

Googling it didnt help me one bit

tardy birch
#

I got it working on an empty project where I used bushes from the starter project instead of trees.
First, does your character use a collision component? Like a capsule component as the root?

gloomy fiber
#

no

tardy birch
#

Something similar to this?

#

I see.

gloomy fiber
#

its not a character is a pawn

tardy birch
#

That's alright. The character class actually inherits from the pawn class as a matter of fact 🙂 But forget that for now. We can get this working without a collision component too.

gloomy fiber
#

I could add a collision box

#

i've actually tried it in the past and it didnt work

tardy birch
#

So the body is your main static mesh that you use to check overlap events.

gloomy fiber
#

yes

tardy birch
#

Does your static mesh have a simple collision active? You can check this by going into the static mesh -> collision -> simple collision.
If it has a green wireframe, it has a simple collision active. If not, we'll have to add it.

real gust
#

Does anyone know if I can take my moving camera data and export it to another program?

golden sundial
onyx sparrow
#

hi guys

#

I wanted to ask something

#

I have a custom keyboard, which I wanna use in VR

#

whats the best way of doing it?

#

till now I think ill have to use keyboard Actor as widget

#

and can anyone guide how to do it?

worthy estuary
drifting elbow
#

hey all, what's the best channel to ask for localization stuff?

drowsy snow
real gust
#

Guys please just let me know if it’s possible to take one cinecamera and track it’s movement with sequencer, then take another cinecamera and track that one too, then merge both cinecameras together so it is now just one cine camera in the sequencer with both movements together

#

So it looks like one camera filmed the hole thing

drowsy snow
real gust
#

Let’s say I end the cinecamera 1 off aiming at your feet. And begin cinecamera 2 aiming at your chest. How do I transition the two cameras tho without it looking like I put two cameras together

#

The animations in sequencer will blend the key frames. Is there a way to do that with the cinecameras ?

#

I’m just thinking if I want it to look like one camera filmed it all, how do I fill in the cuts, cuz I can’t begin shooting perfectly where the last one ended

lofty crest
#

Hey, just a quick question, in blueprint editor you move by dragging left mouse button. Is it possible to change it to move by scrolling (up and down) and shift + scroll (to the sides)?

tardy birch
real gust
#

I think if I copy the last keyframe on transform cinecamera 1 and past it on the first keyframe cinecamera 2 it would work right?

#

I’m gunna try when I wake up

drowsy snow
#

I think there's an option to blend between cameras in Sequencer, can't recall where it is tho

real gust
#

Okay

worthy estuary
real gust
#

It’s hard to find info that’s why I ask it could save hours of trying stuff

#

Thanks! I’m excited tho about tomo

pale herald
#

Guys

#

How to solve every time I open the project there are always some actors not loaded

#

I have to go to each actor and click load unloaded actor

#

Is there a way to let them load automatically right after I opened the project?

cedar mason
marble otter
#

Rarities in games;
How many rarities should there be in a game?

Of course the type of game matters, but make up your own scenario.

drowsy snow
marble otter
#

lmfao

#

Remove the thousands of dollars part, but yeah. I need them to want to keep rolling lol

#

There's stats
effects
and class mods

drowsy snow
marble otter
#

It'd kill the game's whole identity lol

#

stats change basic stats

#

effects modify how things work

#

class mods change the upgrade based on your class

#

say sniper has a -95% rate of fire class mod

drowsy snow
#

Gacha games would disagree on that. I jest tho

marble otter
#

So the idea is that, normal cards give stats

#

more rare types give an effect.. or multiple

#

the best ignore class mods

#

so you can get that 100% additional attack speed on a sniper

#

think of common, rare, uncommon, unique, epic, exotic, legendary, etc.... how many of those categories should exist in most games? <3

drowsy snow
short hinge
green light
#

I would love to know how to choose a color from a widget button and use it to change a static mesh in a scene basically character walks up to object trace hits object, widget pops up, I select a color (colors are Buttons) then the selected color gets set to the static mesh the line trace hits

tribal trail
#

Where would someone go to learn how to create automated testing? Specifically collision testing. I'm working on a large, shared project and would love to avoid manually checking collision everywhere.

rotund scroll
potent bridge
#

Is it possible to have a blueprint within a blueprint? Basically trying to make a falling object that consists of other prefabs (like passthrough platforms.)

#

nevermind. just making it a child works I guess.

tribal trail
rotund scroll
tribal trail
drifting elbow
#

since I had no time earlier, here's my localization question. We work with a secondary tool for dialogue management and basic story scripting called articy draft. With that tool, we get all data into Unreal using the specialized importer, which gives us all details as data assets. These data assets contain all texts as localizable. All these texts are standard FTexts and are gathered just fine. The issue is, most of these texts are used for scripting, debugging (where are we in the graph?), stage direction and more. It just makes no sense to localize these info.

It's easily possible to exclude certain classes using the localization dashboard/configs, but that's not good enough. I believe we should create a system to add the FTexts we want to the gathering system. I've seen there are multiple gathering stages in the configs and they are basically calls to commandlets. Would it be possible to write our own commandlet to gather the texts we want from the DataAssets? Is there some resource where I can find more details about the localization system of Unreal, besides the documentation you can find with 5 minutes googling?

green light
#

I can't believe nobody knows how to solve my issue, I can't even find a UE4 or c++ user local on facebook local groups

ashen brook
#

do note that you can't set colors on static meshes, but you can set colors via vector parameters on dynamic material instances

#

Basically, what have you tried, where have you failed

#

then tackle the problems one at a time

#

if it's too complex, break it down into less complex steps

green light
# ashen brook Basically, what have you tried, where have you failed

I have it working though, on my level blueprint I can walk up to a mesh and change it's color through the widget, but the thing is, it isn't a positive HIT type of thing sometimes it doesn't change color, i have to move to another spot, I can change all the walls in the room to a separate color but like I said it is kind of hit and miss, I want it to be off the trace, cause I can see it is actually hitting the mesh, my way is just touch events (mouse)

ashen brook
#

that could be any number of things. Have you tried debugging which object is being hit? Maybe there's a collision from an unrelated object in the way

#

Do all your meshes have simple collision set up? Are they configured to use the correct collision profile?

#

How do you set the color - Is the material parameter you are accessing spelled correctly in all material instances?

#

Are you managing references to dynamic material instances correctly?

#

etc

green light
#

not sure pretty new, didn't think this was gonna be as hard as making a game 🙂

green light
green light
ashen brook
#

I'm at work right now so I can't help you in detail, but hopefully someone else here might

green light
stable remnant
#

anyone got good advice for making a hologram style preview for a placement tool?

thin tendon
#

@stable remnant Get a copy of your mesh you want to place. Lock it into the spot you want for movement. Add a semi transparent material to it. If it can't be place change the colour. If it can change it back. ON place remove the whole thing and place actor at transform

stable remnant
#

is it possible to apply transparancy or some material ontop of existing materials? (I think I want that at some point, I'm not actually sure?) and/or highlight edges or something?

#

I don't have any real assets yet to test it on anyways, I'm just using cubes for now xD

deep temple
#

Hello ! Does anybody know what the difference is between Unreal Pixel Streaming and Microsoft's xCloud ?

plush yew
#

why I can't paint the bottom?

autumn flame
#

Ask it kindly to let itself be painted

plush yew
#

👌

#

same way you can't spawn foliage tree's on flat surface

#

sometimes it works, sometimes it don't

#

not sure if it's a bug or not lol

#

atleast it kinda makes it look natural

worthy estuary
green light
#

This might solve my issue, I saw I do have collision on my Static Meshes and I get a solid click and I can change the color but only on the outside edges of my static mesh do I get a positive hit and works fine, I would like it on the face of the static mesh, Possible?

grim ore
#

do you have good collision on the mesh?

#

it definitely sounds like your not doing what you think your doing based on your problems. Are you using click events on the meshes, or using line traces?

barren brook
#

Can anyone tell me what I've done wrong? I have created an array {Actor type}, Pick up an actor and create in array, Display array contents with print string. All ok, after a couple minutes or seconds (randonly?) displaying the array only shows slots used 0 1 etc. but the item 'display name(s)' have vanished.

grim ore
#

show the issue in screenshots or video? or show code? or show both.

barren brook
#

Player put and display

#

Item scripts

#

Display 1

stable remnant
boreal otter
# worthy estuary Does anyone know how to remove this shadow under the cube?

Try checking this forum article, it might help: https://forums.unrealengine.com/t/field-shadow-artifacts/147000

subtle kelp
barren brook
#

But I can drop it back in the world for a period of time after it's been destroyed?

subtle kelp
#

I don't know about attaching actor to component so this maybe wrong but it seem it's no longer an actor but a Component when you attach it, and when you "drop" it create a new actor from the component

barren brook
subtle kelp
#

if that's what you want just move it out of player view, move it back when you drop it

grim ore
#

whre is your code to put the item back into the world, once you inventory it?

barren brook
#

Nope that's not it...

barren brook
#

@grim oreHere's what I'm using to drop inv item

#

Changed it to break also, but items still loosing detail after some time in inventory array

grim ore
#

so they lose their detail as the item is gone from the world, all you are doing is keeping track of the item when you put it into the array

barren brook
#

yes

grim ore
#

then you destroy the item and poof, that keeping track eventually goes bad when garbage collection runs

#

so your code is fine, your logic is not

barren brook
#

kk

grim ore
#

do you need the item itself to spawn in from the inventory? lookin at your code... you dont...

#

so... how can you fix it

#

all you are needing from the inventory is the class to spawn in your item, not the actual item

barren brook
#

So I need to add the class to the inventory[array] instead of the item?

grim ore
#

to solve this problem the way you designed it, yep that would do it. store the class in the array, then you can use that to spawn the item

barren brook
#

Thanks I will try that 😄

#

@grim oreThank you ^_^

grim ore
#

its a start, it might be all you need depending on what you are doing 🙂

buoyant graniteBOT
#

:triangular_flag_on_post: Ez#1524 received strike 1. As a result, they were muted for 10 minutes.

halcyon fiber
#

If somebody can shed some light on how to prevent the wheel to be affected from those side collisions , the wheel attaches to body using two physical constraints one is swing (one axis limited all other locked) and twist (one axis free other are locked)

edgy anchor
#

I don't know if anyone can help me or someone had the same problem as me, when I start my game I have FPS of 50 but player movement seems slow, after 3-4 minute gameplay the character moves more normally. It's like it's calculating the shaders but it's not actually calculating them.

#

it is a texture problem

rough ore
#

im trying to cast movement scripts to other blueprints but the cast node wants an Object that i don't have?

#

essentially im trying to make a game that uses two different characters with their own control schemes and this is how i figured to set up the controls

exotic geyser
#

is there a way I can clamp the camera rotation in local space and not in world space?

oak patio
#

It lets you take things like a general actor reference and say "hey i mean this specific type"

rough ore
#

i have a specific player 2 instance in the level so how would i choose it

oak patio
#

Make an actor variable in there, click the eye icon, then in the viewport you can set it to the actor thats placed in the level

rough ore
#

ok

#

would a Player Index integer work?

exotic geyser
oak patio
#

Thats designed more for multiplayer in prrtty sure

#

Like WAN multiplayer

rough ore
#

ah

#

...so could i call a Tag?

oak patio
#

Unless both have player controllers in which case it works

#

Why not just the simple easy solution i gave that is the way you are meant to do that

rough ore
#

honestly because i dont know what you mean

oak patio
#

I gave you step by step

#

Make an actor variable

#

Click the eye icon

#

Go to viewport

#

Click on whatever actor it is that you made the varibale in

#

Set the variable to the instance of player 2

#