#ue4-general
1 messages · Page 1159 of 1
?
or do I have to somehow setup an event in the C++ code that I can then use in the blueprint?
So should I derive the blueprint class from the interface?
Or from a C++ class that inherits from the interface
Cause I just tried this but upon compiling it says a blueprintnativeevent cannot be virtual
Alright wait can I just
send you all the screenshots on DM?
Of the interface setup
Or wait I'll just send them here
Ahh alright I was just asking here since it's a mix of cpp and bp
Ohh but
In my C++ classes
which inherit from the interface
Each class that inherits from it has a different implementation
of it
So doesn't that need the function to be virtual?
Ohhhh I seeeee
Thank you!
Although in my CPP code
If I have to call to the interface
would i go
Interface->InteractReceive()
or
Interface->InteractReceive_Implementation()
The latter I assume?
Are savegames encrypted? :o or can I achive that somehow? I need to save sensitive data
not resolved, please help
Whattt
Would that not work?
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
I'm still waiting for it to compile haha
Is there a designated place for noob questions or should I ask away here?
You can ask here or in #introductions both are okay but mostly of people asks here
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
Did I miss something obvious or should I look for docs elsewhere?
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!
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/...
Should help you understand how landscape painting works
How do I import models from blender correctly with out those errors appearing
those shouldn't be an issue, seems like you have the same texture name for 2 or more files and it got renamed
That was pretty helpful, it's actually completely different to what I expected lol
Happy to help
i don't know how to rename those textures, it was a downloaded pack. Cant find anything online regarding that subject, I will just remodel it my self. damn it
even with those errors the file should be fine, does the fbx model work in ue editor fine?
the model it self is great, its just the damn textures
whats the issue with the textures?
do they look different in editor or?
nope, just leave it lol its ok I make a new model
prob something is messed up with the .mtl file creation, don't wanna be bothered by it
Don't wanna be stuck on it for now
But thanks anyway, Appreciate it
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?
See pinned message of this channel.
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
I assume I just go ahead and pick one?
Guys, how can I have more precise than 6 points of precision floats in blueprints?
Are you in UE5?
on ue4. in ue5 it's already fixed?
after any float calculation my result is always no more than 6 points of precision.
UE4 only use single floating point. UE5 has double floating point.
UE4Editor keeps crashing
ok, clearly needed to reboot. But it was weird, no reason at all.
not even a project, but just the engine, it wouldn't start
well, guess I'll sink or swim then ._ .
Wouldn’t start as in the banner wouldn’t show?
no, it just dies after an error. But now, after the reboot, everything seems to be ok.
@neat abyssyes you can start anywhere, but... do you want to start anywhere or maybe one of the introduction courses?
Have you checked the logs?
not really. I am not sure where do I find them.
That's the thing, I just got handed like a dozen or more introductory courses and it's like
I dunno... I mean the first one... seems....
okay, I actually didn't see that one, thanks
gdit Blep use your eyes
a few failed to load dlls
which then it reports they don't exist. It was some mess, I guess. But now it loads and works as usual.
maybe the launcher farted. It happens with a lot of messy code 🙂
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?
but the problem is gone when I removed reflection capture and added a new one
I guess, things are just a little bit buggy 😄
Are the two meshes exactly the same ? the ray might be missing the floor and hitting the grass under.
Can I make a component inside of an actor ignored by an Interp to Movement Component?
ah sorry, my bad
yes they are same
trace is not missing, I checked.
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?
set your scene units to 0.01, scale the skeleton up to 100 and then apply scale to the skeleton
anybody here use gitkraken with github?
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?
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?
Ok i need someone to tell me how to stop walking animation footsteps once the player has come to a complete stop
because it always runs the full 24 frames, and sometimes plays unnecessary footstep noises
What happened to DevAddicts discord? lol
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).
Is there anything I can do to Unreal so that it distinguish duplicate Raw Input devices with same vid and pid?
Otherwise I will have to figure out how to modify vid and pid😢
I'm trying to get the SENS Slider variable from my settings widget, what is the object I would cast from?
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.
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
sorry i completely missed that when searching thank you!
no worries :)
Help on custom fonts
the preview on the font import works well though
but on text render its just squares
Hey Guys, RTXGI not working on UE 4.27? My graphic card's 3060ti
I searched but couldn't find many resources
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?
If a bone has its deform turned off in blender will it also not deform in unreal
shader compiling stuck on 4.27 ?
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?
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?
Is it possible to create visual novels in UE5?
how do i fix this ?
yes, but why?
there's a bunch of other "engines" which are better suited for that
Indeed. I was just curious.
Yes.
If you want to be absolutely overkill or felt constrained by RenPy, then making VNs with UE4 is possible
RenPy is easily disassembled and isn't console ready.
Hi i want to play morph target in sequencer any idea how can i do that please mention me
you can also make VNs with PowerPoint
your faces are flipped https://youtu.be/Z--dnYonag0
Or GZDoom with some ZScript work
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 !!
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
Right click -> Asset Actions -> Export
That'll export textures to TGA.
(Alternatively you can go into the directory for your megascan downloads and manipulate the texture files directly)
yeah I saw TGA and no PNG
I'll try TGA now
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!
UE4.
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.
Displacement_2K_scnmuvp0: Texture is RGBA16 and cannot be represented at such high bit depth in .tga. Color will be scaled to RGBA8.
do you happen to know what this means?
Ignore it. Displacement mapnis barely relevant anyway
Understood, thank you very much! 👍🏼
thank you💛
how do I get these tabs?
I created some LOD for fur
but can't select them in the viewport?
If you mean the main level viewport, no.
so it always shows LOD0?
Main level viewport already have LOD going on.
basically I want to check the FPS for each LOD
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
any ideas?
The more practical profiling would be testing View Distance scalability, as that could affect how early lower LOD levels getting visible.
noob suggestion have you manually built lighting? sorry im new lol thats the only thing i can think of,
every reply helps 🙂 no as far as I can tell baked lighting should be off completely just to make sure
oh i see, sorry thats all i can think of, hopefully someone else can help
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 ^^
but still. no idea how to get rid of those shadows
Hi, is anyone using github source control for ue4? I need some help
will epic be at GDC?
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"
I feel as if the listen is incorrectly placed. if anyone has any insite on this, i would really appreciate the information.
here is a source to reference the system I am using: https://unrealpossibilities.blogspot.com/2020/09/unreal-engine-tutorial-setting-custom.html?showComment=1647990038819#c4108166119774404402
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)
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..)
are your lightmap UVs correct?
I think so. when I check out UV1 in the editor it looks like all the other modules
ah shit- somehow when I want to change the hair sytem on my character it wants to recalculate everything
is there a way to not have to do that? It was working fine before
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 ?
See pinned messages.
Oh dang ty
Hello, is there a way to heavily optimize SceneCapture2D?
idk can somehow lower fps or something else but not to lower the resolution
You can exclude actors, pretty sure you can turn off shadows etc
If that wasn't enough, blame Canvas Render Target
Probably not.
Can only assume it's moving engine, because it was a Unity app
The performance of Mixer is kinda awful, to say the least
Ahh ok I didn't know that I just haven't seen any updates at all recently
Shit, mistaken with Bridge lmao
Yeah I was gonna say
Though bridge getting really cool features in 5
Making it even more seemless
how is SceneCapture2D with such settings not optimized at all?
i even turned off the static mesh rendering
Updating Scene Capture 2D is kinda expensive even if called in C++
Add that with Canvas Render Target that's also expensive to draw.
why then Canvas Render Target in which there is a resolution of 1 by 1 is still very expensive?
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
It was made from a first person shooter afaik
So is there a tutorial on specifically using built-in stuff like this to make a fps?
:triangular_flag_on_post: JamesAT#8797 received strike 1. As a result, they were muted for 10 minutes.
Starting with the First Person template is your best bet.
Not sure why I was striked for asking if it's worth buying if it can't be upgraded by the user as it's stuck on an old version. I don't condone piracy.
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)
There is little to no information in that crash report that is helpful. What were you doing?
i launched UE4 and it crashes immediately
Hmm, odd. You meet the minimum requirements for Unreal?
I guess you would given UE5 launches... I'm not sure honestly. Never seen that before. What engine version?
4.27.2
What GPU are you using?
It doesn't blame GPU tho
Dell NVIDIA GeForce GTX 1080ti
This still happens even after clean reinstall?
yes
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
ima try downgrading the engine to 4.26.2
I used to have unreal crash because I overclocked my GPU
i tuned it down and it wasnt crashing anymore
Hi, i'm using UE 5 preview 2 and i have a problem. Axis system is constantly flickering/blinking, while using object other than plane. Do you know how to fix it?
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?
The code gets static mesh called "blook" as you see there, but the code doesn't take "blook's" material
It looks like this, no any material in here...
But normally "blook" has one
so what can i do for that any idea?
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
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?
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
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)
Hello guys , anyone know how to do a digital twin for an airport ?
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...
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.
does anyone know how to find out if all actors of a class is not valid?
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.
where can i find dumpticks log?
Is it possible to revert back to UE4?
after accidently converting assets into UE5 assets?
project? not unless you have a backup or source control
Just some specific assets
which got upgraded as part of a project?
The assets are like a library of sorts which includes code i use and some material masters and widgets
so not really
just wanted to test out wether it would work
you can try opening it in ue4, but if they were opened and saved in ue5 then chances are no
can you not work in UE5 right now, you opened the assets
yea but TrueSky still doesent work yet
i tried porting the plugin my self but for whatever reason UE5 changed the EStereoscopicPass function
ah
so now the plugin just doesent compile
and no preview version from the author?
😦
it sometimes refuses to load assets and trying to use TS just crashes UE5
and your not using any source control you can revert?
when you opened the project in 5, didnt it ask you to make a copy?
i didnt open a project
it was just a folder of assets
a universal asset library with functions and such
which my main project happens to use a lot
so you made a new ue5 project, then added them in manually?
yea
ouch
but really why did UE5 change the EStereoscopicPass function
it used to be this
enum EStereoscopicPass { eSSP_FULL, eSSP_LEFT_EYE, eSSP_RIGHT_EYE, eSSP_LEFT_EYE_SIDE, eSSP_RIGHT_EYE_SIDE, }
now its completely different
it was split into 2 parts it looks like
yea
changing the function reference the new thing EStereoscopicEye causes more problems
wait does the release preview 2 have this change?
it should, the change was early this year
dam
i think i may just have to use the early access build then
gonna be a pain
still makes no sense why that function would need to be split
what commit was the change made? I might be able to pull from that and use that version instead
Do console commands reset on editor restart?
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
@storm ventureyes, they are temporary. If you need them to be permanent it would need to be an ini change
Awesome, thanks 😄
do i need to have it turned on? when turned off, the character can still interact with Actors
and it probably affects performance, a bit 🙂 so what can be better turned off
Holly molly Unreal 5 preview 2 is 19.5 GB ? Isn’t that a bit too much?
did you uncheck any of the options?
what was the commit before that?
UE is a chonky boy.
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
have you tried letting the game host lobbies on users PCs? (unless this is a game thats going to have more than 8 players)
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
you would also need to setup a static IP
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
ah, then yea your going to need to get a dedicated server
if im correct ( i never delved into dedicated game servers much ) , a UE4 dedicated server shouldnt render anything, just needs to process stuff
so you might need a powerful server if you plan on holding more then 60 - 100 players
Yes - dedicated servers shouldn't be rendering anything.
And you currently have to build from source for a dedicated server
Because reasons.
if you are doing any kind of game, use a source build
it will save you a hella lot of time later on
and if you need to make your own changes/ you plan on building for other platforms
This is terrible advice imo. Plenty of games are made without ever needing the source.
Wow, okay. And without a dedicated I cant host for more than 8 players or what?
yea but theres a lot stripped out of normal builds
yea, hosting more than 8 players on a client will have a noticeable performance dip
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 😛
although that could just be my code being unoptimized
no no no
you can keep it in BP
you just need a source build or a binary build that supports compiling dedicated server builds
of the engine*
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?
Is it normal for ue to be stuck at 45% when creating a VR template project? I'm using 4.26.2
can integers use a singular decimal
2.2
no
Nope
can I find an internship here?
check out the job board
I know but I cant tell which is internship
might have to look somewhere else then
:triangular_flag_on_post: 2CAN BOY#9273 received strike 1. As a result, they were muted for 10 minutes.
Manny is on a roll today 😅
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.
Does anyone know if there is a way to add new categories to the quick menu in unreal 5?
does anyone know why i can’t see any components in my details section ?
only shows the sky but i have other things in my game
window -> world outliner
thank you so much
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...
when using the reference viewer is there a way to filter for only static meshes?
if named properly, in search you should be able to write sm_
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)
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?
anyone have a good tutorial/link to block water in 4.26? (put a whole in a lake)
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
Post processing/exposure issue maybe? Save the level as a test level, delete the post process. And open the file and see if you get the same issue
I don't think so. I tried turning my post processing volume off and I don't think it's an exposure thing.
I'd probably say it's some eye adaptation stuff that might be default
check your camera's postprocessing settings
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
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
Still happening 😔
shouldn't happen at all with that turned off if it is exposure related
so must be something else
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?
if someone just add every default stuff in the engine that is not necessary, then yeah it can be bloated
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
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
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
Unreal assets are not backwards compatible.
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
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
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😄
an external SSD
wym?
what i said
you mean I phisically transport the project files?
yes
ok, do you know any cloud solutions that could do the job?
anything that offers an cloud drive, google drive, onedrive, you name it
problem is I think that the files are not synced automatically
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
source control? thanks I'll search for it
oh sorry, I didn't know wasn't clear..I simply would like to work on the same project file from two separate computers, located in two different homes
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.
That alone won't matter much. The build files are more detrimental on how long it'll compile.
(and also depending on your C++ code)
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?
None of them are any faster if it's just the .exe file
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.
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
idk if this is it but I found this:
https://docs.unrealengine.com/udk/Two/UnrealEngine2Runtime22262002.html
I think Unreal Tournament 2004 has the full editor. Another link said it was Unreal 2.5 so not exactly UE 2.
You have to go through UT.
Prior Unreal Engine versions (that are meant for proper production) are never made public.
that's lame. tech is uber old... I think ID Tech just dropped full source up to 2007~ for their engines
Ahaha i’ll check it out, hopefully it runs. There was a link that says download UE2 but gives a 404
Wayback machine gives me a login
So basically impossible to het
GL; you might have to use something modern or a different legacy engine.
why even use ue2?
Why not?
new stuff is very easy to work with and is guarunteed to run on modern os
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
ahh okay.
Maybe export it for the Gamecube PS2
For older engines, the original Source is avaiable somewhere in Steam.
Interesting, I’ll look into it
You can download Unity 3 but idk if that has the same tech to produce the same images
Might as well use old id Tech engines.
Only caveat is that those are licensed under GPL, so your game has to be open source.
lol; it's alright.
This too.
Unless you contact ID Tech and negotiate a license.
If you distribute it that is
Interesting
All the information about licensing fromm ID Tech is in their github repositories.
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?
id Tech source codes are all public
Perfect, I’ll check it out 😄
Anyone know if I can offset the initial rotation of an animation with root motion enabled?
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.
Folks I have a questions, is Ue4.27.2 the last one, or is there going to be 4.28 as LTS ??
4.27 is the last for UE4.
so no more updates? 😮
so if we've got a game coming out in the next 2 years, are we stuck? huh
I heard 4.27 will port seamlessly to Unreal 5.0
when it's finished there is supposed to be a tool
or something
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.
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.
true true
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
*2020
Was it? I knew it was recent but forgot how recent.
Do you remember the name of that game?
X-COM Chimera Squad
Also Mass Effect Legendary Edition if that counts as a new game
huh... didn't realise ME was UE
there's 2 if ME Legendary wasn't ported to a newer engine.
ME Legendary Edition isn't ported to UE4
The trilogy remaster is still UE3
I'm sure I'm going to get blasted for sticking with 4.27 lmao
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.
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
plus all the tutorials exist for ue 4
Trying to backport Oodle and Bink from 4.27 is goes too deep than I anticipate, thus moving to 4.27
specific features yeah
I wish 4.27 still had 32-bit packaging
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
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
Doesn't mean UE4 is getting removed anytime soon.
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.
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.
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?
The error box is not significant, but it obscures the crash reporter window
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
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
huh?
it replaces their references I guess
not the greatest name but what can ya do
@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?
just found out it was collision, sadly the model i downloaded didnt let you go inside :(
#cpp is a better place to ask probably
and if its been answered a lot, why not use discord search?
@grim ore i would have honestly but just thought it be better to have my doubts clear also know whats the lastest goin on
well if you have doubts, what have you found so far so people can give feedback?
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
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
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
if you want to make an easy 2d mobile game, do not start with Unreal Engine
Cpp is also evolving to c++17 and stuff do we need that for unreal engine?
I was just curious cause engine is imo very important decision
yes, and if your targeting a mobile 2d game then do not start with UE
Shifting or migrating is something i am not best with untiy to unreal hard stuff
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
C++ versions don't really mean much in reality with unreal, it's mostly some nice to have things rarely used depending on who you ask
I see
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
Megafunk if i want to start learning where is a good starting point
Mainly 2d games or 3d
Mobile or desktop
Cpp or blueprints
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)
U guys actually prefer unreal learning rather than udemy and stuff thats interesting to me
Cause i have always prefered external sources
I would always recommend Epic sourced content because it's Epic sourced content.
Even though its wrong
please point out the incorrect information from the official sources
I think they mean the external ones are wrong
ooh
I will say some of the Epic stuff might be a bit old for some sections
or a little light on details
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 😦
yeah, It's truly gigantic
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
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
Udemy is even more questionable, but I digress.
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
Depends on what you want to make in mind.
absolutely
honestly the pretty badass part of it is the new dynamic meshes and being able to script them
Depends on what you want to make in mind.
Depends on what you want to make in mind.
(Both, but fully BP is still possible despite higher level scripting)
Cube Grid is sooooo good imo.
i keep seeing it, I keep wanting to use it, I keep getting distracted by other stuff lol
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.
2D mobile game is possible AND plausible with Unreal.
Even Epic themselves made a couple of them, one of them being a Flappy Bird clone.
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.
where is a good place to start asking questions
guys, convince me unreal is better than Unity, i keep flip flopping between the two
You only have yourself to do the convincing.
SUS
I'm in Asher's server, so what.
that makes u a sussy baka
Oh, I thought you're talking about me spying on Unity server
does anyone know how to get my character to be pushed back rather than do this
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!!
agree
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
anyone know any tutorials about data visualization in Unreal Engine ?
@astral vergeyou mean like performance?
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?
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?
Nobody was thinking that this is possible but you can acutally paint hair in Blender and make it work with the UE4 Groom System.
The videos shows how.
Timescodes
00:00 - Introduction
01:11 - Create Hair Asset in Blender
03:59 - Paint Blender Hair
07:17 - Create te Octahedron
12:48 - Bake the paint to texture
16:06 - Bring Hair and Texture into...
I tried this but it didn't work properly
this is a cool tutorial
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?)
Sweet
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
anyone know good tutorials for data visualization in Unreal Engine ?
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
Is there a lightweight project floating around that only features the MetaHumans face rig?
Because ugh shaders
What exactly do you want to find out?
Just to play around with MediapipeFaceMocap https://github.com/JimWest/MeFaMo
Oh yeah, I'm hands off when it comes to mocap
oh well its lunch time ill let it run in the meanwhile
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
So basically LAN party?
You can just have one client serving as listen server. No cloud connection necessary for a LAN party kind of multiplayer
but can it hold 20 players?
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.
The ppl will be in different households
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.
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.
Why not calling whatever goes to OnCompleted when you stop the montage?
if they use VPN, doesn't it means they will be on the same network?
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?
Doesn't even matter, VPN only affects connection to the cloud.
Make it a function or event dispatchers.
so I need internet connections, can I make localhost from some office machine? I need special spec for that
So it is NOT a LAN party game
You could probably have a server in your office simulate a dedicated server then.
And no, VPN is STILL redundant for LAN connection.
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
And here I thought you're running your own dedicated server for internal testing purposes...
testing for client, im a student doing freelance work.
we want test the work and show to ppl and get feedback
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 ???
kk
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..
I believe there's a setting for that in Editor Preferences to open last opened level
Yes! Thank god. EditorPreferences->General->Loading&Saving-> "Load level at startup" = "Last opened"
How difficult is it to implement custom resolution rendering?
As easy as starting from r.ScreenPercentage
This applies for different aspect ratios too though, correct?
Any aspect ratio works.
It's a percentage value, just like what the command name says.
Assuming what you're asking is having the viewport render at different resolution than the application's.
Sorry, I meant so the enduser of the game can choose their own resolution***
From Game User Settings, call the function Set Screen Resolution
https://docs.unrealengine.com/4.26/en-US/BlueprintAPI/Settings/SetScreenResolution/
Set Screen Resolution
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
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
This will solve weird scaling and UI at different resolutions?
Not sure what you mean by "weird scaling"
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
Alright
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
is it possible to open an existing blueprint node in C++? I want to remove the touching ground condition from it.
Return Value goes to the float variable used for the Current, and then run that on tick.
Do note, however, that you can alternatively use Timeline nodes instead.
As in custom BP node you made in C++?
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
Are you building the engine from source code?
no.
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++
tyty
@cinder wraith how is your project animations going?
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?
Cache it to another float variable.
Interp can't perform it?
It can't ... ughhh
So yeah, I just gotta keep caching stuff
Going good man, thanks for your help last time.
See #instructions
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
Are you ever changing Field Of View Cache?.
Not at the moment
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
I'm sure this can be simplified with timelines anyway
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
its strictly blueprint
Hello guys 👋. Does someone know if I can expect any performance issues when allowing CPU access for Static Meshes?
Not sure how Static Mesh Components have CPU access to begin with
SM -> Detail -> Allow CPU Access
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?
Unfortunately no
just have to type it, or make something else to handle it for you
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
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
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
Isn't walk speed the same in all directions by default?
@fresh pulsarit is, you can use custom collision channels and change them at runtime
Would you need to set like every object other than the floor to unable to interact with from the players perspective or can you do it the other way around by having them not interact with anything by default but then have an exception for the floor
Cuz the second option sounds way faster given I'm probably going to make a bunch of unique assets
Is it possible to do so that after loading the level it would not be unloaded anymore?
anybody here use git kraken?
(Streaming Level)
I just want to change the level visibility after loading, I want it to be in memory all the time
huh weird, double jumping should already be possible with these nodes, but apparently it isn't
jumping only works on the ground. if you want to double jump use LaunchCharacter
yes, stream it in and don't stream it out
Are there any alternative workflows to node graph that don't involve c++?
@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
please read the #rules. don't ping people for unrelated problems
only one event tick exists per class
Ah okay
ah frick I forgot to turn off reply ping
is there something I can use other than the event tick?
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
I think you want a sequence node after tick
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
you can read it on quixel site: https://quixel.com/terms
I was looking in the Quixel Page, But I wasn't seeing, thanks a lot.
Yeah, A lot of thxs
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
no worries
ok, but how can i do it with LevelStreamingVolume?
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? 😓
Hey, does anyone know if it's possible to set a separate grid snapping for the Z axis from X and Y in UE4?
uuuuh, do You have unticked the check of "Block on Load" or something like that?
Maybe because I'm programming for VR, but usually between loads and unloads, I put a fade in. (I have a Loading room)
nope, but in BP you can
Also, check you have ticked in the project settings the option for Async Level Streaming
@tepid dove
so i need create new Actor and add collision and overlaping?
something like that?
Yeah, that was the option (I think?)
Oh, no, I mean, Async Loading Thread.
But Maybe you are not using xd (in Package Streaming). So nevermind
yeah if you want your functionality
@shrewd barn
Check about Background Loading also
And Don't tick Should Block on load
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.
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).
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
Are you NVIDIA user?
Could be a driver causing issues
fairs would make sense ill reinstall latest driver
You'd want to downgrade instead
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
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/
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!
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
Make sure it's in the same WAN, otherwise it won't work.
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
Hi, I know normally we create multiple sublevels to collaborating in the same level. like the manual here: https://docs.unrealengine.com/4.27/en-US/Basics/Levels/CollaborateWithSublevels/
But what if we have two teammates on same topic? Make two same topic sublevels? like XXX_Gameplay_A and XXX_Gameplay_B?
what could be the reason of these werid black shadow
it moves with my perspective
@frosty cradle did anyone answer your pawn question?
how many lods should I have on 100x100 map for tree's? 8 or 10?
UE4's LODs are maxed at 8.
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
or is it the grass 🤔
also all tree's look black after building lights, but I guess that's directional light
hello guys , why my cloud are blurry like this ?
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"
Hi @gloomy fiber, I can help you with this.
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?
no
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.
So the body is your main static mesh that you use to check overlap events.
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.
Does anyone know if I can take my moving camera data and export it to another program?
Does anybody get this glitch on UE4 (4.27.1)?
sometimes Right Click and Drop Down menus becomes invisible too when this happens...
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?
Why it's moving without doing anything
hey all, what's the best channel to ask for localization stuff?
If it's localising your UE project then here works
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
No, but you're not bound to limitations of physical cameras, so more than 1 cine cam won't hurt
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
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)?
Hmm... Movements like this in the editor happen when you hold the right mouse button and use WASD. If you have a controller connected that has a drifting joystick, this could also be the case.
No.
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
I think there's an option to blend between cameras in Sequencer, can't recall where it is tho
Okay
yes you are right thank you
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
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?
hey guys! anyone tried RL broadcast sample yet? https://www.unrealengine.com/marketplace/en-US/learn/broadcast-sample
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.
Enough to make one of your players spend thousands of dollars to roll the dice again and again and again
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
Keep that part. You can't get any more honest than that.
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
Gacha games would disagree on that. I jest tho
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
If in doubt, copy what gacha games did.
Can someone help me ? please.
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
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.
I believe hiring QA is the way 😂
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.
Sure but is there a way to make QA more efficient? I am also going to google this, I was just curious if folks have experience with automated testing in engine.
give them better instructions, have better hiring practices?
Haha. I'll ask again later. Thanks for the smiles.
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?
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
what part of this are you having trouble with? That all seems pretty trivial
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
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)
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
not sure pretty new, didn't think this was gonna be as hard as making a game 🙂
i wish I could make longer sometimes it doesn't change if I move to another wall then find a different spot on same wall and it will
I am just trying to insure no matter where I make a hit on the particular wall, it works like in my video, widget, I select and it changes
I'm at work right now so I can't help you in detail, but hopefully someone else here might
Ok no problem, if you got time later i would appreciate it, I got my animated widget working, and would love to get this working, not opposed to compensation for it
anyone got good advice for making a hologram style preview for a placement tool?
@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
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
Hello ! Does anybody know what the difference is between Unreal Pixel Streaming and Microsoft's xCloud ?
why I can't paint the bottom?
Ask it kindly to let itself be painted
👌
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
Does anyone know how to remove this shadow under the cube?
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?
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?
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.
show the issue in screenshots or video? or show code? or show both.
can you ping me if you find a solution 🙃
Try checking this forum article, it might help: https://forums.unrealengine.com/t/field-shadow-artifacts/147000
Hi, I tried enabling Field Shado on one of my projects I have some weird shadows behind objects moving at high speeds. I tried disabling Distance Field Shadow and whole shadow on buggy objects. I also tried disabling motion blur and even everything at once. Here is a snapshot of the undesired effect: Thanks in advance for your replies.
the actor in the array get destroyed when you call "Inventoried" so it's no longer in the Inventory Actor Array
But I can drop it back in the world for a period of time after it's been destroyed?
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
the Attach is just to move things around
if that's what you want just move it out of player view, move it back when you drop it
whre is your code to put the item back into the world, once you inventory it?
Nope that's not it...
@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
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
yes
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
kk
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
So I need to add the class to the inventory[array] instead of the item?
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
its a start, it might be all you need depending on what you are doing 🙂
:triangular_flag_on_post: Ez#1524 received strike 1. As a result, they were muted for 10 minutes.
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)
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
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
is there a way I can clamp the camera rotation in local space and not in world space?
So the point of casting is to talk to a specific object, if you dont supply one then it cannot cast
It lets you take things like a general actor reference and say "hey i mean this specific type"
i have a specific player 2 instance in the level so how would i choose it
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
currently I have a free look mechanic and i want to clamp the yaw of the camera. but it works only when control rotation yaw is 0. if its 180 it gets clamped wrong
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
honestly because i dont know what you mean
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
Hey Grillet, You need to make sure that the second pawn you spawn has a Player Controller possessing it, or it will not respond to input using the CharacterMovement component. Since you are attempting to use two pawns with the same gamepad, you’ll need to give the second pawn its own Controller; Player Controllers can only possess one pawn at a...