#ue4-general
1 messages · Page 1160 of 1
right now i mainly just have two blueprints: player2 (left) and player1 (right)
@exotic geyserlook at creating a new PlayerCameraManager class and applying it to your PlayerController, you can set limits for you view in there
Or look into how to do local multiplayer properly
thats what i'm currently doing
Thats another option
Just found this thread on it
In general eqch bp should be responsible for its own functions, so you shouldnt be moving the second player from the first one
are you changing them at runtime for some reason?
yes
Id look into how to properly do local multiplayer instead
uh huh, ok...
if you set them and test, does it work. without changing, but setting it to that value at design time and playing.
let me check
so it starts out with that limitation, to see if the settings are bad or some other code
here's the issue in action
same issue when it's set by defualt
it looks like its working at the start? how are you handling the looking and the rotating of the character
it works at start because of the Y rotation of the player - which is 0 on start. the rotation of the character is handled by Use Pawn Control Rotation
your using one method to rotate the camera, and another to rotate the player right?
no...the character itself uses the controller rotation yaw
and does your camera use the controller rotation yaw as well?
well the camera is attached to the mesh
yes but you are manually moving it as well arent you?
yes
and your camera move code?
yeah this is it
so how are you moving your camera and not the player, when it looks around
your free look mode
I have some glass that is animated using Vertex Animation Textures. It flickers in a cooked build, but not in Editor. Any advice on what to look at first, in order to stop the flickering?
how I delete this level forever? it keeps coming back when I open the project
what is the name of it in the top left?
thats the default level now, so maybe your project was blank with no template and its loading that in
Does anyone know how to force my computer to run Unreal on my Nvidia 3070, instead of Intel UHD? It like... really wants to use my shitty graphics chip, regardless of where I set otherwise:
Hey guys, I've got a main menu which runs its own gamemode & controller. When I load a new level I've overriden those gamemodes & controllers with the proper gameplay setups - however, if I load into the maps the gamemodes aren't being set properly. Sure, I'm loading my new player character, but none of the HUD & gamemode-specific setup is displayed. Any takes? 🙂
it looks like it should be using it, how do you know its not @tight gazelle ?
@grim ore Because when I run Unreal, UHD shoots to 99% usage, the 3070 runs the same as before, and my computer starts running horribly
thanks, totally forgot I had to change the default map
open the output log and search for adapter, see what it says
LogD3D12RHI: Found D3D12 adapter 0: NVIDIA GeForce RTX 3070 Laptop GPU (Max supported Feature Level 12_1, shader model 6.6)
LogD3D12RHI: Adapter has 8044MB of dedicated video memory, 0MB of dedicated system memory, and 16254MB of shared system memory, 1 output[s]
LogD3D12RHI: Found D3D12 adapter 1: Intel(R) UHD Graphics (Max supported Feature Level 12_1, shader model 6.6)
LogD3D12RHI: Adapter has 128MB of dedicated video memory, 0MB of dedicated system memory, and 16254MB of shared system memory, 0 output[s]
LogD3D12RHI: Found D3D12 adapter 2: Microsoft Basic Render Driver (Max supported Feature Level 12_1, shader model 6.2)
LogD3D12RHI: Adapter has 0MB of dedicated video memory, 0MB of dedicated system memory, and 16254MB of shared system memory, 0 output[s]
LogD3D12RHI: Chosen D3D12 Adapter Id = 0
LogWindows: DebugString: PrimaryIsNotTheChoosenAdapter PrimaryIsNotTheChoosenAdapter PrimaryIsNotTheChoosenAdapter PrimaryIsNotTheChoosenAdapter FoundDriverCount:4
LogD3D12RHI: Adapter Name: NVIDIA GeForce RTX 3070 Laptop GPU
That does make it sound like the 3070 is chosen
But then why does my Task Manager show UnrealEditor as using GPU 0 (Intel UHD) as my GPU Engine? 🤔
perhaps its going through it since your not using the 3070 as dedicated
my only real suggestion is to see if that laptop has a mux switch to disable the onboard gpu so this isnt an issue, if not. there are command lines you can use when running the editor to force which adapter to use.
hello guys I am new here and I have few questions about unreal engine 4 and multiplayer and servers etc where I can ask?thank u
also just ask the question instead of asking to ask it
i am degen sry
I'm getting this error when trying to refresh visual studio code project (same error if I right click .uproject -> generate visual studio project files). Anyone know how to fix it?
That looks like a Perforce denied permission
hey, is there a way to make it so that all your marketplace assets get's added under a specific folder?
I don't like it when they get imported into the root contents folder
Confirmed, project folder was set to read-only, I'm assuming by perforce. Unticking that solved the issue
Should I have done that instead? Was unticking that box a bad idea
It's good, that's just to avoid perforce doing it again in a future
I see thank you
VSCode starts properly now but throws a new error once inside :/
Seems to make all the #include throw "cannot open source file"
Not sure, never tried to compile with VS Code
Searching the error may return some results
Yeah doing so right now
You have to move them manually. Marketplace assets are essentially entire Content folder
Also doing it outside Unreal Editor can break references to assets, so that's that.
how do I add a variable to a call
I imagine it's a dispatcher, so you do it where the dispatcher lives
got it thansk
how can you make foliage stay visible from a birds eye type of view/far away distance? what is the optimal screen size, triangles and all that stuff
this is what I got, something is messed up there
should I learn blueprints first
or the c++ programming first?
because my end goal is to be able to use them both to my bennefit
yeah but which should I learn first?
because ive already learned some c++
and I want to put it to good use
But starting with BP first won't hurt. Least you're getting used to the higher level working of the engine.
ok
should I use this course you think?
Udemy kind of sucks.
because it seems like its the newest and most modern
No.
bruh
why not?
See pinned message for Unreal Online Learning courses.
I did all the popular Udemy classes this year for unreal engine and they are worse than garbage.
Because Udemy sucks in most part
The guy doing the class will spend the first several hours walking you through the creation of blue prints from scratch -- but the blueprints are in fact the default starting blue prints.
His C++ class is even worse.
yeah I took one other udemy course and im gonna return it
its really boring
and actually almost motivated me to quit
all of them are unreal engine 4 though
Doesn't matter. UE5 doesn't deviate much from UE4 when it comes to BP basics.
UE5 doesn't exist yet. Its in preview.
UE4.27 is essentially the same thing, minus lumen / nanite
but ive seen people use it
Do aware however, that some nodes are renamed in UE5, and math nodes are are universal in UE5
Other than that, it's pretty much the same
It's not like ye olde days of UDK/UE3 to UE4 
Considering the graphics card crunch and such, I think it'll still be some time before lumen / nanite are able to be fully used.
Not to mention Nanite recently raised the requirements a lot
how do you get access to hire sections?
So I was working on my vr game and I load the main map and every cube is gone and I can't place anymore.
if you look at the left the cube says none
I recently downloaded UE5 and a few plugins but that's it. Can someone help me?
remove the search query in the top right
Thats not what i meant
I am away from my PC currently but I think you are having a UI mixup
Whats that?
In all my years using unreal I have never had a scene just delete itself. Its more likely that the objects are hidden somehow.
Trying to generate visual studio project files from right clicking on the .uproject does not create the .sln file. Anyone know why?
@maiden swift how do you get access to the hire channels?
Read the #instructions
How can you access them to unhide them?
Ctrl + H to unhide all objects in the level.
Does anyone seem to get stuck on a box that pops up with "connecting to swarm" or something that sits there forever?? is there a way to make that go away?
didn't do anything
Then there are no hidden actors.
Is it possible you didnt save your level? or are in the wrong level?
this is what happens when i try to place a cube
no this is the only level I have and the last think I did was the lighting
so it had to save
ok guess I just read them and contact, wish it was in categories for easier reading, like 3d modeling, lighting, sound, blueprint, C++ but i will scroll through when i have more time
ok I can import cubes that are in my content browser
sorry, it's Starting up Swarm Connection.. and then it just sits there
stairs at me.
what pc do you have?
5900X/1070
how long have you waited?
between 40 secs - 180 secs..
it usually takes me 5-10 minutes to build the world, just have it run in the backround for a little and see if it works
ok. cool.. so it's normal to have it;.
yea, how big is your project?
started a new one, created a 50x50 landscape.
not a bad suggestion, you could maybe add that to #server-feedback instead of pinging the admin of the server directly
Ok yea just wait like 5 minutes and see if it works
rock on, thank you!
(have fiddled with previous versions, getting back into it.. )
Why almost all landscape assets on the marketplace have horrible fps, there are games like Zelda that get great fps with massive landscapes on mobile. Any landscape optimization tools available, I bought this pack here https://www.unrealengine.com/marketplace/en-US/product/elite-landscapes-alien-part-iv and it gets 0 fps. While games like fortnite get 800fps
I got this error when executing InstalledBuild with command BuildGraph -target="Make Installed Build Win64" -script="Engine/Build/InstalledEngineBuild.xml" -clean
I just want to release distribution for my team....
Can someone please make a game launcher that has live updates from github repositories!!!
u upload a new version of your game people that have the launcher already installed will also get the new install!!
just some simple but clean launcher that pulls your game from github repository every time it sees a change it updates the game
I mean, the target is the engine itself
It takes much time to build it so I want to give them a usable one
so now this is happening
Fortnite and Zelda are using really stripped down versions of the engine that disable some effects or emphasize others. Their textures and such are made in such a way so as to be extremely optimized as well.
It starts off normal then gets way too bright
@scarlet birch
I can’t get on vc but you got any ideas?
@rich bough sorry if someone already answered youi but that issue there is auto exposure in your post process set min and max to 1 and 1 or look into how to properly use auto exposure to get better settings
Ok thank you so much!
So I want to make water in UE4 that’s not single layered and looks relatively close to this. I tried using the water plugin for UE4, but I couldn’t get this result with anything I scaled. Does anyone know of any tutorials or master materials that can produce a result like this?
This is also close to what I’m going for
I hate to compare Unreal to Houdini and Maya but is it possible to add a heightmap to a brush for terrain editing
for example I would like to add a height to my brush so i can paint in geometry in different sections of my map
@shut nova try editing the master material for the water to have scattering
subsurface scattering might work in this case idk im still trying to figure out the landscape tools lol
That made it better but I’m primarily having this issue where when I look down the specular goes crazy. How do I fix this?
@shut nova idk much abou unreal but i have a good understanding of pbr water
ill send you my material when i work one out
Thanks I’d appreciate that
I have a feeling some other parameter is messing with the specular and they need to correspond in a way but I have no clue what that would be
subsurface materials can mess up both rough and specular
you can counteract this by increasing the base colors gamma
I remember trying with UE4 to check it after a while I was able to get it work.
It still seems to be glitchy Damm
This could be interesting, thoughts?
Anyone knows how the foliage system in Unreal works? Is it just a HISM ?
yea
you can do everything u can to a normal hism
My project somehow became an older "save" of itself, that I made 2 weeks ago or so. What has even caused this? How do I turn it back to the newest? I'm not opening a wrong project file (I think, because I searched trough all .uproject files, and this was the only one with the name I need).
i have the same problem in ue5 preview 2, did you manage to fix it?
Yes, changing import option to compute normals fixed it for me
cool, thanks for your help, ill try it out.
Sadly it didn't help, i tested my mesh with the same import settings in ue 4.27 and there were no issues, so it must be a engine bug in ue5
Hi who know how can implement realistic pitch in drone?I am using floating movement component
nevermind I figured it out, change my trace from capsule to sphere and bingo
How do you collapse / hide a group of objects in the world outliner?
select them, rightclick > put them in a folder.
folder can then be hidden.
anyone know how i can increase the length of a sequence?
its always 5 seconds
sorry if this sounds stupid im a beginner
Drag the red line to adjust the end time.
thank you
How do you integrate road plane into landscape? I have a road floor mesh that makes you fall through it if you place it as a mesh. In preview project it's already built in into landscape itself.
or how can you make it walkable on so that the player doesn't fall through it
If I want to make a survival game with procedural generation in each world I don't know whether to use ue4 or ue5, because in ue4 it works perfectly with the use of plugins but I would like to use ue5 for the world partition tool, however in ue5 the plugins give me error and crash (currently I need only xsola login plugin and voxel free plugin). Any ideas?
You can migrate worlds to world partition with a commandlet from ue4 to ue5 anyways
what channel I can ask questions about project packaging ?
I want someone’s opinion on something
I’m making a small little town and i’m gonna have a few sub areas that are in buildings. Would it be a good idea to have those rooms already loaded in and going through the door just teleports the player there or should I make a whole new level just for the room?
Hello, so I'm wanting my windows to basically mirror the surrounding environment and I use a planar reflection to make all my windows work like this. The small windows are not working and it is because I am using an Opacity map. Does anyone know if there is a way to make my small windows mirror the environment also with an opacity map? The small windows work if I turn off opacity so I know this is the issue.
should should be an announcement
I don't want gamejams to be risky, like fuck
i want to ask that can we create custom detailed character or object animation in unreal engine?
you can create an animation but you can't model a character
@plush yew i'm making a 3d platformer and i'm trying to make it fairly graphically impressive but also have good performance. so should i just use a separate level?
What use does the gamemode actually have for a single player game, cause my knowledge of it extends purely to the default classes you can set, such as pawn, hud, etc.
I know the game mode is used extensively in multiplayer, but wondered if it had any good uses in single player games, like how the huf class can make managing widgets a lot easier
can some one help me, I am experiencing lots of problems with EU4.27
Ask the question, dont ask to ask
So I yesterday every cube I had in my world turned invisible, they still appeared in my world out liner but they didn't show up as hiden. It wouldn't let me place cubes either. I found a way around it by just importing cubes from blender but is kinda anoying. Now every lighting source did the same thing.
They still work and can be placed, but completely inviable from my screen
That soubds really odd, does everything work fine in a new projeft
If not maybe try verifying your engine installation
Ok I will try, thanks.
dark asphalt is walkable, but grey part makes you fall through, why?
Is there collision on both?
Hello Im japanese
Iwant to use Unrealengine5
Check your collision view
Like thit twitter i want to promote 360video!
but Unity LUG!
I want to start MP4 MOVIE IN UE5!
BUT ISNt!!
LogWmfMedia: Error: Tracks 0000052CEC917A90: Format is not supported in D3D12.
and what do you mean by check collision
If its all 1 plane and the collision is fine then i have no clue whatsoever unfortunately
Please,please help me
So there is a collision view, that shows every collision box that can responfld to a player
You can view the dropdown under where it says lit, and there will be one for collision
So I made a new world, cubes are gone but the lighting works. I am about to uninstall UE I will keep my existing projects right?
How to duplicate my project as a backup
ok, thx
Dont uninstall, just verify install
How do you do that?
Just copy paste the project folder, or you can use source control like git
The little arrow next to your engine installs lets you uninstall or verify
You means clone ??
sorry all people,,,,
MP4 can not doing inthe preview UE5?
No i kean copy paste the project folder
ok
Like i said, find wherever you created the project, and just cooy paste the folder whereever, or use git
Oh okk ,copy paste on that folder with other name ,
still makes you fall through, noway that the only way to fix it is by sculpting under those parts of the plane 😄
How to delete unused assets when everything mixed up 🥲
it kinda worked after I changed material physical element, but still in some places it makes you fall into
bumparooni
well from the docs. ```Even the most open-ended game has an underpinning of rules, and these rules make up a Game Mode. On the most basic level, these rules include:
The number of players and spectators present, as well as the maximum number of players and spectators allowed.
How players enter the game, which can include rules for selecting spawn locations and other spawn/respawn behavior.
Whether or not the game can be paused, and how pausing the game is handled.
Transitions between levels, including whether or not the game should start in cinematic mode.```
I might use it for something simple like tracking all of the progress in the level, if there are collectibles and such. Or for handing the save game system
that was the biggest pain in the arse ever... Meta human to maya, to 3ds max back to ue...
To make a procedural survival game I don't know whether to use ue4 because it accepts the use of the plugins I need (xola login and voxel free), but I would like to use world partition of ue5, the problem is that in ue5 the plugins give me errors and bugs then I don't know what to do, stay in ue4 with the plugins and find another way to optimize or move to ue5. Any suggestions¿?
does anyone know if there is a light mode for unreal engine
I want to work outside
yess thank you sm dude
life saver
its such a nice day today omg im hyped
Thanks for that explaination, i guess it might have some application to me then
I wouldnt make a production ready game in ue5, and i would like to suggest looking into xsolla, as i have heard some negative things about it
set collision on it, open it up in editor
sky atmosphere component drives me crazy, any help?
Pretty sure cause its the only login plugin i coukd think of
BRUH
I HATE UNREAL ENGINE SO MUCH SOMETIMES
Does it ever just crash when using physics editor???
Is that just me
WHO gonna react
but not reply
i had a real question about physics editor if it is laggy for everyone else
Any script to delete un used asstes in multi level
I often go to sleep with a similar feeling 
💣
i am so frustrated
@distant sorrel I think there is one on github. https://www.youtube.com/watch?v=W0uDbQZjKFU
In this short videos series, I'll be uploading a lot of my personal scripts that was built for several unreal projects I work for, those are very handy scripts, and they can make a huge difference in your pipeline.
This script on github:
https://github.com/mamoniem/UnrealEditorPythonScripts/blob/master/Assets/DeleteUnusedAssets.py
And the full...
i have not used it before tho
Okay so I have this weird problem, I have a dialogue system when I press buttons to show a response and it worked fine but now it seems to ignore clicks until it then randomly will decide to press
Anything I should check?
the response list UI is on my default game HUD
and gets added when needed
I think there can be a million reasons Plummet. Is the button clicking but not doing anything
or does it not register the click at all?
It shows I hover but the button itself doesn't actually click I think this video should explain it a bit better
like the button doesn't click at all
not even a print string
and the color of the pressed doesn't appear
it works there after i pressed the mouse a bunch of times
usually takes 2-6 clicks
Very weird. I sometimes had to change 'hit-testable' to 'visible' to fix some hit detection before, but it's probably not the case here. However maybe something to fiddle with
Eh couldn't hurt, i'll try it out just in case
There is also a blueprint node called set cursor mode with a bunch of settings, you could try fiddle with that
Thank you very much
I noticed this issue usually happened after I press a different input
game wise
while im in the dialogue
so that might be related
Sorry I meant this one https://www.youtube.com/watch?v=rP0T-pjzyvs
What are the Controller: Set Input Mode Nodes in Unreal Engine 4
Source Files: https://github.com/MWadstein/wtf-hdi-files
Hope it helps, you never know 😄
Thanks, I'll try some stuff out
Found it out!
So basically I accidentally had something set focus to game viewport
which is not a good way to do it
Happy to hear that!
it can be really frustrating for sure
Yeah right now I am using physics to make a mocap animation look like he is actually touching things but
he just falls to the floor lol
😭
you can see his peace sign at least 🤣
well the physics does look like its doing what it should be doing
I guess I am confused then
how do I use physics on top of an animation
to where I can still play the animation, but he doesn't go through walls
Does anyone know about this? ^
I have been on a quest for many days trying to figure this out
I’ve seen Vtubers where they are live mocap and don’t have clipping into static meshes. Is there a way I can do this?
what are some ways to make a main menu besides the one that's on the ue4 website
*good ways
are you sure they are using physics? its possible they are doing checks on each frame to make sure they dont intersect with other items
the mocap suit gives you data, you apply that data to your character. When you are applying you do checks to prevent collision issues.
I have seen them do it live though, not post edit
There must be a simpler way to do it besides frame by frame editing
yes live, how are you displaying the data from the suit?
yes, which means you can adjust that pose in real time
you have all the pose data that you can change, do traces, do collision checks, adjust it after it comes in before the output
have you checked out the live link course from epic?
No I didn't know they had one
So collision checks is something I can do in the AnimGraph? I didn't know that
Very helpful. The LearnUE course explains collisions checks or no
I havent watched it, and I dont know if that the right way. I am just saying there are ways of changing your data in realtime and that is an option.
there are a few virtual production courses that might cover what you need, but it should be similar to VR as well in terms of how moving objects interact with other objects
Yes!! I tried to make VR game with the character but was never able to use the mocap as input
Awesome thank you
Going to watch rn
Maybe someone knows decent tutorials or articles about organizing the hierarchy of objects/classes? I want to add basic HUD (health ammo Inventory) but I struggle to decide where to store that class, and what classes should my HUD inherit from
Like which classes are generally better to use as pause/main menu/inventory switcher
Do you have any tutorials on collision checks in animgraphs?
Cannot find anyhting
@haughty steppegeneral UI is using UMG Widget as the parent class, you build it out from there. You can store it anywhere that seems correct, like player UI could be on the player or the game could handle it. Enemy UI could be on the enemy or the game could handle it. It could be in the game mode, or the controller, or the HUD Class. Most things work, no 100% answer
Thank you for your answer
@grim violetyou should be able to do anything normal, like line traces and collision checks, inside of functions in the anim graph
not to mention mocap data should always be cleaned up manually
what was the hotkey to show the nav mesh in the editor?
I am aware of that for cinematic shots however you cannot manually cleanup anything in a live stream
Therefore I needed to find a way to do it programmatically
ah bugger didnt see that bit mb
Np!
PN has a good post processor for the mocap, makes it pretty clean on export
just wish I could use it when live lol
yeah being live data throws a bit of a wrench into the standard mocap workflow lol
anyway i wish you luck
throws a huge LOG in the way for me 🤣, thx! hopefully i can find some way to include collisions in the animgraph
yeah idk how to do collision checks in the animgraph
the nodes in the tutorial to do it doesn't show up
since there are other streaming out there doing this, have you tried asking them?
it might be
it's probably not hard, it needs knowledge you don't have
as in do you know the entire animation system for UE like water
i started 3 weeks ago
yep then it's a lack of knowledge
so i know probably 1% of the system
😭
lack of experience is infuriating
Theres gotta be some way to enable it
im not giving up it HAS TO BE WITH COLLISIONS
well ok so heres a question. lets say you have perfect collisions on your character model, and the suit is feeding in 100% accurate data
lets say you have a cube in the world and your suit tells the animation on the character to have its hand start going into the cube
what does the engine do?
that is what it does now, what are you expecting it to do
To move the hand around the cube, to where it cannot clip
Specifically I want to grab a railing in my map
and have the hands not just
go through it
so how does the game know you want to do that?
your going to have to have something somewhere that is testing every frame and adjusting as needed
Can I DM you? I have a full - backstory in a way to all of this lol just don't want to bore the chat with it
i dont have messaging on, and yes I can tell what you want I am telling you what you have to figure out
your going to have to get your data, then adjust your data, then apply the data
When I am in a livestream youre saying I need to adjust the BP every time?
you have the first part, the second is getting your collision data and adjusting based on that, then apply that adjusted data to the final pose
yes, or tell the blueprint for your character to adjust itself after the animation updates
what you want to do is complicated in the sense there are tons of "stuff to figure out"
its why i suggested looking at how VR handles collision, its a similar idea
That is fair
I looked at a VRMocap template from github but the thing is
they use steamVR so it is kinda hard for me to compare with live link input
but it is very similar so
I just need to take steps back and look at it more
its the concept of taking in data, manipulating the data to prevent your collision, and then applying that data
just frustrating when I spent a lot of time (and money) already on this with no results but this is helping a lot. I appreciate the brainstorm session! 
I will take the advice, scan the VRbps and see how I can apply it to mine. Thx again!
I am planning on creating a tutorial for these specifications of mocap, hopefully it can help someone else lol
Hey I was wondering how properties replicated in Unreal Engine? (not how to, but how it does)
Via bunches sent over udp. Gathered every on a net tick, checked if they are different, then sent.
On every
More detailed answer ? Reading the source code :)
What function specifically because it is complicated?
We're on it.
^^
guys if u wanna mess with it, fill inn random emails and passwords
seemingly legit ones, but OBVIOUSLY not your real details
you will give them garbage data that they'll have to test
the link itself is not harmful if you just dont put inn your real info but sure 😦
No, because they know it comes from us
And if they try to get more bots in
They get engagement
Best to just ignore it
i suspect they use the same link on all the servers they invade, there is no affiliate code in the url
but alright ill follow mods orders
Also, heads up, we just got raided by a bunch of these bots. Block them if they pm you
We're doing cleanup but there was like 50 of them
please do not click on any links from spammers, you dond't know where they'll go!
How do I package my game in html5? I don't have the option. 4.26.2
server muted 🙂
Sorry for the inconvenience, folks.
why sorry
lol I already reported that spammer :p You'll have to get up earlier in the morning to phish me
I'm writing a sternly worded letter to my representative as we speak
ping
Forget about packaging for HTML5
It's less reliable than you might think
@maiden swift so you want all the partnership from discord
So it's less reliable than a rickety bridge?
UE5 when
Not even as reliable as a rickety bridge.
It won't work on mobile (back in 2016/2017). It won't work on wide range of browser.
@tardy basin when they release it.
Thanks
Probably in a few weeks. They are cruising right along on the 5.0 github branch
Its close but no official dates
Its usually around 4 weeks of previews but they sometimes go long for big releases
FWIW for HTML5 only project without requiring expensive setup for Pixel Streaming, might as well use another engine like Unity or Godot
Yeah, no official release date but i suspect its real close
All the major features are done they are just hardcore bugfixing
its definitely tomorrow. They have never done a sunday release, but it's definitely tomorrow
Lol
I think they wanted to do a gdc release but they weren't at gdc
Soooo 🤷♂️ 🤷♂️
Sounds good
seems pretty risky to switch our current project to an unfinished version
At the very least, inconvenient
It's working great for us still anyway, so at the moment my main anticipation for ue5 are the UI changes
True
FWIW you might as well wait for 5.2 or later versions.
bro how do programmers and game devs fall for the discord dm spams?
and the nitro links
that makes no sense lmao
The new stuff in UE5, while cool and borderline Messiah for real-time graphics, is left to be desired when it comes to maturity and readiness for production and end-user
PhD people can still fall for scams.
wdym by that?
what's the point of cast shadows for lights if it lowers fps? where can you use them with shadows
Depends on a lot of factors and other design decisions
it could work inside, but on landscape not so much
But my rule of thumb is that only lights that have major contribution to the scene should cast shadows.
11 lights and fps drops mad
yeah, I guess 4 could work on a small scene and scattered around
How do I generate an overlap event when an animation hits a static mesh?
It only works when the character is being moved in game
OH
Hm...
I have a couple directional lights for outside and it's not that bad
His capsule isn't following the animation
i mean with shadow casting it drops
How do I transform the capsule movement to the live link data?
got my first stable fps scene atleast 😂
Well, in a forest scene, it's not dropping that bad.
Though granted I set the scalability to Medium/High, which is my ground truth for base PS4 hardware
mine was on epic, nice surprise by how well it runs
I'm gonna copy and paste a big textwall question that I posted in the wrong channel...and I couldn't really figure out where to put it so I'm putting it here: I'm trying to reverse engineer the level design / player movement from a level in Sin & Punishment 2, its an old rail shooter. In this part of the level, the camera does a slow 180 turn around the player, which changes the focus of gameplay to in front of the player, to the side of the player, and then behind the player. If this were a Character in UE, would their Capsule Component's forward facing direction actually change? I'll attach the clip of the game, along with 2 layouts of what I think is happening
The clip
Two different variations on the Capsule's forward direction
The reason why I'm confused is that, if the capsule component did rotate 90* like in the second image, I'm assuming the root would mess up the animation. But it's a totally smooth transition here, which makes me think the "capsule component's" direction isnt changing here
It's simpler than you might think.
So character - it doesn't rotate in that event. Just the camera rotating around.
Think of this instead with a mix of general third person shooter thrown in.
just watch the legs relative to the path, that tells you everything
In third person shooter scenario (particularly ones when you're able to hip fire anywhere), equivalent scenario would be your character moving and facing towards the camera, but he/she still shoots to the direction of the camera.
is there a way to transform the capsule component to the character animation? I am trying to use Overlap event but it only works when the character is moving, not when the animation is playing. The capsule component just follows the movement of WASD keys, rather than the root motion of the animation
look at root animation, it might help get around the issue
The animation from the root bone is showing, not sure what else I could look at tbh
Thank you both for clarifying that! @drowsy snow @grim ore I have a habit of overcomplicating things 😅
well, you just have to get used to breakdowns and broaden your knowledge on gameplay trickeries.
Trickery indeed 😅 I've been hobbying in game Dev for the last couple of years now
Don't plan on making a career out of it, but I've really learnt that a lot of what you see is just smoke and mirrors
yes you can
how to make invisible text, decal that is only visible by pointing flashlight to it?
Might worth asking it over on #ue5-engine-source
and how can you make a decal in general, for example from gimp image
Hello guys, hope it is the right chanel to ask an Engine question and search for knowledge (if not excuse me).
Listen, i'm fighting with a decal problem coming from MSAA and Forward shading.
Whatever my fade screen size value is, the decals are fading away while i'm moving far from them especially on ground surfaces (mean horizontal planes) and a bit less fading on vertical surfaces. How can I fix that ? I search google and did not find solutions, maybe someone here already faced that situation and found a solution ? For info if I set the aliasing method to TAA it is working perfectly even with forward shading enable. Thx a lot for your kind help.
Question - Lets say I have a spline. And I have a box next to the spline at about the half way point. How do I get the location of the spline based on how close it is to the box? For example, using "Get Location at Distance Along Spline" will return a vector along the spline. Works great, but how can I tell the "distance that the box is close to the 50% area of the spline?
Couldnt you find the distance between that return value and the getWorldLocation of the box
Find Location Closest to World Location? Fill in the World Location of the box?
there are a ton of helper functions on the spline component
@grim ore I tired that one. It didn't seem to work for me. Not sure what Im doing wrong.. Going to try again.
Yes, I went through the list of options.
seems to work right here
Well the Get Distance To wants the actor of the spline, not a specific location along the spline.
maybe im not getting what you want,
gives me the value I expect, the green is the location of the cube (to the right of the spline), and the blue is the closest point on the spline
its just a little left on the Y so the value is lower as expected
oh hey matthew
@grim ore Yes, I just got the same thing. Quick question. How could I convert this to the location along the spline as a float? For example. When using "Get Location at Distance Along Spline", it returns a single float value. Is it possible to convert the "Find Location Closest to World Location" to a float value? Basically a way to transfer the Find Location... result into the distance of the "Get Location..." node.
so you want to know how far along it is?
Exactly.
Basically I want the object to move along the spline, and start moving along at the nearest location of the spline. So it will likely need something like, "Get Location at Distance Along Spline".
how are you going to be moving it?
I ask as the time variable on the spline is usually used to know how far along it is, if you keep it in the 1 second range for the spline then its easy to feed that into a lerp to get a move along spline over time and you can fill in how far you want it based on that 0..1 or 0 to 100 percent basically
This moves it along the spline....
heres my move along spline code
the time from the timeline is just a 0 to 1 over however many seconds I want, it could be 1 if I wanted to just change it playback speed and have it completely adjustable
Yeah, this wouldn't work for what Im trying to achieve. The "box" I was referencing is really a car. I used a box as an example to simplify what Im trying to do.
an AI car to be exact.
i gotcha, but it needs to follow the spline over time or?
why not use AIMoveTo and use the navmesh?
Not exactly. Because it will stop for various reason, change speed, etc.
Not using a navmesh system.
Because then I'd have to setup a navmash system. Avoiding that for many reasons.
but you're using AI
does it matter for the distance then? arent you just trying to find the closest point on the spline and adjust to it?
You don't always need a navmesh system for behavior trees to work.
no but if you want AIs to move around it certainly helps
Well, navmesh is going to solve you many hassles of AI moving around on the ground
it's almost as if navmesh is a solution to a problem concerning AI moving around in the first place
the culmination of years of thought put into a system
It does matter for the distance.... And yes Im trying to find the closest point on the spline. Would like to convert that closes point to become an input to the "Distance" input of the "Get Location at Distance Along Spline"
Hello! Hope this isn't off-topic but the folks in #lounge told me to ask here, so... 😄
I'm a technical user (programmer by trade) and I'm having trouble with running a game written in UE. I've been reading the docs and playing with the settings but I feel stuck and would like a nudge in the right direction by an expert.
The symptoms: parts of the level are not loading. Mostly NPCs on the sides, but also some platforms. I discovered a workaround - if I open the menu and wait for a few seconds, then go back to the level, then the nearest missing content is loaded - although not always all of it either.
Another symptom is that after exiting the menu all the textures look nice for a split second, then drop to the lowest resolution possible.
It feels like there's some sort of loader that runs out of resources (memory?) and decides to skip stuff. However I have plenty of free RAM available and 2GB of VRAM should also be enough to run the game. The framerate is fair.
Where should I investigate further? What are some likely culprits?
Are you using async loading/level streaming, or even world composition?
No idea. This is not my game. I can check variables via console though, if I know what I'm looking for.
Level streaming looks likely, but I didn't find any variables in the docs related to that.
So you're playing an Unreal game and notice those issues? Or are you working on a project owned by someone?
(To be clear: this is a finished commercial game that I've bought and have trouble running. I know this is for game developers, which is why I'm worried this might be considered off-topic, but I'm approaching this from a gamedev-perspective and just asking for some pointers to continue my own investigation, rather than full solution.)
I don't know if it could help but maybe the profiler to see what is taking up resources? maybe there is something blocking parts from being loaded? is it one level or several levels being loaded? (edit: didn't see the comment above about it being a commercial game)
I guess it's not an easy approach to convert a vector world location into a float for the distance of a "Get Location at Distance Along Spline", huh? @grim ore
I haven't even gotten past the very first tutorial. 😅 But it seems very common, lots of stuff missing all around. With the profiler do you mean a tool in the UE? Can it run on a finished release version?
the textures fall back to lowest because it may run out of video memory, what you can try is setting r.streaming.poolsize to some larger value
well you can check the console commands. I think there's stats UObject to see what kind of game objects take up the most performance
but it won't tell you the whole story
e.g. 4096 to give 4gb vram to texture
I have only 2GB of VRAM on my machine. I've been considering that this might be the issue, but it is within the official specs and there are plenty of videos online with people having no issues with 2GB VRAM, so I don't think it's the whole story. I tried playing with r.streaming.poolsize and other texture streamer settings, and did get better textures (and crashes 😅 ), but the missing objects remained. I also tried going the other way and reducing the pool size (to give something else more room), but also no dice.
I want to SAVE GAME and LOAD GAME with ISMCs (InstancedStaticMeshComponents). if I add 20 instances to the ISMC with unique transforms, is there an easy way to save the instance's transform data ? Doing a for loop and manually adding each transform to an array seems like overkill for something that should be much easier.
if it's inside the actor I believe you can just save the actor and the ISMCs will be saved as well?
worth testing either how
thank you. i will try actor versions .
well depending on the game 2GB vram isn't cutting it
specially if its some unoptimized mess from a indie dev
no way its that easy. please dear baby jesus.
Unfortunately they've disabled the stats command... or at least it's not available in the console that I have. I'm not sure if it's the original console or some homebrew tool - it's the "universal unreal engine 4 unlocker". I seems to inject a DLL in a running process, so I suspect it might be an alternative console. If I download the UE devkit, will I be able to attach to the game with it and get more info? Or does it only work on source projects but not on finished builds?
Well, if it's commercial/already released game, I'm afraid we can help.
ive never recieved such a quick and simple answer to such a complex answer. if so X_x
I have no idea what you're dealing with, it does not seem legal at this point
We have solutions, but that's using the editor/development tools.
I'm sure it's using underground tools. I know one that tries to reimplement the console command interface in Shipping.
It's not illegal as far as I know. I haven't pirated the game.
sometimes you get lucky? it's not a given it works 😅
Any underground modding activity doesn't align well with this server.
no but unlocker sounds like you're trying to reverse engineer it
which is still a form of piracy technically
We got lucky just to get UE4 : ) Sometimes we get super lucky : )
And I'm saying that as an underground modder
Hmm... well, not reverse engineer it - just get access to Unreal Engine's parameters. And not modding either - just trying to get it to work.
I would go to the support forum for the game, not attempt to make anything happen from the side of development, however good your intentions may be
Also see #rules no. 5
Discussing tools for PC mods is OK if they're permitted by the game's creators.
I did. Forums, support emails, everything else... useless, unfortunately. 😦 It's gotten to the point where they're suggesting I reinstall .NET framework and check for network connectivity issues. :p
I'm afraid that's down to your hardware not up to the task
unfortunately that's as good as it gets probably
Hmm... I can see how this can be interpreted that way. Alright. Thank you for your time! 🙂
doesn't the log provide any useful informations on whats going on?
If it had one, I'm sure it would! 😄
Care to explain what your actual motivation or goal is here? No one wants to be accused or seen as aiding a crime.
Usually shipping builds don't log much.
And he's talking about already released game by someone else
I'm literally trying to get a game to run that I've purchased.
As it is, it's unplayable.
What game?
Star Wars Jedi Fallen Order
Ah yes
I know that game has some level streaming issues.
I don't think the effect is that pronounced on SSDs or faster HDDs, but I've seen reports of similar issues coming from slow mechanical HDDs
I can live with knowing my PC is too weak, but I'd like to at least have some confidence that that is truly the issue. And the fact is - I've seen youtube videos from other people with similar levels of hardware running it just fine.
try on a better PC first and see if there are similar issues
but it may be that you're falling under the minimum requirements or some such for the game
And not to mention SW:JFO had similar (but less pronounced) issues on base last gen consoles as well
Interesting, because I scoured the interwebs and could find nobody having similar symptoms. There were all kinds of complaints - but nothing about missing content.
Well, anyway, thank you for your time and advice, everyone! 🙂 Maybe it really is time I admitted defeat and put this aside until after I've upgraded my rig.
Or maybe try another Unreal Engine games.
At least Digital Foundry do report some level streaming issues with that game.
Quick question. Does anyone know what happened to the Unreal Engine for educators discord? If you go to https://www.unrealengine.com/en-US/educators there's supposed to be a link to the educator discord under the Connect section. Buuuut, it goes to an invalid discord invite.
Hey guys I have a door that swings open and I’d like it to slow down as it finishes the animation. The curves editor when I add a curve it makes the door go passed the final position or makes the door swing the wrong way? What am I doing wrong?
if you want it to slow down keep the endpoint where it was and adjust the curve near the end to be flatter
It seems the curve being flat is the regular animation. Normal speed
Then I make the curve larger one way and it will way over swing, the curve the other way will over swing the door in the wrong way
I can just add more key frames and slow it down like that, but I’m trying to figure out how curve work and it’s behaving really weird compared to some tutorial I watched
@grim ore I figured it out. This is doing what I expected. By the way, thanks for reaching back to me on this issue. Have a great night!
If you're using a timeline, then lerp the alpha. Then set your end time point to have less of a curve, allowing it to slow the door swing. But I am unsure the method you're using
I’m keyframing the door in a sequence.
I keyframe it to bang open each time it bangs a peice of wood nailing it shut starts falling off. It took me a while to get the animation good. Minus the ending
Should I use a level blueprint with a Lerp? It’s for a cinematic. I am filming short films that’s what I’m doing
Adjusting the collision in primitive objects wont mess anything up right?
Or should I make a new mesh for the object instead of using primitives?
I haven’t played with sequencer a lot, but have you tried just adding key frames along the timeline, but keeping their transform the same. So it looks as if it’s slowing.
you should use a sphere primitive collision
anyone know if it is possible to convert live link animation data to controller input data?
You seem to keep asking similar questions for a while. So your goal is to make a gameplay using mocap suit only?
Yes I want it to where the mocap suit data interacts with gameplay
And I am unsure how to use the breakdown of live link anim data to output to the character's movement data
But why? Mocap suits are way less accessible than a VR kit.
It is for me only
Not for game production, as a tool for myself in animation
May not make much sense
I just need one specific thing of collisions lol
I have a scene where a character walks through a door and I need the door to open, and also where he can touch the wall and it doesn't just like
go through LOL
I keep being told I need VIVE/VR trackers to make it happen but I believe it is possible to use livelink mocap data to do it
Well, that's on you, because it doesn't make sense, and typically you wouldn't bother with it when doing mocap because it's going to be either keyframed, or have other object driven by mocap as well.
That's because throwing VR into the mix can give you the ability to move around.
VR actual tracker capture is very static in a sense of realistic animation though which is why I am adamant on mocap suit data
if I must combine with VR tech then so be it IG
Just dont have a budget for it atm but I can probably find ways to use emulators or something similar
Is there a way to let UE always run as high priority on CPU?
Compiling shaders is taking wayyyyy too long
64gb mem and a 5950 CPU. All threads consumes, and it still takes over 20 minutes to open a project
this helped me
this is the article i used
oo thx
Anyway to read midi files inside of Ue4
Yes, with some C++ work
Perhaps FMod can do it, not sure
Anyone know how to fix this water issue with the plug-in?
https://github.com/Geromatic/Midi-Unreal
No third party plugins (FMOD) required
What's the issue?
Making a tile-based game. Grid could be 256x256 or as big as 1024x1024 (bigger? I dunno.) Each tile can be mined/altered ingame. Better to use instanced static meshes, or use a BP per tile?
Hi! As you can see in the attached video, my game running at full settings hits an average of 50-60FPS. However, every few seconds, you can see the FPS counter have a tiny spike, leaving the game to freeze up for a moment. I'm not entirely sure how to get rid of these lag spikes. I've even tried turning the Screen Space Resolution down to 10%, doesn't get rid of them. It's not just when I'm walking, btw, even when I'm standing still the lag spikes still happen. If you know of a possible fix for this, please let me know, thanks! 🙂
If you do stat unitgraph, what thread causing the hitches?
Just tried it out, I'm now familiar with the unitgraph but here's what popped up...
What do you suggest to make my game, ue4 or ue5? I wanna make survival procedural game but idk what to choose
UE4 in the meantime
ok
Game thread doesn't seem to spike 🤔
This happens even while standing still or paused?
Both it seems, it's very odd
For another sanity check, does this happen in Standalone process, with editor minimised?
I'll check rq...
Sorry that took me so long lol, it took a moment to start, but yup it's still spiking in Standalone
Okay, then that goes down to your hardware. Probably the GPU, because the Game thread seem tame
How interesting... is it alright if I try turning some things on and off and report back to you in a bit?
First choose unity 😑
Unreal exporting problems
Yeah, sure.
Lmao no
Awesome, thanks so much! 🙂
Yes i create a game by 3 month of hard work and at the end , i cant able to export to android
I've found the solution! I tried turning off lighting, clouds, etc., but the thing that fixed the lag spikes was disabling all of the decals
I'm actually pretty happy it's the decals because I was planning on deleting those anyways...
Then that's your problem, not others.
Ask it on #mobile, and don't just say "dude it's not working" and leave.
Hey how do i possess a different character in editor
Change the characters auto possess, and you'll possess different characters on start PIE
can i switch during PIE?
No, you have to create your own switching character logic.
hi, anyone else having this problem on 5.0.0 preview 2? i ran the reg disable script and restarted pc too but nothing changed, also happens on 4.27.2, i can't try any other versions because the + button is disabled for some reason on epic launcher....
it worked some weeks ago...
basically stuttering, menus and whole editor window disappearing, i ran Verify for the installation but no change either, can't do anything in editor because of this
windows 10 (19044.1620), nvidia geforce 512.15, rtx 2080 ti
UPDATE 1: I got UE5 Early Access 2 to work!
UPDATE 2: I created shortcut of the UE5 Preview 2 editor on my desktop and added -D3D11 at the very end of the Target: field, it seems that DX12 mode isn't working right...
UPDATE 3: It seems turning off MFAA for unrealeditor.exe in NVIDIA Control Panel -> Manage 3D Settings works in DX12 mode.
Ultimately you got two options:
- Exit UE editor, open NVIDIA Control Panel, go to Manage 3D Settings, turn off MFAA for
unrealeditor.exe, then start the editor again and voilà - Disable DX12 for the editor (by, for example: creating a shortcut of the UE editor on desktop, right click on it and open Properties, add
-D3D11at the very end of the Target: field and launch the editor through the shortcut)
Well, that's basically unpossessing to editor, not switching character
No, you have to create your own switching character logic.
NVIDIA
That's the problem
https://gyazo.com/06ea875654380247699ebd480c458f82
How do I unlock the gizmo inside of my CharacterBP?
the default thirdpersonBP gizmo works just fine
idk what I did to make it lock
I just want to move him 😭
update 1: the + button appeared, i installed 5.0 early access 2 and it works! i hope they fix this in preview build too
Whats a proper way of putting models in unreal? I only have a small room but it feels a bit laggy sometimes, but a bit smooth when its played. Is it okay if I copy paste models like this?
At this point Early Access builds should be abolished
The proper way would be to make it modular piece, as in every furniture pieces are their own static meshes. That way view frustum culling can do its job giving higher framerate by only rendering what's really visible
The bad way would be to have anything as a single über static mesh
heya! is vs code really a good choice for an unreal engine 4 ide? I sorta miss VS Code approach, but when I tried it, it cannot find these header files
text editor yeah sorry
is vax Visual Assist? I've heard that it gives good results
I'll try the trial version
okii, thank you
VS2022 + Intellisense is not bad.
Though granted it's what I use on regular basis
im using VS 2019 currently though
oh btw, is the intellisense faster?
VS2022 is noticeably faster, even in potato computers.
Not to mention VS2022 is x64 application
I had all build tools from 2015 to 2022 lol
Just to say how good VS2022 has become
cries in 256GB SSD
I'd be lying if I say yes (my C: partition is only 180 GB, with Windows 11 installed)
hey so i know thisi s kind of a beginners question but im new to working with animations and models
i retargeted the anim starter pack to a mixamo model and it mostly worked well, but he holds the gun way too close to the body in such a way that it clips through the chest
is there any way to solve this that isnt manually reanimating every animation?
You can make runtime adjustments with IKs, but I won't recommend Mixamo rigs at all
ill try that
yea, why do you go with mixamo rig in the first place?
also out of curiosity what rigs do most people use to replace the mannequin
well i tried metahumans
they use the mannequin rig
but they broke totally
and there are ways to get mixamo animations directly from mixamo which work with the mannequin rig
i mean like how do people get other models rigged to the mannequin?
That's a trade secret 😉
Nah jk
😭
i think i'll try to fix this issue manually mainly just because i like the model
will report back
as beginner you are not doing yourself a favor
i would really recommend to stick to the mannequin rig
Honestly you might as well learn yourself rigging. It ain't easy, sure.
but imagine all the anime waifus that you could model/rig
If you're using Blender, you can use something like Auto Rig Pro to have a model auto rigged to a rig that's compliant with UE4 mannequin rig
It's paid, but I think it's worth the price for the cut hassles.
ty
Hello! a few weeks ago I've shared an issue that has been happening to me last month. I am making a game project using ue4, and I've finished 99% of the project but there's a problem with building the lightning in the main map. It started to happen since 1 month, and still. It always builds up to 100% and then it immediately gives me a crash. This is what I get: Assertion failed: Texture->AddElement(PendingGroup) [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Engine/Private/LightMap.cpp] [Line: 2458]
UE4Editor_Core
UE4Editor_Core
UE4Editor_Engine
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor
UE4Editor
UE4Editor
UE4Editor
UE4Editor
kernel32
ntdll
update 2: i created a shortcut of the 5.0.0 preview 2 editor on my desktop and added -D3D11 in the end of the target, it fixed the issue
update: found a temporary fix by just adjusting the angle of the arm in all relevant animations, will rerig next model to unreal mannequin
thanks guys
Any help will be appreciated! this project is so important to me! It is a final project in the university.
Any idea how to fix this? The animations imported with mixamo do not see the character (it is very small) and the ones that are seen are retargets of the ue4 skeleton, so having the animation blueprint done bugs and changes size due to this, any ideas for reduce the size of the retarget or increase the mixamo?
Oh yeah, I just said that I'm not recommending Mixamo rig few posts above.
Then what do I do?
I'd consider rigging your character to the mannequin rig.
ok thx
Assertion failed: IsValid(Platform) [File:D:\UE_Edge\Engine\Source\Runtime\RHI\Public\RHIDefinitions.h] [Line: 465]
Cant figure out what is triggering this error, im using UE5 on branch 5.0 on github (An older build before a certain commit that broke some things)
k
Isn't it the best thing when you type out a whole question, then right before you're about to ask it, you figure out the answer on your own t-t
The better thing would be to have your code somehow works first try.
t - t = 0
Oh sorry I was using it as a text emoji lmao
UwU
In UE5, does any one know how to reset the default startup path for projects. Mine is wrong and I need to reset it
There's no way (at least the obvious ways) to reset the startup path in one go.
But if you set it once elsewhere, it should remember the new path next time
well it's just my UE5 projects don't show up in the Project Browser and I open it and load it the project in. It's doesn't save the path like it should
When I look down the specular makes the entire lake white, and when I’m looking straight the water looks fine
Regarding content licenses --> When there are demos on the Epic Launcher, such as the chaos destruction demo, is any of that content usable in a product? Or must it be licensed separately?
me waiting here for the past 2 hours waiting for my Unreal Project to boot when it's done compiling 12000 shaders after cloning the project from my team's repository -
😀
furthermore, the engine using the rest of my CPU so I cannot do much else on my computer without slowing down the project load even more -
😁
have a backup laptop ez /s
true
from what I know it's under the marketplace terms as you can get it from the marketplace
I think you need a lawyers opinion on reading contracts, generally, but there are some assets I like from a particular demo Epic put out, am unsure if it can be used commercially in UE4.
From what I see, that's just SSR being SSR.
oh my bad, read the issue wrong
It's by the name, Screen Space Reflection. It uses what's on the screen to make reflection. If part of the object is not visible on screen, then it won't get reflected
yeah sorry >.<
i thought they were asking abt the parts they were standing near being non reflective
Consider applying Planar Reflection across the water body. Make sure it just cover the surface of the water, so it doesn't get applied to undesired objects on the ground.
Or, you know, just use realtime raytracing if you have the juice 😛
Sorry for the random question, been looking into Fastbuild over the past week or so and was wondering if there is a particular channel i should ask in about it?
I've seen a lot of discussions about it in the search history here but i'm unsure if it really took off or is used at all?
I think individuals gain nothing from such tools
Incredibuild would become very expensive given the server set up i have from what i hear 😄
Those were catered more towards studios that has build farms
I have a 64 core threadripper i use for compiling builds but i'm looking to also use it for things like shader compiling and other things
ended up getting the system because someone bought it thinking it would be good for a gaming system and sold the bundle at a loss lol
I looked into incredibuild and removed it as soon as i saw it kneecaps your perf once the trial is over
thing is i don't work from the server, i work from another machine
which is why i'm looking into distributed compute
it's not so much lightmass which is an issue for me, i have swarm set up on my machines, like i said, this is more shader compiling and if possible blueprint/state machine compiling
there are some things i have where it can take a solid 20 seconds just inputting a string value and with unreals penchant for ignoring corrections it can add up quickly 😛
Help!
I'm trying to package for android but it keeps sending me to a website instead of packaging it
it's telling you that you need to either install something or accept terms in project settings
I followed all the steps in this website it sent me to https://docs.unrealengine.com/4.27/en-US/SharingAndReleasing/Mobile/Android/
Also I pressed accept terms 10 times but I'm not sure if it did anything because the button isnt going gray or anything
it should go green once you've accepted it, there are a few places you need to accept the TOS
scroll down and make sure there aren't other spots
It only shows the one spot in the tutorial, and when scrolling I can't find any others
Already tried that multiple times
do you have NDK installed and all set up?
I've installed android studio, do I have to get an ndk separately?
did you install the correct NDK when installing android studio? i personally found it easier to just download NDK directly and reference it in the settings
if not then this is the case
When are OnRep functions called?
when ever the variable you set to onrep is changed
you have an int called MyInt and it changes from 0 - 1 it calls the OnRep for MyInt
just automatically?
yeah
you update the value, it calls the function
think of it sort of like an event dispatcher
is that only in blueprints?
i'm not well versed enough to speak for C++ but that's the case with blueprints
i would assume so though
How do I even install the NDK? The only thing i can find is this long and confusing tutorial https://developer.android.com/studio/projects/install-ndk I can't even follow step 1
Might as well try asking on #mobile instead.
Hey everyone I want to ask I have a drone bp with character movement component setted to flying mode.And it has AI function which patroling point targets.But it flying only in that height which it setted in scene.Not flying higher.How can I set it to fly to z axis too?
Its flying well with floating movement component but I need with character movement comp.
Why not use floating movement components?
Becase I am using movement mode from there
From flying to falling
But floating doesnt have this
And I actually using both
I add floating movement component to character class
All inputs are with floating movement but I just change class to character but its not working
I setted movement mode to flying
Hey what does ACharacter::OnRep_ReplicatedBasedMovement do
guys I just want ask I am starting new project (which will looks like warthunder or world of warplanes.... game with planes) i want to ask on the start when I am creating project its good to choose raytracing enabled ? or better disabled can I enable it then or ?
those are just the starting defaults, you can change them later.
so if i disable it I can enable then
yes, and if you enable it you can disable it
could someone possibly help me with a groom issue please. i have 2 characters with xgen exported from maya. whenever i have the 2 characters close to one another, 1 groom get random squares with random colours on them until i move the characters apart. has anyone encountered this issue before? it happens on ue4 and ue5. im hoping to render them on 1 layer but cant due to to groom having issues
could someone help me with my crouch i hyave seti ti uo but when i press the crouch button it doesnt do it
Try using a flipflop
have u selected input also ? U need to go to project preferences input add InputAction crouch and select some Keyboard key
@unborn dewby default crouch is not enabled on a character, have you turned it on?
how do u do that
on the character movement component, search for crouch
Oh I miss read that
wheres that sorry im new to unreal engine
in the same blueprint you added your code. on the left are your components
thank you it works now
also i love your videos
do BSP brushes hurt performance more than static meshes or is it fine if i use them in the game anyways?
they are not as optimized, but a small amount will not hurt. You can change them to static meshes if you want an in 5.0 and beyond they will slowly be removed for the new static mesh tools.
if you're on 5 I recommend the cubegrid plugin that comes with UE5
my sources tell me it's excellent
?
Is there any way to make Unreal compile all uncompiled shaders in my project?
Instead of doing it on-the-fly when the asset is first used?
I agree, seen a lot of his, Tomatoes?
tomatoes
is there a way to use gpu lightmass without having raytracing constantly enabled?
hey how would i make an explosion?
not like particles i will worry about that later
i need something like it explodes and applies force and damage depending on how far away the character was from the center of the explosion
is there something in ue4 that would make this easy or do i make my own implementation
(using c++)
niagra or something has it doesn't it
what
A step-by-step tutorial on how to create an explosion in the Niagara VFX system in UE4.
Unreal engine Niagara tutorial for beginners.
Learn the basics of Niagara in just 30 minutes.
00:00 Explosion effect overview
00:30 Fire and Smoke emitters
00:48 New Niagara system
04:06 Explosion emitter
16:05 Adding fire
20:55 Adding smoke
23:08 Outro
Smo...
sorry missed that
is there some sort of radial force thing that applies force in a certain... bubble?
That didn’t fix it
no clue that was all I had
I think it’s some parameter from the plug-in that I’m using incorrectly
Other than specular what would cause that? I’ve seen people with the plug-in water looking great without a planar reflection. @drowsy snow
Alright thanks
This one also looks ok
https://www.youtube.com/watch?v=aTyT2XUouf4&ab_channel=TotallyUnreal
In this video we take a look at a makeshift rocket launcher and the fun we can have with physics in UE4.
You can easily move that to cpp by simply calling the functions from actors in stead of implementing in blueprints etc.
Can anyone help with this issue? I am unable to translate my character mesh inside of the CharacterBP editor. The gizmo is locked but I have absolutely no idea how to unlock it. https://gyazo.com/12ed28035d3f1d1296c3e11b2e9eca77
on the right side of screen in BP is it locked?
In details panel?
No
It is unlocked everywhere. The capsule component I have parented to it on the pelvis is able to be moved. Just his gizmo is locked
no idea sorry best i could think of
It's ok
UE forums has no solutions either 😭
Weird part is yesterday I was able to move it after removing the AnimBP from the character, but now that does not work
Even with no AnimBP it is locked 
was checking around the unreal online learning portal, anyone knows why some of them are blocked? (on the bottom)
maybe you need to complete the quiz first?
no clue sorry
I figured it out
what a strange way of gatekeeping information
Setting location in BP overrides the gizmo
Essentially if your gizmo is locked in your BP this is why
Hello, there are multiple things that can be wrong here:
- Did you just cleared the Anim Class field, or also changed Animation Mode to i.e. Use Anim Asset?
- Do you have something that might affect the location of the mesh in the Construction script?
- Did you try clearing the mesh and Animation Mode and then restoring the mesh?
- Did you try removing the attached capsule?
- Did you try restarting the editor? 🙂 I had this issue a few times, sometimes that was enough.
You are very helpful
Ah, I see that you already figured it out.
Does anyone know how to convert a camera shake to keyframes in the sequencer? I’m trying to do VFX compositiong but the camera shake changes everytime.
So you're a student who prefer skipping lessons eh
nope, not a student, but I guess if it's made for students I'm not the target audience 😅
So I've been having a weird issue with reflections ever since I started my game, and I'm not sure how to fix it...
I have a "Mirror" material which is just 1 roughness and 1 metallic, and when you view it from the side you can see the reflections of the room that it's in
However, when you view it from the front, it reflects the sky
I'll send two images, the first being the one where the reflection is working and the second being the one where the reflection is showing clouds
Working
Not working
I know reflections aren't great without ray tracing, but I've never seen a non-ray traced UE4 project with broken reflections like this before
Does anyone know how to fix this specular issue with the UE4 water plugin?
Do you mean mine or the water lol
Oh lol
Well I have a sphere reflection capture... does it need to be directly inside the room to be accurate?
reflection planes are a thing. Makes for super shiny reflective things. Expensive though.
Yeah I've messed around with those before... you're certainly right about expensive lol
Yup I just tried moving the reflection capture into the room, and it's working now, except the reflections are incredibly dark...
And for whatever reason it made the rest of the room darker too, even the bits that aren't reflective
Just checked, and the reflections are still normally lit but only when you look at it from an angle...
Oh sure I'll try that rq
Nope, unfortunately that seems to give black reflections as well :\
Yup, I'm really not sure what's causing it...
I've never seen a YouTube tutorial or anything with the same issue so it's very odd
I'll try it, thanks! 🙂
I’ve messed with every parameter on the water material and nothing fixes it
Would it be a project setting?
Hello guys ! i would like to grab a little info about bullet decals ^^ I noticed that even with fade screen size 0.001 my bullet decals keep fading like when i'm at 10 or 15 meters from them. Thx for help and infos.
Thanks so much for the video! I've never actually been to that website and there's so many helpful things. In the video you mentioned, the tutor had brought up Planar Reflections, which I've messed with before but didn't bother with because of the performance issues. However, he brought up the setting for "Capture Every Frame", which can be disabled to only take one picture for the reflection, which is exactly what I needed. 🙂
I just started having this issue. Any advice why my thumbnails are white, only after I load/use them
Very basic question how can I change the camera view for a sceve
For some reason my level open with the view in a weird place But I want it to open to the view CameraActor is pointing at
and this is my view port in an blue print, any advice what I did. Thats a croc in the screen cap. I think this is why my thumbnails are all white after I use/load them. But I can't figure out whats causing it in the editor.
Oh my... do you have any light sources in your scene?
It happened in all the maps, I checked. Really causes an issues cause I can't see the thumbnails. Maybe I corrupted/modified my default sence somehow. But I can't find it to look at it. I reset my editor settings but didn't help.
If I turn on the floor in the view port in blue prints can't see at all. In game is all fine.
Here is what the camera looks like.
Ugghhhhhh I was gonna do planar reflections but it's far too expensive
And I still can't get screen space captures to not be pitch black :\
I heard that the skylight might be the cause but I literally disabled that and every other light source besides a point light I'd placed and it still hasn't fixed it
Any other Kiwi's not able to find the Epic login?
where are you unable to find it?
I'm no Kiwi though
still able to log in at https://www.unrealengine.com/?
I'll call my ISP see if some clever SOB made some dumb change's lol
try the troubleshooting menu first
Settings>Troubleshoot
it will try to connect to every server
like so
Thats never taken me to anything helpful but will try it
It won't solve shit but I just want to see which ones are down for you


