#ue4-general

1 messages · Page 1160 of 1

oak patio
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Look at this thread as well, cause apparantly cmc doesnt work without a player controller

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Unless your player 2 doesnt use cmc

rough ore
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right now i mainly just have two blueprints: player2 (left) and player1 (right)

grim ore
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@exotic geyserlook at creating a new PlayerCameraManager class and applying it to your PlayerController, you can set limits for you view in there

oak patio
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Or look into how to do local multiplayer properly

exotic geyser
oak patio
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Thats another option

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Just found this thread on it

oak patio
grim ore
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are you changing them at runtime for some reason?

exotic geyser
oak patio
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Id look into how to properly do local multiplayer instead

rough ore
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uh huh, ok...

grim ore
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if you set them and test, does it work. without changing, but setting it to that value at design time and playing.

exotic geyser
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let me check

grim ore
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so it starts out with that limitation, to see if the settings are bad or some other code

exotic geyser
grim ore
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it looks like its working at the start? how are you handling the looking and the rotating of the character

exotic geyser
grim ore
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your using one method to rotate the camera, and another to rotate the player right?

exotic geyser
grim ore
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and does your camera use the controller rotation yaw as well?

exotic geyser
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well the camera is attached to the mesh

grim ore
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yes but you are manually moving it as well arent you?

grim ore
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and your camera move code?

exotic geyser
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yeah this is it

grim ore
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so how are you moving your camera and not the player, when it looks around

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your free look mode

lapis ore
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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?

wet quail
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how I delete this level forever? it keeps coming back when I open the project

grim ore
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what is the name of it in the top left?

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thats the default level now, so maybe your project was blank with no template and its loading that in

tight gazelle
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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:

mint umbra
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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? 🙂

grim ore
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it looks like it should be using it, how do you know its not @tight gazelle ?

tight gazelle
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@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

wet quail
grim ore
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open the output log and search for adapter, see what it says

tight gazelle
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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
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That does make it sound like the 3070 is chosen

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But then why does my Task Manager show UnrealEditor as using GPU 0 (Intel UHD) as my GPU Engine? 🤔

grim ore
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perhaps its going through it since your not using the 3070 as dedicated

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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.

chilly crow
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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

dusk nebula
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also just ask the question instead of asking to ask it

chilly crow
wild dagger
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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?

autumn flame
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That looks like a Perforce denied permission

earnest pawn
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hey, is there a way to make it so that all your marketplace assets get's added under a specific folder?

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I don't like it when they get imported into the root contents folder

wild dagger
autumn flame
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There's a check in the settings to not make them read only

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Of the Workspace

wild dagger
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Should I have done that instead? Was unticking that box a bad idea

autumn flame
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It's good, that's just to avoid perforce doing it again in a future

wild dagger
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I see thank you

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VSCode starts properly now but throws a new error once inside :/

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Seems to make all the #include throw "cannot open source file"

autumn flame
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Not sure, never tried to compile with VS Code

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Searching the error may return some results

wild dagger
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Yeah doing so right now

drowsy snow
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Also doing it outside Unreal Editor can break references to assets, so that's that.

winter zenith
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how do I add a variable to a call

autumn flame
winter zenith
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got it thansk

plush yew
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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

timber yacht
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should I learn blueprints first

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or the c++ programming first?

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because my end goal is to be able to use them both to my bennefit

timber yacht
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because ive already learned some c++

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and I want to put it to good use

drowsy snow
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But starting with BP first won't hurt. Least you're getting used to the higher level working of the engine.

timber yacht
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ok

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should I use this course you think?

plush yew
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Udemy kind of sucks.

timber yacht
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because it seems like its the newest and most modern

drowsy snow
timber yacht
timber yacht
drowsy snow
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See pinned message for Unreal Online Learning courses.

plush yew
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I did all the popular Udemy classes this year for unreal engine and they are worse than garbage.

drowsy snow
timber yacht
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really

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how does it suck?

plush yew
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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.

timber yacht
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oh

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ok

plush yew
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His C++ class is even worse.

timber yacht
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yeah I took one other udemy course and im gonna return it

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its really boring

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and actually almost motivated me to quit

timber yacht
drowsy snow
timber yacht
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oh

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whats the difference between the two?

plush yew
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UE5 doesn't exist yet. Its in preview.

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UE4.27 is essentially the same thing, minus lumen / nanite

timber yacht
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but ive seen people use it

drowsy snow
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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

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It's not like ye olde days of UDK/UE3 to UE4 kappa

plush yew
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Considering the graphics card crunch and such, I think it'll still be some time before lumen / nanite are able to be fully used.

drowsy snow
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Not to mention Nanite recently raised the requirements a lot

green light
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how do you get access to hire sections?

rich bough
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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.

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if you look at the left the cube says none

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I recently downloaded UE5 and a few plugins but that's it. Can someone help me?

plush yew
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remove the search query in the top right

rich bough
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nothing happend

plush yew
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Your scene says 400+ unbuilt objects

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They are there just hidden

rich bough
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oh

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thanks, I am new I didnt know they hide if they are unbuilt

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lemme tr

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y

plush yew
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Thats not what i meant

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I am away from my PC currently but I think you are having a UI mixup

rich bough
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Whats that?

plush yew
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In all my years using unreal I have never had a scene just delete itself. Its more likely that the objects are hidden somehow.

wild dagger
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Trying to generate visual studio project files from right clicking on the .uproject does not create the .sln file. Anyone know why?

green light
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@maiden swift how do you get access to the hire channels?

rich bough
maiden swift
lavish garden
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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?

rich bough
maiden swift
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Then there are no hidden actors.

plush yew
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Is it possible you didnt save your level? or are in the wrong level?

rich bough
rich bough
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so it had to save

green light
# maiden swift Read the <#780559951663857724>

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

rich bough
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ok I can import cubes that are in my content browser

lavish garden
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sorry, it's Starting up Swarm Connection.. and then it just sits there

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stairs at me.

lavish garden
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5900X/1070

rich bough
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how long have you waited?

lavish garden
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between 40 secs - 180 secs..

rich bough
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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

lavish garden
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ok. cool.. so it's normal to have it;.

rich bough
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yea, how big is your project?

lavish garden
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started a new one, created a 50x50 landscape.

rotund scroll
rich bough
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Ok yea just wait like 5 minutes and see if it works

lavish garden
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rock on, thank you!

rich bough
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np

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now I just got to fix my problem

lavish garden
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(have fiddled with previous versions, getting back into it.. )

tiny valley
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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

Unreal Engine

Fourth part of the very affordable Alien Landscape pack features 6 landscapes with 8k resolution and a movie quality sky panorama

wise pagoda
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I got this error when executing InstalledBuild with command BuildGraph -target="Make Installed Build Win64" -script="Engine/Build/InstalledEngineBuild.xml" -clean

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I just want to release distribution for my team....

plush yew
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Can someone please make a game launcher that has live updates from github repositories!!!

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u upload a new version of your game people that have the launcher already installed will also get the new install!!

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just some simple but clean launcher that pulls your game from github repository every time it sees a change it updates the game

wise pagoda
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I mean, the target is the engine itself

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It takes much time to build it so I want to give them a usable one

rich bough
plush yew
rich bough
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It starts off normal then gets way too bright

rich bough
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I can’t get on vc but you got any ideas?

timber yacht
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I cant find the bluepirts tab on unreal engine 5

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where is it?

dark depot
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@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

shut nova
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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?

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This is also close to what I’m going for

plush yew
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I hate to compare Unreal to Houdini and Maya but is it possible to add a heightmap to a brush for terrain editing

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for example I would like to add a height to my brush so i can paint in geometry in different sections of my map

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@shut nova try editing the master material for the water to have scattering

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subsurface scattering might work in this case idk im still trying to figure out the landscape tools lol

shut nova
plush yew
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@shut nova idk much abou unreal but i have a good understanding of pbr water

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ill send you my material when i work one out

shut nova
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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

plush yew
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subsurface materials can mess up both rough and specular

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you can counteract this by increasing the base colors gamma

signal jetty
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Why Idea why this won’t work now?

signal jetty
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I remember trying with UE4 to check it after a while I was able to get it work.

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It still seems to be glitchy Damm

leaden yacht
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This could be interesting, thoughts?

dim merlin
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Anyone knows how the foliage system in Unreal works? Is it just a HISM ?

twin prism
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you can do everything u can to a normal hism

mental solar
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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).

silk pebble
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i have the same problem in ue5 preview 2, did you manage to fix it?

fast orchid
silk pebble
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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

mild phoenix
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Hi who know how can implement realistic pitch in drone?I am using floating movement component

green light
fallow jackal
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How do you collapse / hide a group of objects in the world outliner?

fierce tulip
fierce tulip
lunar garnet
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anyone know how i can increase the length of a sequence?

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its always 5 seconds

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sorry if this sounds stupid im a beginner

drowsy snow
lunar garnet
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thank you

plush yew
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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.

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or how can you make it walkable on so that the player doesn't fall through it

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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?

autumn flame
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You can migrate worlds to world partition with a commandlet from ue4 to ue5 anyways

shell surge
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what channel I can ask questions about project packaging ?

autumn flame
manic ibex
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I want someone’s opinion on something

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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?

crimson hornet
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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.

desert verge
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should should be an announcement

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I don't want gamejams to be risky, like fuck

fossil bough
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i want to ask that can we create custom detailed character or object animation in unreal engine?

desert verge
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you can create an animation but you can't model a character

manic ibex
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@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?

oak patio
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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

rich bough
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can some one help me, I am experiencing lots of problems with EU4.27

oak patio
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Ask the question, dont ask to ask

rich bough
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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.

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They still work and can be placed, but completely inviable from my screen

oak patio
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That soubds really odd, does everything work fine in a new projeft

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If not maybe try verifying your engine installation

rich bough
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Ok I will try, thanks.

plush yew
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dark asphalt is walkable, but grey part makes you fall through, why?

oak patio
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Is there collision on both?

fleet abyss
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Hello Im japanese
Iwant to use Unrealengine5

oak patio
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Check your collision view

fleet abyss
plush yew
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it's all one plane

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two materials

fleet abyss
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Like thit twitter i want to promote 360video!
but Unity LUG!

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I want to start MP4 MOVIE IN UE5!
BUT ISNt!!

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LogWmfMedia: Error: Tracks 0000052CEC917A90: Format is not supported in D3D12.

plush yew
oak patio
fleet abyss
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Please,please help me

oak patio
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So there is a collision view, that shows every collision box that can responfld to a player

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You can view the dropdown under where it says lit, and there will be one for collision

rich bough
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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?

distant sorrel
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How to duplicate my project as a backup

oak patio
rich bough
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How do you do that?

oak patio
oak patio
fleet abyss
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sorry all people,,,,
MP4 can not doing inthe preview UE5?

oak patio
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No i kean copy paste the project folder

rich bough
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ok

oak patio
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Like i said, find wherever you created the project, and just cooy paste the folder whereever, or use git

fleet abyss
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OMG!!!!!!!!!!!

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SORRY PEOPLE!

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ごめんなさい!

distant sorrel
plush yew
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still makes you fall through, noway that the only way to fix it is by sculpting under those parts of the plane 😄

distant sorrel
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How to delete unused assets when everything mixed up 🥲

plush yew
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it kinda worked after I changed material physical element, but still in some places it makes you fall into

grim ore
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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.```

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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

kindred depot
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that was the biggest pain in the arse ever... Meta human to maya, to 3ds max back to ue...

plush yew
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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¿?

ivory furnace
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does anyone know if there is a light mode for unreal engine

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I want to work outside

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yess thank you sm dude

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life saver

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its such a nice day today omg im hyped

oak patio
oak patio
green light
fleet helm
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sky atmosphere component drives me crazy, any help?

oak patio
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Pretty sure cause its the only login plugin i coukd think of

grim violet
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BRUH

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I HATE UNREAL ENGINE SO MUCH SOMETIMES

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Does it ever just crash when using physics editor???

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Is that just me

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WHO gonna react

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but not reply

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i had a real question about physics editor if it is laggy for everyone else

distant sorrel
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Any script to delete un used asstes in multi level

fleet helm
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I often go to sleep with a similar feeling Kek

distant sorrel
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💣

grim violet
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i am so frustrated

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@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...

▶ Play video
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i have not used it before tho

unborn ingot
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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

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Anything I should check?

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the response list UI is on my default game HUD

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and gets added when needed

fleet helm
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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?

unborn ingot
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like the button doesn't click at all

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not even a print string

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and the color of the pressed doesn't appear

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it works there after i pressed the mouse a bunch of times

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usually takes 2-6 clicks

fleet helm
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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

unborn ingot
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Eh couldn't hurt, i'll try it out just in case

fleet helm
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There is also a blueprint node called set cursor mode with a bunch of settings, you could try fiddle with that

unborn ingot
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Thank you very much

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I noticed this issue usually happened after I press a different input

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game wise

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while im in the dialogue

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so that might be related

fleet helm
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Hope it helps, you never know 😄

unborn ingot
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Thanks, I'll try some stuff out

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Found it out!

So basically I accidentally had something set focus to game viewport

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which is not a good way to do it

fleet helm
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Happy to hear that!

green light
grim violet
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Yeah right now I am using physics to make a mocap animation look like he is actually touching things but

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he just falls to the floor lol

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you can see his peace sign at least 🤣

grim ore
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well the physics does look like its doing what it should be doing

grim violet
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I guess I am confused then

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how do I use physics on top of an animation

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to where I can still play the animation, but he doesn't go through walls

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Does anyone know about this? ^

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I have been on a quest for many days trying to figure this out

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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?

mental dome
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what are some ways to make a main menu besides the one that's on the ue4 website

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*good ways

grim ore
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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

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the mocap suit gives you data, you apply that data to your character. When you are applying you do checks to prevent collision issues.

grim violet
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I have seen them do it live though, not post edit

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There must be a simpler way to do it besides frame by frame editing

grim ore
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yes live, how are you displaying the data from the suit?

grim violet
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Live Link, via an AnimBP pn the character

grim ore
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yes, which means you can adjust that pose in real time

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you have all the pose data that you can change, do traces, do collision checks, adjust it after it comes in before the output

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have you checked out the live link course from epic?

grim violet
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No I didn't know they had one

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So collision checks is something I can do in the AnimGraph? I didn't know that

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Very helpful. The LearnUE course explains collisions checks or no

grim ore
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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.

grim violet
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No no that makes the most sense

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Compared to everything else I have tried

grim ore
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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

grim violet
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Yes!! I tried to make VR game with the character but was never able to use the mocap as input

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Awesome thank you

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Going to watch rn

haughty steppe
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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

grim violet
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Cannot find anyhting

grim ore
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@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

haughty steppe
grim ore
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@grim violetyou should be able to do anything normal, like line traces and collision checks, inside of functions in the anim graph

oak patio
#

not to mention mocap data should always be cleaned up manually

mellow turret
#

what was the hotkey to show the nav mesh in the editor?

grim violet
#

Therefore I needed to find a way to do it programmatically

oak patio
#

ah bugger didnt see that bit mb

grim violet
#

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

oak patio
#

yeah being live data throws a bit of a wrench into the standard mocap workflow lol

#

anyway i wish you luck

grim violet
#

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

grim ore
#

since there are other streaming out there doing this, have you tried asking them?

grim violet
#

Nobody replies lol

#

its like its some secret sauce or something

grim ore
#

it might be

grim violet
#

that is mean

#

i hope it is not lol

#

how can it be THIS HARD

grim ore
#

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

grim violet
#

i started 3 weeks ago

grim ore
#

yep then it's a lack of knowledge

grim violet
#

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

grim ore
#

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?

grim violet
#

My hand just goes through the cube

#

For an example, I can show you

grim ore
#

that is what it does now, what are you expecting it to do

grim violet
#

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

grim ore
#

so how does the game know you want to do that?

grim violet
#

through collisions on the hands and cube

#

Cube has blockAll

grim ore
#

your going to have to have something somewhere that is testing every frame and adjusting as needed

grim violet
#

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

grim ore
#

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

grim violet
#

When I am in a livestream youre saying I need to adjust the BP every time?

grim ore
#

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

grim violet
#

OH

#

I GET IT

#

I need to find a way to get collision data into the animgraph

grim ore
#

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"

grim violet
#

Yeah

#

It's true

#

Its a multi-layered adjustment

grim ore
#

its why i suggested looking at how VR handles collision, its a similar idea

grim violet
#

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

grim ore
#

its the concept of taking in data, manipulating the data to prevent your collision, and then applying that data

grim violet
#

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! Thumbglass

#

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

fathom basin
#

Hey I was wondering how properties replicated in Unreal Engine? (not how to, but how it does)

spare kernel
#

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 :)

fathom basin
#

What function specifically because it is complicated?

spiral zodiac
#

<@&213101288538374145>

#

<@&213101288538374145>

maiden swift
peak veldt
#

^^

spiral zodiac
#

ok nice

#

sorry for the pings, if its being dealt with then ill leave it alone

warped kernel
#

hah, i was just coming here to find a mod for this

#

ty mods

spiral zodiac
#

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

spiral zodiac
#

the link itself is not harmful if you just dont put inn your real info but sure 😦

snow crown
#

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

spiral zodiac
#

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

snow crown
#

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

warped kernel
#

please do not click on any links from spammers, you dond't know where they'll go!

heavy obsidian
#

How do I package my game in html5? I don't have the option. 4.26.2

stable remnant
#

server muted 🙂

maiden swift
#

Sorry for the inconvenience, folks.

plush yew
#

why sorry

mellow marlin
#

lol I already reported that spammer :p You'll have to get up earlier in the morning to phish me

rotund scroll
#

I'm writing a sternly worded letter to my representative as we speak

burnt tinsel
#

ping

drowsy snow
#

It's less reliable than you might think

stable coral
#

@maiden swift so you want all the partnership from discord

plush yew
stable coral
#

saying that it is all fake links

spare kernel
#

Keep channel discussions relative to unreal engine. Use #lounge for general chat.

tardy basin
#

UE5 when

drowsy snow
spare kernel
#

@tardy basin when they release it.

tardy basin
#

Thanks

snow crown
spare kernel
#

Its close but no official dates

snow crown
#

Its usually around 4 weeks of previews but they sometimes go long for big releases

drowsy snow
snow crown
#

Yeah, no official release date but i suspect its real close

#

All the major features are done they are just hardcore bugfixing

grim ore
#

its definitely tomorrow. They have never done a sunday release, but it's definitely tomorrow

snow crown
#

Lol

#

I think they wanted to do a gdc release but they weren't at gdc

#

Soooo 🤷‍♂️ 🤷‍♂️

snow crown
#

I mean, you can just use it now

#

The Preview is out

tardy basin
#

seems pretty risky to switch our current project to an unfinished version

#

At the very least, inconvenient

snow crown
#

5.0 is gonna be risky no matter what honestly

#

Lots of big changes and new tech

tardy basin
#

It's working great for us still anyway, so at the moment my main anticipation for ue5 are the UI changes

tardy basin
drowsy snow
timber yacht
#

bro how do programmers and game devs fall for the discord dm spams?

#

and the nitro links

#

that makes no sense lmao

drowsy snow
#

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

drowsy snow
timber yacht
#

wdym by that?

spare kernel
plush yew
#

what's the point of cast shadows for lights if it lowers fps? where can you use them with shadows

drowsy snow
plush yew
#

it could work inside, but on landscape not so much

drowsy snow
#

But my rule of thumb is that only lights that have major contribution to the scene should cast shadows.

plush yew
#

11 lights and fps drops mad

#

yeah, I guess 4 could work on a small scene and scattered around

grim violet
#

It only works when the character is being moved in game

#

OH

drowsy snow
grim violet
#

His capsule isn't following the animation

plush yew
grim violet
plush yew
drowsy snow
plush yew
mild charm
#

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

#

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

drowsy snow
grim ore
#

just watch the legs relative to the path, that tells you everything

drowsy snow
grim violet
#

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

grim ore
#

look at root animation, it might help get around the issue

grim violet
#

The animation from the root bone is showing, not sure what else I could look at tbh

mild charm
#

Thank you both for clarifying that! @drowsy snow @grim ore I have a habit of overcomplicating things 😅

drowsy snow
plush yew
dense knoll
#

I fix one thing and another random thing breaks

grim ore
#

yes you can

drowsy snow
plush yew
#

how to make invisible text, decal that is only visible by pointing flashlight to it?

drowsy snow
plush yew
#

and how can you make a decal in general, for example from gimp image

storm dove
#

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.

pallid talon
#

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?

tardy basin
grim ore
#

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

pallid talon
#

@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.

grim ore
#

seems to work right here

pallid talon
grim ore
#

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

tardy basin
#

oh hey matthew

pallid talon
#

@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.

grim ore
#

so you want to know how far along it is?

pallid talon
#

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".

grim ore
#

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

pallid talon
#

This moves it along the spline....

grim ore
#

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

pallid talon
#

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.

grim ore
#

i gotcha, but it needs to follow the spline over time or?

rotund scroll
pallid talon
#

Not exactly. Because it will stop for various reason, change speed, etc.

pallid talon
rotund scroll
pallid talon
#

Because then I'd have to setup a navmash system. Avoiding that for many reasons.

rotund scroll
#

but you're using AI

grim ore
#

does it matter for the distance then? arent you just trying to find the closest point on the spline and adjust to it?

rotund scroll
#

I mean not saying you have to, but you have a solution right there

#

built in, even

pallid talon
#

You don't always need a navmesh system for behavior trees to work.

rotund scroll
#

no but if you want AIs to move around it certainly helps

drowsy snow
rotund scroll
#

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

pallid talon
trim cipher
#

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?

drowsy snow
trim cipher
#

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.

drowsy snow
trim cipher
#

(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.)

rotund scroll
pallid talon
#

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

trim cipher
neon bough
#

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

rotund scroll
#

but it won't tell you the whole story

neon bough
#

e.g. 4096 to give 4gb vram to texture

trim cipher
# neon bough 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.

rancid lynx
#

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.

rotund scroll
#

worth testing either how

rancid lynx
#

thank you. i will try actor versions .

neon bough
#

well depending on the game 2GB vram isn't cutting it

#

specially if its some unoptimized mess from a indie dev

rancid lynx
#

no way its that easy. please dear baby jesus.

trim cipher
# rotund scroll well you can check the console commands. I think there's `stats UObject` to see ...

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?

drowsy snow
rancid lynx
#

ive never recieved such a quick and simple answer to such a complex answer. if so X_x

rotund scroll
drowsy snow
#

We have solutions, but that's using the editor/development tools.

drowsy snow
trim cipher
rotund scroll
drowsy snow
rotund scroll
#

which is still a form of piracy technically

rancid lynx
#

We got lucky just to get UE4 : ) Sometimes we get super lucky : )

drowsy snow
#

And I'm saying that as an underground modder

trim cipher
#

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.

rotund scroll
#

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

drowsy snow
#

Discussing tools for PC mods is OK if they're permitted by the game's creators.

trim cipher
drowsy snow
#

I'm afraid that's down to your hardware not up to the task

rotund scroll
trim cipher
neon bough
#

doesn't the log provide any useful informations on whats going on?

trim cipher
#

If it had one, I'm sure it would! 😄

plush yew
drowsy snow
trim cipher
#

As it is, it's unplayable.

plush yew
#

What game?

trim cipher
#

Star Wars Jedi Fallen Order

drowsy snow
#

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

trim cipher
#

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.

rotund scroll
#

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

drowsy snow
#

And not to mention SW:JFO had similar (but less pronounced) issues on base last gen consoles as well

trim cipher
#

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.

drowsy snow
proper crypt
#

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.

Unreal Engine

Prepare your students for the jobs of tomorrow by integrating Unreal Engine into your curriculum.

real gust
#

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?

rotund scroll
real gust
#

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

pallid talon
#

@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!

short star
real gust
#

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

plush yew
#

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?

short star
neon bough
grim violet
#

anyone know if it is possible to convert live link animation data to controller input data?

drowsy snow
grim violet
#

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

drowsy snow
#

But why? Mocap suits are way less accessible than a VR kit.

grim violet
#

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

drowsy snow
#

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.

drowsy snow
grim violet
#

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

austere parcel
#

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

grim violet
#

this helped me

#

this is the article i used

austere parcel
#

oo thx

grim violet
#

Np!

#

I have 5950 too

#

cpu twins pepe

tardy hedge
#

Anyway to read midi files inside of Ue4

drowsy snow
dim merlin
#

Perhaps FMod can do it, not sure

shut nova
drowsy snow
drowsy snow
opal ocean
#

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?

distant sorrel
#

Waiting for child process to complete (0/1)

#

Help please

scarlet turret
#

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! 🙂

drowsy snow
scarlet turret
#

Just tried it out, I'm now familiar with the unitgraph but here's what popped up...

plush yew
#

What do you suggest to make my game, ue4 or ue5? I wanna make survival procedural game but idk what to choose

plush yew
#

ok

drowsy snow
# scarlet turret

Game thread doesn't seem to spike 🤔

This happens even while standing still or paused?

scarlet turret
drowsy snow
#

For another sanity check, does this happen in Standalone process, with editor minimised?

scarlet turret
#

I'll check rq...

scarlet turret
drowsy snow
#

Okay, then that goes down to your hardware. Probably the GPU, because the Game thread seem tame

scarlet turret
distant sorrel
scarlet turret
#

Awesome, thanks so much! 🙂

distant sorrel
# drowsy snow Lmao no

Yes i create a game by 3 month of hard work and at the end , i cant able to export to android

scarlet turret
# drowsy snow Yeah, sure.

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...

drowsy snow
mental dome
#

Hey how do i possess a different character in editor

drowsy snow
mental dome
#

can i switch during PIE?

drowsy snow
mental dome
#

Alright

#

ive found "eject" to work for what i needed it for

wild portal
#

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:

  1. 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
  2. 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 -D3D11 at the very end of the Target: field and launch the editor through the shortcut)
drowsy snow
drowsy snow
grim violet
#

the default thirdpersonBP gizmo works just fine

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idk what I did to make it lock

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I just want to move him 😭

wild portal
#

update 1: the + button appeared, i installed 5.0 early access 2 and it works! i hope they fix this in preview build too

regal ferry
#

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?

drowsy snow
#

At this point Early Access builds should be abolished

drowsy snow
sterile oyster
#

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

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text editor yeah sorry

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is vax Visual Assist? I've heard that it gives good results

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I'll try the trial version

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okii, thank you

drowsy snow
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Though granted it's what I use on regular basis

sterile oyster
#

oh btw, is the intellisense faster?

drowsy snow
#

VS2022 is noticeably faster, even in potato computers.

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Not to mention VS2022 is x64 application

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I had all build tools from 2015 to 2022 lol

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Just to say how good VS2022 has become

sterile oyster
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cries in 256GB SSD

drowsy snow
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I'd be lying if I say yes (my C: partition is only 180 GB, with Windows 11 installed)

lament path
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hey so i know thisi s kind of a beginners question but im new to working with animations and models

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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

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is there any way to solve this that isnt manually reanimating every animation?

drowsy snow
lament path
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ill try that

neon bough
#

yea, why do you go with mixamo rig in the first place?

lament path
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also out of curiosity what rigs do most people use to replace the mannequin

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well i tried metahumans

neon bough
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they use the mannequin rig

lament path
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but they broke totally

neon bough
#

and there are ways to get mixamo animations directly from mixamo which work with the mannequin rig

lament path
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i mean like how do people get other models rigged to the mannequin?

neon bough
drowsy snow
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Nah jk

lament path
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i think i'll try to fix this issue manually mainly just because i like the model

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will report back

neon bough
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as beginner you are not doing yourself a favor

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i would really recommend to stick to the mannequin rig

drowsy snow
neon bough
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but imagine all the anime waifus that you could model/rig

lament path
#

yknow what

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youve convinced me

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anyway shit do i have to do this in blender

drowsy snow
#

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

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It's paid, but I think it's worth the price for the cut hassles.

trail cargo
#

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

wild portal
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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

lament path
#

thanks guys

trail cargo
plush yew
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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?

drowsy snow
drowsy snow
plush yew
#

ok thx

dense knoll
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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

scarlet turret
#

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

drowsy snow
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The better thing would be to have your code somehow works first try.

scarlet turret
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The pain, I've done that before as well t-t

#

?

drowsy snow
scarlet turret
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Oh sorry I was using it as a text emoji lmao

drowsy snow
#

UwU

warped osprey
#

In UE5, does any one know how to reset the default startup path for projects. Mine is wrong and I need to reset it

drowsy snow
warped osprey
#

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

shut nova
plush yew
#

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?

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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 -

😀

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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 -

😁

jovial moss
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have a backup laptop ez /s

plush yew
#

true

boreal otter
plush yew
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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.

drowsy snow
jovial moss
#

oh my bad, read the issue wrong

drowsy snow
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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

jovial moss
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yeah sorry >.<

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i thought they were asking abt the parts they were standing near being non reflective

drowsy snow
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Or, you know, just use realtime raytracing if you have the juice 😛

tranquil sphinx
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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?

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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?

drowsy snow
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I think individuals gain nothing from such tools

tranquil sphinx
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Incredibuild would become very expensive given the server set up i have from what i hear 😄

drowsy snow
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Those were catered more towards studios that has build farms

tranquil sphinx
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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

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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

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I looked into incredibuild and removed it as soon as i saw it kneecaps your perf once the trial is over

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thing is i don't work from the server, i work from another machine

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which is why i'm looking into distributed compute

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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

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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 😛

fiery flax
#

Help!

I'm trying to package for android but it keeps sending me to a website instead of packaging it

tranquil sphinx
#

it's telling you that you need to either install something or accept terms in project settings

fiery flax
tranquil sphinx
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it should go green once you've accepted it, there are a few places you need to accept the TOS

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scroll down and make sure there aren't other spots

fiery flax
tranquil sphinx
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could try closing the editor and reopening

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see if that resolves it

fiery flax
tranquil sphinx
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do you have NDK installed and all set up?

fiery flax
tranquil sphinx
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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

tranquil sphinx
fathom basin
#

When are OnRep functions called?

tranquil sphinx
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when ever the variable you set to onrep is changed

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you have an int called MyInt and it changes from 0 - 1 it calls the OnRep for MyInt

fathom basin
#

just automatically?

tranquil sphinx
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yeah

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you update the value, it calls the function

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think of it sort of like an event dispatcher

fathom basin
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is that only in blueprints?

tranquil sphinx
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i'm not well versed enough to speak for C++ but that's the case with blueprints

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i would assume so though

fiery flax
drowsy snow
mild phoenix
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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?

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Its flying well with floating movement component but I need with character movement comp.

drowsy snow
mild phoenix
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From flying to falling

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But floating doesnt have this

mild phoenix
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I add floating movement component to character class

mild phoenix
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I setted movement mode to flying

fathom basin
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Hey what does ACharacter::OnRep_ReplicatedBasedMovement do

chilly crow
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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 ?

grim ore
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those are just the starting defaults, you can change them later.

chilly crow
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so if i disable it I can enable then

grim ore
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yes, and if you enable it you can disable it

chilly crow
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ah nice okey

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whatever I want it in options 😄

proven nacelle
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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

unborn dew
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could someone help me with my crouch i hyave seti ti uo but when i press the crouch button it doesnt do it

clear estuary
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Try using a flipflop

chilly crow
grim ore
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@unborn dewby default crouch is not enabled on a character, have you turned it on?

grim ore
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on the character movement component, search for crouch

clear estuary
#

Oh I miss read that

unborn dew
grim ore
#

in the same blueprint you added your code. on the left are your components

unborn dew
cerulean sandal
#

do BSP brushes hurt performance more than static meshes or is it fine if i use them in the game anyways?

grim ore
#

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.

rotund scroll
#

if you're on 5 I recommend the cubegrid plugin that comes with UE5

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my sources tell me it's excellent

acoustic wraith
#

Is there any way to make Unreal compile all uncompiled shaders in my project?

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Instead of doing it on-the-fly when the asset is first used?

green light
unborn dew
#

tomatoes

golden niche
#

is there a way to use gpu lightmass without having raytracing constantly enabled?

mental dome
#

hey how would i make an explosion?

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not like particles i will worry about that later

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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

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is there something in ue4 that would make this easy or do i make my own implementation

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(using c++)

green light
#

niagra or something has it doesn't it

mental dome
#

what

green light
# mental dome 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...

▶ Play video
mental dome
#

that's

#

particles

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i said "not like particles ill worry about that later"

green light
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sorry missed that

mental dome
#

is there some sort of radial force thing that applies force in a certain... bubble?

shut nova
#

I think it’s some parameter from the plug-in that I’m using incorrectly

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Other than specular what would cause that? I’ve seen people with the plug-in water looking great without a planar reflection. @drowsy snow

mental dome
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Alright thanks

tender pecan
#

You can easily move that to cpp by simply calling the functions from actors in stead of implementing in blueprints etc.

grim violet
green light
#

on the right side of screen in BP is it locked?

grim violet
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In details panel?

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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

green light
grim violet
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It's ok

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UE forums has no solutions either 😭

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Weird part is yesterday I was able to move it after removing the AnimBP from the character, but now that does not work

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Even with no AnimBP it is locked PepoSobs

viral crest
#

was checking around the unreal online learning portal, anyone knows why some of them are blocked? (on the bottom)

rotund scroll
#

maybe you need to complete the quiz first?

grim violet
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I figured it out

viral crest
#

what a strange way of gatekeeping information

grim violet
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Setting location in BP overrides the gizmo

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Essentially if your gizmo is locked in your BP this is why

waxen coral
# grim violet Even with no AnimBP it is locked <a:PepoSobs:744369617945886782>

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.
grim violet
#

You are very helpful

waxen coral
grim violet
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Thank you

#

No that helps for future too

crimson comet
#

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.

drowsy snow
viral crest
scarlet turret
#

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

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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

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Working

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Not working

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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

shut nova
scarlet turret
#

Do you mean mine or the water lol

#

Oh lol

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Well I have a sphere reflection capture... does it need to be directly inside the room to be accurate?

thick herald
#

reflection planes are a thing. Makes for super shiny reflective things. Expensive though.

scarlet turret
#

Yeah I've messed around with those before... you're certainly right about expensive lol

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Yup I just tried moving the reflection capture into the room, and it's working now, except the reflections are incredibly dark...

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And for whatever reason it made the rest of the room darker too, even the bits that aren't reflective

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Just checked, and the reflections are still normally lit but only when you look at it from an angle...

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Oh sure I'll try that rq

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Nope, unfortunately that seems to give black reflections as well :\

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Yup, I'm really not sure what's causing it...

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I've never seen a YouTube tutorial or anything with the same issue so it's very odd

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I'll try it, thanks! 🙂

shut nova
#

I’ve messed with every parameter on the water material and nothing fixes it

#

Would it be a project setting?

storm dove
#

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.

scarlet turret
#

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. 🙂

placid folio
#

I just started having this issue. Any advice why my thumbnails are white, only after I load/use them

scarlet turret
#

Real noob question, but what is this material node called?

#

Awesome, thank you!

drifting rain
#

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

placid folio
scarlet turret
humble flicker
#

what is the middle node?

#

thank you

placid folio
#

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.

placid folio
#

Here is what the camera looks like.

scarlet turret
#

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

chilly gale
#

Any other Kiwi's not able to find the Epic login?

modest trench
#

I'm no Kiwi though

chilly gale
#

Rebooted my routers and still getting

#

@modest trench been happing a lot lately

modest trench
chilly gale
#

I'll call my ISP see if some clever SOB made some dumb change's lol

modest trench
#

try the troubleshooting menu first

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Settings>Troubleshoot

#

it will try to connect to every server

#

like so

chilly gale
#

Thats never taken me to anything helpful but will try it

modest trench
#

It won't solve shit but I just want to see which ones are down for you