#ue4-general
1 messages · Page 1164 of 1
Not even relevant anymore
OK
^^6
no idea what they hell that was, but ok.
most folks come here to talk about Unreal not some other nonsense.
I just opened this channel and saw everyone talking some other nonsense. Bit surprised, but hey - calendar says "April 1st", so maybe we're taking things lightly today. 😛
ya first time I been here in awhile... friend of mine told me it was really bad.
I come from the future, it's April 2nd where I live
True, for me too, but it's just 02:28 here. Lots of places, USA included, still are there.
Has anyone repurposed the sports team Virtual production project for something yet? ^_^
No not yet...
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He is talking about **https://www.sportsvideo.org/2022/01/24/epic-games-launches-virtual-production-week-featuring-free-online-presentations-and-panels/ ** I believe.
A few tweaks and seems like easy $ for client work for alot of things
I retired last year, from client work, so I been busy working on something else, but when I get some free time I wanted to check it out more.
^_^
I'm curious to see what CD red, and Epic does together. Personally some of the new tech coming from them, should be good in the future.
Prolly won't be for awhile but still, looking forward to it.
CDred had some really useful tools they had built for red engine, I hope through them working with UE5 we'll see some of those types of tools become plugins for outright native features
Yea I think they did it with strings so you can easily teach Larry from your small competitive event how to operate it easily with simple text
Larry's world would collapse if he came to realize 1 isn't the first number
We don't want to hurt Larry's well being
i saw live stream, they share usefull things on some material i already forgot
Right?! So much little small things I either discover or outright forget
From these streams and videos
Mostly
He gets better each day though
Yeah anything you don't use repetitively gets hard to keep, and this field is so incredibly large.
My brain. I feel you're referring specifically to my brain.
Not the large part though, the not using it repetitively part
Lol
My is used for sleeping, it's good at that. And hunting coffee.
Maybe it's bad at one of these, seems counterintuitive.
Lol
i also cannot remember alot so i still go to learn.unrealengine
i also think the course for GI and landscape for Architecture is very helpfull, it help me understand more on DOF in PPV and use landscapemask and landscapeGrassType
Probably (not)
Unreal Units iirc
Unreal Unit = cm
Which may very well be centimeters, hard to remember. Just play with it.
Sorry about that Jens, read after
No problem, 🥷-ing happens all the time xD
Everyone seems to just adjust it until it feels right anyway.
Felt the same way tbh lol
But hey, sometimes game geometries sacrifice unit accuracy for something that feels right on camera.
And sometimes it's a forgotten value like capsule friction or something we don't want to think about.
Or full axis tilt etc.
Does anyone know the file path after downloading?
I can't find it on the computer?
like appdata or c/...
It's in your RAM (2)
You have to do the saving/writing to disk yourself
Depends on the file
like 1920x1080 tlou2 wallpepr
Is it logically more optimized when I burn it to disc?
Actually no, nevermind. It probably got uncompressed for VRAM
Are you making spoof OS project?
Sounds like spoof OS project to me.
Which is nothing new, really. Spoof OS games have existed for long, with varying degree of actual functionality
there is no turning the computer on and off so I don't know if it's still a spoof OS lol
any ideas why the edges of my terrain get stretched? height map is 1025x1025 with auto settings
oh, nvm, UE4 seems to use different dimensions
how to break a link to a node without doing right click > break link
Hold Alt and click on the input pin
thx
Can u do animated 2d tiles in ue4?
Yes.
And by that i mean, a flip book that can be assigned to tiles in a tile map, not as a character
Yes.
I wub u
How much does VRAM matter for UE ?
Currently i'm using a 960 with 4gb and i could possibly use a 1060, but with 3gb
Largely depends on the textures.
I'm far away form 4k textures.
At most i would probably use 2k textures
I have a quick question on the editor. I am trying to view something that happens behind my first person character, but I cannot view the back of my character without ejecting. I would like to be able to split my viewport in half and show one fixed view and another in first person, I can only seem to make viewports that do not work in play mode
Has anybody seen issues where in multi-user sessions the avatar of USER B is stuck at 0,0,0 even though USER B is moving around, and USER B can see USER A moving around in the session? If this isn't the right forum to ask, is there a better place to ask?
is anyone able to tell me how to have a players head rotate with the camera?
when i print a string on event begin play it prints it 4 times in multiplayer
i need to to basically print once on each client
One way you can kind of jerry rig this is by creating a widget that pulls a camera actor into a img plane .. and than cast that to viewport .. itl take up part of your main screen but you’ll be able to get that Picture in Picture to see your behind for debugging purposes
Is that for a replicated actor?
for the player
Yeah, you probably just needed a local control branch or something similar
"event tick" into a "do once"? Why not just do it on begin play?
cos for some reason on begin play it still calls twice on the server
That's because it happens for each instance of the actor
Hello all, Did anyone knows or happened to to understand an issue that I got with Apex destructible mesh. in the destructible editor the explode preview dont show up in live + when I'm trying to destroy the mesh after 5 sec its need to despawn, which not happening the mesh render still there (without any collision)
i'm assuming it doesn't do that on the tick so thats why it works on the tick
No, it does still do it for tick functions
The logic runs individually whether they're replicated or not
You're seeing the message multiple times because the engine combines those messages when simulating multiplayer
The first "Server:" pop-up is from the server's own possessed pawn, and the second one is from the server's version of the pawn that the client is controlling
how would i get it to work properly ?
It's technically not working improperly right now
cos the problem is it keeps adding the ui twice
So I'm actually seeing a lot of redundancy here
its weird because if i add it on an input it works perfectly
Basically what you're doing is you're using the client to tell the server to tell the owning client to create the ui
So instead you should run a locally controlled branch that creates the UI if true
Not quite
Go directly from being play to creating the widget
Also, "Do Once" is entirely redundant because begin play won't ever fire again
It already does itself once, by definition
Yeah there you go
ty
No problem
What is the process on rebuilding/recompiling a plugin that was built for UE4 into UE5?
hello! so im here with a question because im not sure where to put this but i have a Material but no material function, i was curious on how to go about making one that suits that material
Hey all,
Does anyone have any good resources about working with the shadow bias parameters for still and animation rendering?
Getting a lot of artifacts and banding so just looking to get a deeper understanding of things there.
I'm using the Virtual Photography kit too so if there's any general resources for that I'd appreciate them too!
Has anyone seen any good raise the dead, or summon zombie animation assets?
@formal sail I have found the youtube videos by William Faucher to be very good .. he has a cinamatic approach to lighting and shadows.. Here are some of the ones I've liked. https://www.youtube.com/watch?v=doUDJFKLyZs https://www.youtube.com/watch?v=58TxAz2Er0g Here's a link to his youtube channel https://www.youtube.com/c/WilliamFaucher/videos
@formal sail Perhaps you should check out his video titled "PATH TRACER Explained - Unreal Engine's Underrated Tool" and "How To Improve Your Lighting w/ RTXGI"
Awesome! Thanks a lot for those links mate
@formal sail I just watched this one too, this one has a lot of great lighting tricks and options to tweak the quality with UE5 (lumen) .. https://www.youtube.com/watch?v=l3ppm1cuNd8
Unreal Engine 5 Preview 2 Lumen Demo 4K
First 100 people gets discount on my UE5 Course
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How do i check if an actor is alive?
Sometimes im using Destroy Actor, but the actor was already destroyed by other function. So nothing problematic happens, but when i stop the game, it gives me error Blueprint Runtime Error: "" EventGraph Node: DestroyActor.
So how do i check if the actor was already destroyed previously?
If you destroyed the actor cant you just check if it's valid, get Actors of Class?
Just check if the reference to the actor is valid
If anything it's a complete waste of BP instruction because you're going to check through the array for the same object reference which is already invalid by the time the actor is destroyed
Ah, Makes sense
is there a way to import a DSS files into ue4. trying to make a cubemap
sooo i started to add a thirst/hunger system to my game as a start as my game requires a Hunger and thirst system but for some reason i cannot complete the thirst every time i try to drag in the thirst variable it wont let me put in into the blueprint, could there be a reason ton why?
What's DSS file even supposed to be?
i am following this tutorial https://www.youtube.com/watch?v=onKSZQQCgcQ&ab_channel=CarlosCoronado
Make awesome interiors with the same technique used in the Spider-Man PS4 game inside UE4 with this short tutorial!
#FridayTutorial
Free Cubemap assets: https://drive.google.com/open?id=1b-njMsBpUHtTmzCKTnjMP3DrLG7r0ps2
dw
i got it
And the creator doesn't explain about it?
can anyone give me a little help? I can't spawn a decal or it's only transparent even if I add a material
Make sure the decal is facing the right direction and the decal render box is overlapping a mesh
Why are there no shadows from afar and why is there this error?
hi,
assume you have built a grid system. in which class would this system be best suited for multiplayer?
gamemode, gamestate, worldsettings, gameinstance?
I have a question when I start my game, the camera looks completely different, what can I do to change the view?
grid coordinate system
[context needed]
to calculate positions in the world in a 2d grid system like civ games
bp function library and its functions can also be used in cpp, or is that not recommended?
Any idea how to sort array by actor variable string/int/float?
the grid system in written in cpp. ok, then i try it with bp function lib. thx
??
Developing for live link is incredibly difficult lol no documents on why LiveLinkRetargetAsset.h is just gone in new live link UE5 plugin.
Not sure why it’s not there. I’m unable to compile a plugin because of this. When I copy it from UE4 version I get another error saying LiveLinkRetargetAsset.generated.h is not found
I have a large open world level and have been using culling distances for optimization bit have noticed in a top down overlay of the world even though most of the world is culled, I'm getting heavy performance loss from "visibility commands" any tips?
what do you think Epic will introduce during the next Keynote? Unreal compiled for apple sillicon?
I can only find EA? Can you send the link? Thanks!!
Thank you! 🙏
appreciate it. Gonna sleep but I’ll check it out when I wake up!
I logged in to GitHub it let me view it just too tired to comprehend lool
I created a blueprint character with some cubes and a box collision rectangle. When I create a On component begin overlap event on the box colligion rectangle, it is always triggered at the start of the game, because it is colliding with the owning blueprint. Is this normal?
The solution i found so far is to put an if statement, like this:
Hey how would i test how my game works on a dedicated server without having to repackage the server and game every time?
For some reason the play options dont have any checkbox that says "play as dedicated server" which i see quite often online
Does anyone have any experience modifying the size map unreal engine can handle? I hear the maximum size is 20km*20km
The maximum is indeed 20km across. Beyond that, physics will fail.
Any idea how to algin or create some kind of columns so that child widgets fit to parent container ?
So there is no way to modify the engine to accept more?
Nothing you can do about it, except using UE5 and make use of Large World Coordinate
It's a floating point imprecision problem.
Hm I see. I'm trying to procedurally generate a scaled down spherical version of planet earth. My plan was to make use of level loading and to scale down the world to 1/3 scale
Anything large and planetary should use UE5 instead.
When I read about UE5 they claim the max is 20*20km as well
Unless you use Large World Coordinate, then 64-bit double floating point is your limit.
Cool, thanks
||Though I have yet to see someone actually made a fully functional large planet in UE5||
prolly because if you wanna fill it all up, you'll need a big team. but yea, in theory you could make whole galaxies.
Question
answer
Should I use unreal engine 4 or 5. Ive looked in reddits and it said I should use 4 because 5 is still in early access and can be buggy but that was like 9months ago
they said if ur a beginner u should use 4 because if a bug were to appear in 5 I wouldn’t know if it’s me or the bug
we're getting an update about the state of unreal 5 the 5th of this month.
since you'll be playing around at first, 5 should be fine, but keep in mind most tutorials will still be for ue4, though most will work in 5
UE5 really is limitless as of now, your not going to be pushing it to its limits for another decade or more
Hello guys. I can't see the right materials importing c4d files with unreal 5. I'm using datasmith. Materials look grey. I've followed the procedure, exporting with asset and cineware etc. textures are imported corrected in the content folder, and materials looks they are using color map with texture , but not showing
Any solution for autosave? My map is 8 by 8 kilometers "Dedicated Server
don't use loops 👍
Autosave could be quite simply a 3 mimute timer or so that loops and saves thr game
Yes, but the dedicated server keeps crashing
Can anyone help me out answering below query:
I am using Openssl 1.1.1 version in unreal project, When i tried building the project in UE 4.26, I see Openssl 1.0.2 functions not found errors.
FYI, I tried building on UE 4.27, Everything is working fine without any compilation error.
Does UE4.26 doesn't support Openssl 1.1.1?
any reason you're not using the newer versions?
We are planning to upgrade it later this year. 🙂
have to ask because so many do this do you mean 4.26 and 4.27 or like literally 4.6
Thanks @plush yew for the response. yeah I have also seen many threads but didnt find solution to it.
I think what's being said is that there is no solution for it. you will likely have to upgrade first to get it to work
"this" means 4.27 😄
oh so you're talking about 4.26?
yes
yeah you need to be more clear haha everyone thought you meant 4.6 which is years old
Sorry, Just edited message.. I meant 4.26
4.26/7 is from this year and literally 20 builds newer haha
last year*
Yes because of the infinite loop error, so dont use loops
true
If it cant execute q loop in roughly a frame then error
How is this landscape blending fixed?
@oak patio So how can you save the server?
give it a transplant? defeat bowser?
you can use heightblend if you want it to blend using the texture otherwise what you have is normal blending @shut nova
generally you probably don't want to save at intervals but rather on interaction
but if you insist, that solution requires a timer. the other way is probably best done through a subsystem
A timer like i said if you wajt saves on intervals
The auto landscape material I downloaded (Unreal Sensei) primarily uses normal map blending. How would I convert it to height map blending with the given node graph?
layer blend set to height blend you need heightmaps though to show unreal how to blend it
@oak patio But my map is 8 by 8 kilometers and it seems like it takes a long time to save
Then use c++
If your making a large multiplayer thing you should have been using c++ a long time ago
@oak patio No I use the sgk blueprints system
hello everyone
Hello
i have been stuck 😦
I'm not a programmer
Then ask a question, we arent psychics
wait i upload photo
Then tell whoever is to use c++
There isnt a way around this
@oak patio I'm playing a game myself, I don't have anyone
Then you need to learn c++
is this is ue4 bug ?
You cannot make a large muktiplayer game without c++
while not "needed" always it will help you go alot further and add everything yuo want compared to blueprints where its going to limit you greatly with MP only choice is to start learning some C++
@oak patioThe system I'm using has saves but it crashes because my map is big
Yes so use c++
then the system doesnt work
I cannot get much clearer
@oak patio 😇
You are making large game
You need c++
@lament sonnet im not sure you might want to ask in #animation
Make game simple or learn c++
oh ok
For a large project like that youll need it anyway just for the performance increase really
@oak patio oh i agree not even just perf but the parts of the engine not exposed to bp
Exactly
@oak patio As a C++ implementation in the SGK, this alone is scary
You never gonna know if you dont try
@fossil folio just slowly learn some C++ saving happens to be one of the best documented C++ features by the communnity i have found since nearly everyone needs it
But really any large project, and reallt any multiplayer project should really use c++
Is there a way I can optimize the normal blending? Like changing the distance at which it starts doing that?
you can paint your landscape using a texture instead of a circle
i have some issue regarding modify character bones collision not work
how to fix that ?
like character automatically pull by gravity and slowly go down and down
making invisible character
but the controller working fine
i poted there but figuured id post here too to get some extra attention 😆
How would I do that?
Brush settings?
Pattern?
yeah
hello anyone know here how to make collision work on skeleton
Thanks I’ll test it out
hey it was just one extra post in the general channel, chill out 🙂
You can just generate collision by selecting the skeleton in the content browser, right?
Crossposting is against the #rules
Ok
:triangular_flag_on_post: Otto#4576 received strike 1. As a result, they were muted for 10 minutes.
Anyone have a clue if it's ok to remove the content in the DerivedDataCache folder? It's taking up a good 40gb
where is that
No worries about that. It's just that I have a break now from school/UE5 aka need some game space for a week or 2
thnx for the info! 🙂
ehh.. we dont set up source control nor have i ever heard of it. Our teachers certainly never mentioned it. Gonna go over the documentation on that though def now you mentioned it
Can someone explain what might be a possible reason why Unreal wont allow me to add my Thirst variable to this blueprint, I've been following a decent tutorial for a Hunger and thirst system but I cant get past this to finish it
any ideas why this isn't working? I'm trying to increase the tower's health when a button is shot
this is my gpu memory usage when I quit my project in the editor
it uses quite a lot
and I packaged the game in develop build and it still uses a lot
is this normal ?
does it mean it require that much memory to run ?
I have a lot of static meshes but they're not specifically high poly, just normal even low poly
I wonder If I should do something about it or if it's completely normal
Around 2,5K static meshes total
I'm bored who wants to make an ue logo on r/place
I figured it out woohoo
Are you making the logo? O.o
UATHelper: Packaging asdfasefer (Windows): ERROR: Failed to find command PackageUGC
Anyone know the reason for this?
I tried packaging UGC from a template on github
Didn't work
The project was from ue4
I can't do it alone
I can make the pixel art for it
But can't place kt alone
I can only find UE5 Early Access documentation, is there a link for UE5 Preview documentation? I couldn’t find anything on GitHub
Nope there's no doc yet, also go to #ue5-general for UE5 stuff
Yeah realized I was in wrong chat but didn’t want to double post
Is there no official UE discord server?
Anyway I came to ask a question, what is considered normal walk speed (from point of animation/blend space)
Idle - 0
Normal Walk?
Run/Sprint?
wt... so basically human run speed average is only 357 cm/s?... I was experimenting with 1200 for sprint
If you're still looking, I think you just right click on a skeleton or maybe the skeletal mesh in the content browser and it appears near the top. "generate collision" or something similar
nah it wasn't showing cm/s before in UE4
I'm still going to reimport models 4 times before finding the appropriate scale
It doesn’t seem to be doing anything different for any of the textures I put in
Still have that unrealistic fade between layers
@plush yew ?
😐
Have you been waiting for that lmao
Hey all, what's the best way to create realistic looking gore decals? Such as slash and stab wounds?
Ive tried using transparent textures and turning them into a material but it looks obvious that it is just a flat image. Guessing it needs height, spec, rough, normals, etc?
hey i need help, all my unreal engine 4.27 projects appear like this:
how do i make they go back to normal?
Edit > Editor Settings > Preferences > Reset UI Layout
Try that
how?
i couldn't find that opition
Has a couple different solutions
that worked thank you so much
i'm trying to find the solution for 2 days
nah i found its something physics issue
Oh, it seemed like you were asking how to create a physics asset
hey me and my friends are planning to learn unreal engine but we dont know if we have to learn unreal engine 4 or 5 can someone explain?
thank you for your response
we will check unreal engine 4 out
then we will do it like that we are new to this so we appreciate any kind of help
It's honestly pretty straightforward if that's what you need to do. Takes maybe 5 minutes
Hello everyone, this is my first time posting here.
I've been using Unity for about 4-5 years and 2 years in a professional capacity. As I am constantly working in Unity for my job I decided I will dabble my toes in Unreal. I am currently deciding if I would like to move my project to unreal (a TPS) but I am having an issue with my pre-existing assets. I had relied on Unity's Humanoid system to not have to worry too much about my character skeleton Hierarchy, but moving the animations over to Unreal has presented me with the issue that it does not work on the standard mannequin that comes with Unreal like I would have expected with Unity. (these are paid animation assets that I had purchased in the past) am I missing something or is this a limitation that Unreal has when it comes to Skeleton requirements. For context this is the error I receive and selecting yes presents me with more and not the desired affect.
we are looking to learn for now, but we are thinking of a hack n slash game in the future
Thats correct, thought I would use UE5 since my contract prevents me from publishing my own IP, so just a personal hobby project. Thank you for the reply. I will look into your solution, much appreciated!
normal retargeting is broken for me tho in ue5-main 😭
only shows the ik retarget stuff
That worked excellently. Thank you so much. I just couldn't figure it out for a day now. Wish I had asked sooner.
well that... is not so good news
might end up being nicer long term?
so i guess i have to reinstall UE4, too
who knows
well, i hadn't any problems with the ue4 retargeting
I'm going to keep 427 around for a while as people update assets anyways
while i know that it can be a pita to setup IK
fair
also, i guess for retargeting it will require backwards solving?
Anyone know how I can save a UObject variable in a SaveGame?
you cant
well shit
well in c++ its probably possible by serializing the uobject (depending on what it is)
but there are 3rd party plugins which already deal with that stuff
in BP i have the option to check "SaveGame" on the UObject variable, which claims to serialize it
welcome to 2022, we are almost rid of triangle limit but we can't save uobjects 😄
Ah, so dynamically creating the object would mean the serialized reference now points to nothing when loading back in?
Damn, makes sense I guess, unfortunately I have to strip all my variables about of my UObject now and shove them into the SaveGame, lol
thanks 😄
anyone has a full blueprint implementation for character dashing).
I don't have anything open what could be causing this
I tried to open a big project right before and it crashed
is it still trying to load or something?
shader compilation can happen without an editor being open
well, they are launched as standalone tasks, which can keep running depending on the crash
any reason why this doesn't work but 3 branches does ?
Any one of those being false would make the AND false, so unless you are switching weapon, reloading and shooting at the same time it will let you shoot
Using a NOR gate instead of AND should work
This is my 4th time trying to open the project, will it eventually compile everything if I keep trying to open it after it crashes?
But if I keep trying to open it will it eventually compile it all
is there a way to import an entire blender scene into ue just for realtime renders?
there's a "find nearest actor" but how do I find the farthest actor?
The editor bugs out after a few minutes of use, if I right click a pin of a blueprint node, the context menu isn't visible, if I right click the blueprint graph to see functions and variables it appears for an instant and then stops showing, basically any action that I try to do that shows some kind of context menu shows the menu for an instant or not at all
NVIDIA 😏
you gotta save
close it
and reopen it
😔
should I get a 1tb m2 ssd or a 4tb hdd
isn't there a solution for this? It's the first project that has this issue
I've worked fine with this version of the engine, I don't know why it's acting up
1 TB M.2 SSD for development and 4 TB HDD for backup/version control
Actually if you're backing up on HDD then you should probably get multiple for a RAID in case one fails. But backing up on the cloud is the best alternative
Backing up on the cloud could be more expensive in long term than setting up your own locally. But it depends on the project.
True but if your harddrive fails, my god, that would be brutal
should I get a sata sdd then?
are they any cheaper?
@rain ingot in my humble opinion I would go with at least a 1TB m.2 nvme SSD but that's just me
a 1tb nvme will easily be £110-120
nvme is overprices for the facts that the speeds arent really too different realistically
i have both
sata and nvme ssd
and i dont notice a difference
I'm look at sata sdd's rn and they are about the same price
I think the difference is more in the form factor
@rain ingot are you using pcpartpicker?
ye
damnn that silicon price tho
the price is night and day over here in the uk
but it also dpeends on the sata ssd
high end samsung makes sense
PC Part Picker isn't necessarily representative of the price, but it can give you good estimates
crucial mx500 are some really solid 1tb sata ssds
crucial mx500 is 100 usd for 1tb, should I just get the 1tb nvme for 110 usd?
depends if tis a good brand
but if its decent then ye
what type of memory is it
cause depending on how its physically arranged can make a difference
some of em slow to less than HDD speeds when getting full
im looking at 4tb sdd and their ranging from like 250 to 700 lol
im not sure if they are good or bad
ima just get the nvme, I wanted more space but I dont want a hdd
is there gonna be a difference between 32gb of ram and 64?
😔
Larger RAM will net you more room for dealing with assets
ye but the cost from 32 to 64 is like a 110 usd jump 😔
may aswell get a ryzen 9 at that point
I feel like I might need 64gb tho
dont want to run into the same problem im having rn
i get a bunch of errors when i try to import assets from mixamo to unreal, did adobe change the way mixamo’s fbx files work or something? (i tried fbx binary and fbx 7.4 to no avail)
Mixamo has long since dropped support for UE4 lol
seriously how do I fix this :/
Well it only seems to be happening on my 2k monitor, if I use a Full HD monitor it doesn't bug
oh, well crap
guess i’ll see what type of horrible amalgamations i can make in blender
when i go through a box trigger, it brings me to the next level correctly, but when i build the game, it resets the same level. i have no idea why it's happening, i did move the levels into a different folder, but i thought if there was an issue it would have broken in the game preview. but the preview works
then how was i easily able to import it
How does this work? https://www.instagram.com/p/Cb3HaywIw7Q/?utm_medium=share_sheet
Black magic
did you look at their twitter?
look up dynamic voxel terrain plugin
Has anyone here played Last Oasis? I'm wondering how I would recreate the grapple hook mechanic from that game. It's not just a pull force towards the grapple, but acts a lot more like a rope that can be swung, wraps around terrain, and can be reeled in. How would you do that in unreal?
making a paintbrush work with groom in Ue4 is not very fun! I have got the bristles to import in groom, the skeletal mesh imports but can't attach it to the bristles. I was able to make a binding but not sure what or where it goes, tried dragging the skeletal mesh (handle) and the Binding but you can't, not many tutorials about this! on you tube
How to extend Can Jump in character blueprint?
Nevermind I Figured it out again - Solution = Add a Component (groom) to the Skeletal mesh and select the groom asset
It's the resolution, just part of painting landscapes. It's noticeable when looking from on top
Increasing resolution is an option but can impact performance. Depending on your game, it might not be that noticeable for the player. You could also check if you can cover it up with say foliage or other scatters
Someone can help me? Autosave of my game on dedicated server crashes when saving and server does not appear in the server list
but now when I attach the brush that I attached the groom to the skeletal mesh socket no groom WTF ! this program is made to make people go crazy wasn't iy
guys when i open or close tabs in unreal engines blueprint window the whole engine just freezes up for sometimes a minute or more
ensures?
you mean output log?
im guessing the fix would be related to the output log?
i love you buddy
youre always there when i need help
and your answers are straight to the point
and super helpful
thank you ;-;
Anyone know how I can change a camera's values using blueprints, more specifically the projection matrix values?
I'm having a hard time replicating physics cubes in ue5. I think it almost works, but the character gets stuck while trying to push the cube and it jitters a lot. Sometimes the cube is pushed just fine though.
Take over my place 😂
Anyone know why the add controller yaw input jitters on clients, but is fine on the server?
It's weird, the character's movement replicates, but yaw rotation doesnt work...
Be nice with Lorash, okay ;)
i'll cherish him promise~
I'm currently working on a top down shooter 3d game, any idea how I can take the mouse coordonates on the screen? curently is rotating with the arrows but I want it to rotate with the mouse
Any idea how to maek ferroFluid material?
Convert Mouse to World Screen
Raymarcher
yeah
i was thinking about displacment + player location
If you're going to use displacement, you're going to need high polygon count in your geometry
Also lorash you were right
the more warnings and errors i cleared in output the smoother my unreal engine started running
oh cool thx, I think I figured it out
Nice
Now get a room, you two 😛
nuuuu hes more like a sensei to me
did anyone try working with ps5 controllers?
does force feedback work for you?
oh
I can't make mine vibrate
in steam it works fine, it vibrates but force feedback in ue doesn't work for some reason
hi guys, i know this seems ridiculous, but lets say i got $1000 montly dedicated server.
how many players this server can held in one instance?
lets say the game complexity is like PUBG PC gaming.
so i may not be the most knowledgable about this but server systems are a bit complex and different creators have differing limits; that they explian before the purchase
yeah, but whats the average numbers? any idea?
very solution dependant
some can hold 100,000 and their free
but some can barely do 100
lets say its not that optimized very well
what? can you refer to me?
well again im not the most knowledge able about this but you want to look for a deticated server solution theres some on the marketplace
under subsystem and other terms
in the unreal engine tab
but you can also google unreal deticated server solutions
to see ones that arent on the market
AWS is a pretty decent one but its run by amazon
and they have a habit of picking favorites
yeah, im actually trying to create a mobile medieval battlefield game with as many players as i can get, like at least 1000 in one instance
again im not all that sure what would be best but people here would be wiser than me on the topic #multiplayer
alright, thank you bro. i'll try to get there

is there a way to lock in blendspace directions after they've been inputted, so when you press left on dodge it doesnt blend to other ones until you finish you finish the blendspace animation?
oh you cant do that buddy
remove them from my project?
mods are only here to help with server related issues relative to stability and such other issues
their not really here to solve specific project needs unless they feel like it
#rules @cold blade <-
repeated offenses are banable lol so might not wanna do that so often
You have no roles, why are you talking?
Because its an open server for open dialog about unreal engine
im trying to keep you from being banned from a community that is useful to your long term goals

Can you help me then?
depends on what you need, im still learning so i cant garentee a fix for your issues
I installed a asset and I like accidentally did something so I deleted it and when I wanted to re-add it to the project it said that it was still in the project, then I pressed replace and now all the folders are empty.
So I just want to completely remove it and add it back normally.
so thats a weird glitch that happens to me sometimes
go into your project file folder in the windows index where you saved it
find the folder delete it problem solved
So delete it through File Explorer?
Okay I will try that.
find folder with project delete said un-addable folder with the files you want than try adding it again; let me know if that works for you ❤️
dont search for the file name
find the content folder
enter it; than find the folder of the asset you cant install again
delete it than readd it via the launcher

I just restarted UE
that works too lol
youre welcome and good luck on your project~
:triangular_flag_on_post: Crumpex#3130 received strike 1. As a result, they were muted for 10 minutes.
What is the best way in bluprint to kikar all players on the server at a certain time, like every 8 hours, so that the save server ?
why do i get this error when i try packaging a project ERROR: No target name was specified on the command-line.
How to get game app id
what's causing this film grain like appearance (it's not just on this model)
this is why groom does not work 😛
lots of issues like this.
You have to do some hacky stuff to get it to work.
Would I have to delete the landscape to increase the resolution? and then import a height map of the old landscape?
https://cdn.discordapp.com/attachments/785066370219114517/957077467917606932/UE5_Groom_Physics.gif groom works decently fine if you know how to set it up.
(not mine)
Hey guys, I've got a question. Been breaking my head on this for the entire day. So I did a tutorial to create outline on objects based on depth. Now I want the black in the image to be transparant, however the outline only seems to work with opaque materials. Anyone can give me a hint? (tutorial I used:https://www.youtube.com/watch?v=1XqXvVFN5i4&ab_channel=UnrealCG)
Project Files: https://www.patreon.com/posts/32419282
Support with Epic creator tag: UNREALCG
( I will get a small amount of money when you buy games on the epic store with my tag)
Hello Everyone, In this tutorial, I will show you how to make multi-colored outlines in unreal engine 4 using a post-process material.
So we will be using edge ...
hello all, working on a slide mechanic for my main character but when i import the animation from mixamo it reads out an error because my ue4 mannequin doesnt have or a root track? or vice versa with the animaiton not having a root track? any advice would be appreciated
Thanks for letting me know - I don't really need groom enabled, it's okay even if their hair is 'frozen', so what's the work around?
where does one learn how to 'set it up'
check #graphics
it does work fine like i said, basic import, no. you need to edit it to work with unreal. lots of tutorials on youtube
look up grrom fix meta human maybe?
will do, thanks!
most of the time its the shaders, i forgot how to fix this tho. its been a while lol
Possibly my favourite bit from south park
Copyright Southpark. I do not own these videos.
When using material functions, if I make a change to the MF and save it, do I also have to open any material that uses that MF and save that too so the changes "take effect"? Or does that all happen automagically when just saving the MF?
guys what is the best way to have a decals sheet ? or haveing decals on one texture
i never found a video tutorial
is there a way to remove actors temporarily?
I know the eye icon hides them from view but it still spawns them on play
Omg why us UE5 sooooo slow
It’s insanely laggy in a empty project
So weird
Guess I’ll stick with UE4
Go to its attributes and uncheck visible
hey yall! if I am testing my online game via steam, how do I get to invite my friends to play lol
I mean of you want an in game friend invite
You gonna have to set that up i imagine
Or try steam overlay
Hi, I am working on a very simple project assignment. I have to use UE4 c++ visual studio programming to output a few simple messages to my screen. Is there anyone experienced with this who could sit down with me for 15 minutes to try and solve it? I am sure this problem is very simple, but I am new to this
output simple messages to my map level screen*
im sure you can find many tutorials for this on youtube
it's the most basic thing ever
the keyword is "print"
If you want to disable rendering, use SetHiddenInGame and if you want to disable the actor completely (including functionality) use deactivate
Gotta have a beefy PC for ue5, same thing happened with my laptop
the UI is laggy as heck though
and i'm not the only one saying it
UE4 is smooth as a butter
does UE5 have raytracing on by default or something? it's literally unusable for me
i have a macbook pro with an amd card
my cpu is i9 and both the OS and unreal are running on SSD
either UE5 is working on the GPU, or they really messed up something
it makes no sense for an empty scene to lag this much, it responds to viewport navigation with 0.5 second delay
To know at what speed to put a day/night cycle, is there any mathematical formula that allows you to pass the numerical value of unreal to seconds or minutes or something in real life? For example, if the speed is 30 the cycle happens very fast and if it is 1 for approximately "fast" then for example about 20 minutes in real life that would be something like 0.001? If anyone knows the time conversions please tell me.
ue5 was announced in 13 may 2020, and they still couldnt release it
no wonder why
it seems to be a mess even 2 years after the announcement...
the UI looks amazing though
@toxic haven its a macbook they are not made for dev end of the day its a mobile device and an apple at that which are known to be lacking hardware side RT isnt on by default but TSR and lumen might be depending on how you made your scene so you can turn those off or use the profiler.
oh
overall the new features are all made for high end devices though
i see..
so you can turn the quality down to medium to remove them or turn them off in settings and it will match ue4 basically
cool, thanks!
To know at what speed to put a day/night cycle, is there any mathematical formula that allows you to pass the numerical value of unreal to seconds or minutes or something in real life? For example, if the speed is 30 the cycle happens very fast and if it is 1 for approximately "fast" then for example about 20 minutes in real life that would be something like 0.001? If anyone knows the time conversions please tell me.
its pretty simple math you might be able to google a site that does it or just divide. 24 hours into lets go with 24 minutes = 1hour is 1 minute 1 second is one minute
I some rifle blueprints and a character to pick it when I tried to pick up a rifle in my maps my character didnt but in the assest map my character pick why?
https://forums.unrealengine.com/t/lowlevelfatalerror-detected-negative-delta-time/490483 old thread, no answers, has anyone encountered such a thing?
Hi there, after about 25 minutes, the build crashes with the error message shown in the picture after any change of map. It never happens at the beginning and never directly during the game. Using search engines didn’t help much - most threads I find related to “LowLevelFatalErrors” with “negative delta time” are from before 2010 and somehow re...
Is anyone able to help me in a private call with a very simple ue4 c++ visual studio problem? I am completely new to this and just need an answer. I am willing to compensate $10 venmo or cashapp if anyone can help(it shouldn't take long, I have looked at guides but they really haven't helped too much and I need an answer quick.)
If it's very simple, just asking in the appropriate channel on here will probably get you help for free.
Anyone knows whats up with UE marketplace. Any action i perform opens a god damn web browser
If i search, browse, it just drops me out of the Launcher and into a web browser
Ye I’m pretty sure
You can't. It's against the TOS to port metahuman elsewhere.
What's the difference between time remaining and time remaining (ratio)?
Had a anim bp problem, chnaged non ratio to ratio and it fixed issue lol
Now try to figure out what's the difference
More a progress than a time
yep.
nah this is actually annoying me now
like what in the world is causing this to happen all of a sudden
sending
[context needed]
Remux your video lmao
its over 100mb so i have to convert thats why
I knew it, you had nitro lol
lol
like somethings making it glitch and block
i am new to unreal too
i imported the map i made area by area, that could be why, as ever since i added the other area it started
yep defo
i removed the area
and it fixed
idk what made it do that

is there a way to lock your blendspace during use
so an input only occurs once and doesnt change like a montage for example
or at least link your montage to your animbp so it takes montage inputs inplace of where youd possibly do a blendspace anim
How can I set the location of character movement in BP? Don't see an option for it. There is only option to set the velocity.
I'm setting the velocity of the player to the velocity of an actor. But it doesn't seem to work because the player glitches down with time. Why is that? How to solve this problem?
Hey so when your making geometry like buildings in Unreal would you make them by using the Unreal stuff like: "Cube", "Sphere", "Cone"? Or would you make a building in something like blender and then import it to Unreal?
Blender
I think for simple builds the simple shapes unreal provides would be enough
Along with some nice textures
I’d use blender for more advanced builds like houses or something
Ah I see alright, and would you have to change anything to the maps or no? I'm just now learning C++ Code for Unreal and haven't touched the editor but I was just curious since in the hammer editor you would make the shape using the block creation tool.
But thank you guys!
Preferrably the latter, but for blocking out stuff, BSP brushes are fine.
Keyword: blocking out
I never really use it for making final maps.
So they did go over using BSP and they said not to use it in big maps or complex buildings (They as in the Udemy tutorial) but they never explained why. Is that because it takes up a lot of storage or just very unwise?
I hope this question will get answered tomorrow. I'm going to sleep now. Good night.
The latter
BSP is not very well performing in the UE4 implementation
Ah I see thank you very much, yall are amazing.
it's fine enough for blockouts but it was made to be replaced by static meshes later
does anyone know why this actually happens when i import the rest of the map
do i need to re-create the rest of the map from inside of unity
to stop it from happening
im asking here because i dont want to re-create most of the map just for it to not work
If anyone can help honestly it would mean so much
Hi
Is there a way to auto create blank materials for each object?
Right click -> Create material?
i wouldnt make buildings for a shipping ready level out of bsps, or out of unreal primitives
use an external DCC software like blender, that way you can optimise your meshes etc
bsps and basic primitives are fine for blockouts, but if it's your finished thing you're likely gonna want some actual models made, rather than kitbashing primitives
Hey, is there a way to add navmesh pathfinding to a Player Controller?
When I'm building my project, I am getting warnings about some files I deleted a loooong time ago that aren't even used. The build works fine but I'd like to remove those missing links where possible.. any ideas where to look?
Delete intermediate folder. Make sure the files its complaining about actually don't exist?
ahh, intermediate folder 
if there a way to find out what code is depend on who other code?
BP: Reference Viewer
C++: just look at the includes on both .cpp and .h
Ya'll should put the unreal logo on r/place ngl
Hi
Can you help please?
ok sorry
do you know the answer though?
Hi,
It's possible to publish older game (build on UE 4.19) on Epic Game Store ?
Do I need Epic Online Services implementation for it ?
Hello,
is there any way to prevent unreal's viewport from using ps4 controller input? The game is strictly for PC, but I use the ps4 controller on my second monitor to do something else and it's navigating in the viewport and stuff.
I am using DS4 to use the controller, if that helps.
Aside from moving it to player 2, not really.
Though I'm not sure if there's an option for the viewport in Editor Preferences
Why facebook change their logo to Unreal 3?
Playing a new anim montage doesn't call the previous montage anim notify to the near end. Any work around for this?
I am starting to learn unreal engine and I have some questions about some features, is this general chat a good place to ask?
manny broke again help
Hey peeps, having some trouble with implementing my starting cutscene once I press play. One element is appearing too early and I have an idle character hanging out in my scene. Ive gone through my layers and keyframes and checked for both the element and the character and cant seem to find any hidden extras.
It works normally in the sequence player but bugs out when I attach it to game start
Would running 2 editor viewports be a good indication of the performance for VR?
i guess some buffers may be shared between both frames
so 2 viewports might perform worse
cool thx. I should probably test it in VR. Running in 2 viewports my frames drop to 60 😦
yea, if you want to make an VR game you most likely NEED a vr headset
otherwise you probably make a crappy implementation
Ye im obviously using a headset. Im just trying to do optimization without having to put on the headset. My UE does not allow me to run VR in the editor
so i have to constantly hop between headset and screen
if i could run the editor in VR that would help. But i eventually gave up on UE playing nice with Quest2
Seems to have been the Oculus XR plugin. Switched to the legacy one and whalla
How do you increase the size of the text being drawn on screen for Stat commands
in VR its about the size of an ant that had a baby. Like tiny baby ants
most likely somewhere in the editor preferences
Anyone here ever get a bug with the editor where right click menus and the "File, Edit, Window" etc instantly disappear and if you right click in the blueprint editor, the popup box becomes like a window where you see through the BP editor into the scene behind it?
I get it a couple of times every day at least. Can't understand what causes it either, and when I get it I have to restart the editor for it to be fixed
hiya having an issue with materials not importing. can someone please try and import this and see if it is working, for me everything works perfect but when i import to UE it just makes it a white material.
Is unreal supposed to be using my cpu?
Shouldn’t this be affecting my gpu?
rebuilding shaders = cpu + ram
My gpu is at 0 tho is that normal
as long as your pc isnt catching fire, expect that to be normal
Alright
@plush yew Alright thanks, I'll look around for that!
You think they'll release UE5 tomorrow? Big announcement, on the 5th.
What even happened
Don't hold your breath.
This is more likely than the sad people who think the announcement is going to be Unreal Tournament
I exported Android dlc....and got these files ...how should I proceed now .?
I'm staying in 4.27, so at least I don't have to worry much about tools not working in UE5
5.0 still felt too rough around the edges even after trying the vanilla P2 and watching the commits on GitHub.
might be that ur gpu so old ue4 doesnt want to
shader compile always runs on cpu?!
Wrong.
Integrated GPU still allocated on GPU in Task Manager
From what ive seen yes
Yes.
That's why increasing process priority for ShaderCompileWorker actually sped it up.
On lower priority, ShaderCompileWorker kinda slacking around
That's scientifically proven objection.
By default, yes, on Below Normal.
I'm too lazy to make a full fledged white paper of the subject matter tho
write a 3000 word essay please
I'm good at writing story, but not essay lol
you are allowed to use story telling
super weird, if i copy my skeletal mesh inside the bp (ctrl c ctrl v) it breaks my skeletal mesh lol. like, permanent. it has no transforms anymore, cant delete it etc
Corrupt BP? or maybe the engine confused about it if it's a root component? Never had it happen before.
||FWIW Ctrl + W (duplicate) is just doing the same but one less two finger salute to perform||
well, not like i wanted to copy it anyway. i think it just gets confuseled
anyway, id have a question.
can i get all my current skeletal meshes in a loop somehow?
cant seem to find what node i need to get all my skeletal meshes of my current bp
Get Component by Class?
the character mesh sometimes disappears when using mouse
Does anyone have some kind of a tutorial from the ground up to a "match 3" type of a game? I am learning Unreal and today I have a 24 hour test, and they told me its blueprint AND a little coding... now that I got the test its no blueprint just C++ 😂 And I have not so much knowledge about C++ just C# because I'm a narrative designer not a programmer.
The Learn section of the launcher has Match 3 example.
Even if it's mainly mobile example, you can yoink some BP code out of it
I mean the problem is that I cannot use Blueprint its prohibited
I need to write my own C++ code and make a match 3 from the ground up with the requirements they asked... Would it be C# I would be able to do it... with Unity.... But with Unreal I'm only familiar with blueprints...
This place was my last hope as employment goes, but now I just ran out of hope ...
And I have the match 3 example but I have 0 idea where to look for code to understand how it works
Translate it to C++
No one's stopping you apart from yourself.
I can do that?
Also you're a narrative designer, so how you're applying for gameplay engineer?
not my domain, but hoping this helps to some degree? https://www.unrealengine.com/en-US/onlinelearning-courses/converting-blueprints-to-c
hope everything goes well bud 😄
and nothing is ever your last hope
more confidence in yourself
That's the interesting part. I do not. I moved to Germany to try a new life, I fell into a health issue got unemployed last march, and since then no luck with jobs that I can do. I do narrative design and tried to apply to all game companies in the nearby city, but so far all is declined due to "lack of AAA releases" 😂 So I found this company talked with the CEO he said they have a test I need to do and maybe they can find me a place. Today is the test. I was eager. It arrived and like a fucking stone just hit me in the head that it's C++... Guess they are looking for a tech artist or i dont know... And if I dont get a job landed soon I'm quite screwed because the government keep adding bills to my name 😂 And I have no job to pay
I have confidence where I know my knowledge stands. But in uncharted waters I just embarrass myself. 😄 Thanks for the link gonna watch. Tomorrow 1 pm is the deadline
it's very natural to feel uncomfortable in uncharted waters, we're all human, apply yourself and you'll be ok 😄 - they don't expect you to be a robot and be perfect every single time.
I honestly hope everything goes well tomorrow 😄 - we're all rooting for you
Thanks guys :)) Really appreciate it. And if one of the guys from the company is here, hi im not a moron Im just battling anxiety 😂
If you're lucky to have down to earth coworker later on, one or more might willing to be your mentor.
you me both bud - anxiety's a nightmare sometimes, breathe and realise there's nothing to worry about, you're going to be ok, no one is going to hurt you if you make a mistake - easier said than done, but believe in yourself!
Though if you're somehow got blacklisted after getting rejected, it's their loss. And to be fair, there's still greener pasture
FWIW I'm still working as a low paying graphic designer lmao
I'm trying. It's just funny how I could create and design a full fledged game anytime without a sweat but when I need to program especially in unreal in C++ which I'M unfamiliar with a lot I'm dead. Would it be C# or Unity aaaa would be so different
Well, to be fair, coding isn't the strongest suit for higher level designer
Sadly all I was able to work is being a postman here or amazon where they underpaid and overworked us so I got a health issue out of it as reward that changed my life. In my own profession as a narrative designer I had 0 chance. This is the first that actually gave me something to do but its programming 😂
Last dev company in the city so if its off, I'm back to being a cashier or a truck driver or something that will probably murder me sooner or later
- Gamefield with hex fields of appr. 7x6 blocks (randomly generated)
- At least 4 different block colors or motives
- Adjacent blocks can be selected if they have the same color
- Blocks shall be removed if at least 3 were selected, blocks above will “fall down”, when some upmost field is empty a random block will be generated
- Clear highlight when drawing backwards
- Mouse controls
Ideas for more features, expansions..
- Score (+ UI)
- Game ends after x moves
- Possibility to restart the game after game over
- Special blocks with special effects
- Combos
- …
Conditions
- Engine: Unreal Engine 4
- Language: C++, no blueprint scripting
- Only own code, no plugins/ third party code
This is what I have 24 hours for
I mean 22
But I already finished the design in my head so if I could program it would be done
😄
Subtract that by 8 to 10 for obligatory body maintenance lol
I mean, I don't want to come off as condoning cheating, but FWIW, if they know the sample and able to tell if your C++ code is a more direct translation, then you have to plot it out yourself.
I'd expect something like this to be at most a week, because making barebone functional Bejeweled clone isn't something done overnight, let alone made from scratch.
It would be more reasonable within that time frame if the job is to make platformer or along that line
I don't do body maintenance , it works while it works then it stops 👀 😄
https://www.reddit.com/r/gamedev/comments/1ptjs9/24_hour_gamejam_game_and_tips/
Not the best source, but since interview tests are essentially game jams but solo...
I was thinking what if I try something with blueprint anyway and attach my narrative design document for the game I planned out?...
Completely not the task, completely not what they ask or need, but its me and my skills...
Well, if you never did C++ stuff at all prior to this...
I worked with blueprint... And C# and Unity ... That's it... I mainly design mechanics and lore and marketing etc... what a narrative designer does...
Also my sleep schedule is wrecked since last march when I lost my work and got my health issue so I'm not sure I can sleep and energize. I'm kinda a bit in a low place trying to climb up 😄
In their first mail they said blueprint and little coding...
now its lot of coding 0 blueprint
😄
The Test is about the development of a simple game in Unreal with blueprints, coding and so on.
Then I'd say prepare yourself backup plan. Not going to say anything discouraging, but either they sent the wrong test, or you really apply for gameplay engineering position
Yeah, I guess so. No backup plans. This was the backup plan. After more than 7 rejections theres no more companies in my profession here so it is what it is. I'll try what I can do and be done with it
Thanks for the encouragement and help guys. I really appreciate it
In any case, good luck with it, and hope you have more backup plans up in your sleeve in case this one didn't make it through.
(I think it's still kinda odd that you get into the interview phase at all, assuming you don't put any list of classifications for C++ programming)
I contacted the CEO through LinkedIn we had interview on Zoom and emailed a lot and he said he might be able to help, but I guess they don't need a narrative member more like a tech artist.
It's okay, its my fault because I could have said no.
That do be kinda sus IMO but eh
May CapturingReality and their confusing software naming never change
How many times I've kept saying RealityCapture was the company name and CapturingReality was the software name, and vice versa
At least "RealityScan" is distinct enough from "CapturingReality"
is there any ue4 help related channel here? cuz I'm having this weird snapping problem with meshes.
iOS only? uggghhh
This is pretty much UE4 help channel
Yeah that sucks :/ android planned though which is good
To be fair iPhone cameras were the standard
really basic dumb question here but I got an fbx here of an entire map, huge mesh right, now I can import it as just the one mesh and itll work but naturally I'd like to have each component split up, but if I import it seperating each component I can't just place it out into the scene with everything properly placed
when you upload scan to sketchfab, they give you sketchfab pro
is there any way whatsoever to have a single large mesh imported into a scene, and from there seperate it so everything is properly placed but seperate?
Hello, I cant remember how to solve the disappearing menus? and I cant seem to find it in the pinned messages. Hope someone can help.
how to update navmesh at runtime?
I have this gate that I'm moving upwards (off-screen) after a certain event and allowing the player to cross
however, the navmesh path never updates, so the AI just stays on that side (because it never detects a path to me)
the navmesh bounds covers the entire map. If the gate is moved before I start the game, no issues.
If theyre separate objects you can untick combine objects in the import settings, but unless this is a prototype level that isnt gonna see the light of day this isnt reccomended
Should be an option in project settings iirc
right but then all the components are separated and i have to manually place out thousands of meshes which would take a loooong time
Are you a nvidia user
when it's all combined i can just place it out and everything is there correctly placed but indeed i can't modify each component alone
Thats why you dont assemble levels in DCC
You kight be able to shift click and drag em all in at once
Cause the pivots will all be relative to origin
So they will keep their natural placr
But its an insanely scuffed way of doing things
Yes
i mean what could be the issues that causes?
Check the pins for how to fix driver issues
Your pivots will be insanely off making moving individual things painful, you will have issues trying to make blueprints out of any of those meshes
Thats why you assemble levels in editor
Does anyone know how to increase the font size of Stat Unit, Stat GPU, etc.? I'm on a 4K monitor and literally need a magnifying glass to read them.
Example,if you have your world at 0,0,0 and an object at 1000, 200, 0, it willrotate aroun the origin
is it possible to individually attach an actor's bones to another actor's bones?
i'm more using this mesh as a basic guideline in which i'll incrementally replace with much better assets so it probably won't hurt as bad as it would've
Attach actor to component?
If its a blockout it will be fine
Then just replace with finished versions
But dont use that method on a final level
Not reccomended
for sure thanks 🙂
Np :)
that just attaches the entire actor wholesale, what I want is a way to attach each individual bone to an equivalent found in a different actor, if that's at all possible
using event tick with 400+ sequences is the way to go
Ah, personally im not sure of a way to weld 2 bones

difference between using a HUD class or just display a fullscreen UMG widget?
use case: I want to show a health bar and 2 skill icons (non-user-interactable)
HUD is mostly legacy stuff back from UE3 iirc, currently commonly used as a specialized place to handle UMGs
Instead of doing it in the PC
anyone else have an issue in 4.27... where the mouse double clicks? and you can't open any menus?
Check pinned messages for fix
from pins:
Anyone experiencing menus disappearing/going invisible, flickering editor, degraded editor experience, try downgrading your nvidia drivers. Commonly reported working versions: 461.40 and 460.89 and below.
Yes
RTX On™️
All AMD's fault
I have stuttering issues too, since I got a new system. 12700k, 64GB RAM, Nvme Storage, 1080ti.
watch in Fullscreen and you'll see the stuttering, when camera turns
I've tried a TON of different settings in OBS and UE4 itself, and nothing worked to fix the stuttering in the Editor itself.
The stuttering is even stronger visible in the video than it is live...
has anyone an idea what this could be? (other than the driver suggestions)
trying since 2 weeks to fix this.
sry, updated, 1080ti
Why is my progress bar value jump from 1.0 to 0.0 instead of going down?
You're dividing them as integers and then converting them afterwards so it'll return 0 and then you convert to 0.0. You need to convert to float before you divide.
it is, but you're doing it after it's already done everything as an integer. As lorash says, just move that node before the divide
Lightmapping. Unreal documentation says visible lightmap UVs should be contigous to avoid seams. What do about huge flat objects like hallways or buildings? Do I need to make each wall (and wall side) a seperate object AND crank up lightmap resolution on those objects? This seems awful. Wat about long skinny objects like ropes or cables that use tiling texture sheets? Do I need to break them into pieces? How to avoid waisting %90 of the UV space and using insane lightmap resolution for a few long and skinny objects?
so i have this loop in construction script.
but its like super inconsistent. the order changes each tick. any idea how i can get it consistent?
@ruby ingotput the seams in the corners or on sharp edges
but if it's a long narrow object you'll need to subdivide it and put seams on the subdivisions. either that or merge meshes to add a bunch of similar meshes into one.
that last is especially good if the meshes use the same material(s).
I want a high res geo location heightmap. Which i want to import to UE4 and make sure its a 20km x 20km landscape, with medium triangles to i can make splines with the landscape, and sculpt easily. Someone tell me how i can do this
Ive tried terrain.party. its pretty basic and useless
And i wanna make sure the real world location geo data comes accurately on the heightmaps
So can someone guide me on this?
@haughty linden Thanks!
In Unity I could just create an animation for an object, record its path/position and it would replay it. Is there something like that in Unreal? I really need to make an animation of the sun changing pos but I'm not sure how to do it
Basically like this. From one horizon to another. (i know its not realistic star movement but I need that :D)
You want to update your day and night cycle?
Hey I'm not sure if this is the right channel to ask but I am having an issue with my groom in Engine. For reference each colour section is a separate groom and I am specifically having an issue with the light section, it is supposed to be a lot lighter like the section underneath the apron but appears much more grey. I am not sure if it is a lighting issue. I thought it was a mesh issue but as you can see from the picture the smaller bit of lighter fluff is working the apron but is not working above. It is the same mesh though. No matter how many lights I put up top of the white fluff groom is always darker and not showing the true colour of the material I applied. Does anyone have any ideas?
I have a countdown from morning to night and I want to move the sun accordingly. So if we look at a float I want 0.0 to be what you see on the picture and 1.0 when its on the right side of the horizon
So we can say yeah? ._.
You update the sky in the level blueprint, on event tick
can i offset bones ingame somehow?
my characters head should be a bit higher
@timber tulipyou can look at using sequencer to keyframe and play back an animation for this item, or you can create a blueprint that handles this using a timeline to change the values over time
Hi, tell me how to make a vfx explosion in time, namely to put it on the timeline.
Ugh I have no knowledge about that sadly. I mean basically anything animation in unreal is off for me. I cant even make this stupid sun thing work and I have to finish it by tomorrow 😄
Moving the sun aka Time of Day [a couple of years old, but still good] https://youtu.be/x3xBtPIVWEs
This video explains how to create a day/night cycle in Unreal Engine 4, including a moon and working clock, as requested by isaiah games on discord. Topics covered: Material functions, post-processing, blueprint scripting, level blueprints, HUD elements, animation timelines.
LINKS:
Moon Tutorial - https://youtu.be/thF80XvnqMo
Colored Fog Tutori...
using the trace, no. the trace is just data. using the data from the trace? yes
if the player right clicks while the line trace is on the ennemy it will block his movements and play an animation
I have this for now
it doesnt display the ennemy's name
Can you help?
Yeah I watched it but its a day/night cycle and a whole lot of lighting stuff that I don't require and it doesn't fit my situation. All I need is the sun to rotate on its local roll according to a value.
Ok thanks.
It's just a simple question. I don't see why nobody helps.
whats your question
This one.
honestly have no clue wish I could help
but you think people are not playing your video ?
maybe they are afraid
I mean I doubt anybody watched the video I posted
It seems like it may be tryina force you out of some collsion
Do you have collision on the sphere
no I have disabled colission.
Looks like it could still be trying to affect you with gravity maybe
Try disable gravity while swinging
ok I'll try disabeling gravity on the player during swinging thanks
Np
anyone have encountered this problem?
not 100% sure, but looks like you disabled grid snapping and enabled something else. (top right in the viewport)
welp, the culprit is Enable Actor Snapping https://forums.unrealengine.com/t/moving-object-in-editor-objects-snapping-to-random-points-in-space/311017 (keyword: weird snapping, object snapping randomly, snapping bug, snap bug)
I’ve been having a problem when moving objects within my scene, they are jumping or snapping to seemingly random points in space. These are neither grid points, nor anything related to nearby objects. I cannot find anything in my Select and Translate settings that changes my results. The same problem is occurring in both local and global transla...
ah, will try to keep that a core memory in case someone else has the same issue
Hello everyone, i would like to ask a question about a timeline in sequencer, my problem is that i started to edit my sequence in frames below 0 and made lots of changes there, is there any way to move the begining of whole composition with all the assets and all the keyframes from frame -40 to frame 0, or to change the framing counter settings ?
Still the same. I think he now glitches slower. What do you think? (Sorry that it took so long I was on the toilet)
@plush yew do you know why it doesnt work?
trying to disable the movement of the AI and play an animation
what is that spaghetti
are sure its not the looping of the jump animation, seems to be quite consistently times
check if the glitch happens as the animbp refreshes falling
can you help me ?
Hi! I'm having a little problem with something in blueprints and was wondering if I can ask for help in here?
yeah of course, dont ask to ask, its much quicker to just ask the question :)
I'll check it. I "solved" the problem now by setting the actor location to the swing assist location.
I was setting the velocity before.
