#ue4-general

1 messages Β· Page 1165 of 1

plush yew
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well he runs when he sees me and everything

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that works well

acoustic knot
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Cool! So basically I have a linetrace setup on an enemy and I want it to call a custom attack event when it collides with the player. The attack works but even when it's not colliding with the player

oak patio
plush yew
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?

oak patio
plush yew
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but the animation is still looping.

oak patio
oak patio
plush yew
oak patio
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then its may be animation related

plush yew
oak patio
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have a look at the looping animation

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in the animbp

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if the anim stutters then thats your problem

plush yew
oak patio
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it doesnt actually look like the character is really moving

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its root seems to stay kinda constant

acoustic knot
plush yew
stark wharf
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Does anyone know why when I try to Migrate an asset to overwrite an existing asset (same file name), I always end up getting a "0 files copied" message with errors? I feel like in general, Migrate seems to work best when not overwriting a file with the same name, but I need to do that to update a project.

oak patio
plush yew
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@oak patio

acoustic knot
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Ah okay so even though a wall can block the attack from hitting the player its still hitting something regardless so it will always do the attack?

copper seal
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Wondering if it's possible to make a smoke sim emit from just a player character's head

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like, ghost rider-style

oak patio
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iirc disabling the cmc movement doesnt stop aimoveto

oak patio
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instead check if hit actor == player

acoustic knot
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should i create a new hit variable or use my existing one to check?

oak patio
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Use the existing hit

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Just instead of setting it to hit result

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Check if hit actor is player

plush yew
plush yew
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even this doesnt work...

fossil folio
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Dedicated server does everything right, save game and load game, when I turn it off and on again it doesn't appear on the list, any solution?

plush yew
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@oak patio so?

ocean shadow
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hi, im new at unreal and when i try to render this wheel some edges become invisible and i don't know what im doing wrong, can someone help me please?

neon bough
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either wrong normals, or vertices are not connected

fierce tulip
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and then on import, the remove degenerates option collapses them

ocean shadow
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I modeled the wheel on maya 2018

fossil folio
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@ocean shadow you have to invert the faces

ocean shadow
fierce tulip
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yay

distant kettle
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Hello guys! Super excited to be here with you! Just started my journey on Unreal unreal_4 derby

fierce tulip
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hey, hey, welcome! and enjoy the ride! or, in your case, the wave!

stoic ridge
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How can I make my AI keep the distance from the player?

plush yew
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why does my boolean have a target option...

grim ore
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you had it connected to something when you first created it

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it had a target when it was created, then that wire was removed.

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@stoic ridgethe same way you have it move towards the player, just set a distance to stop at or something else to do

plush yew
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...

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it was created to play an animation

grim ore
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ok

plush yew
grim ore
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@plush yewif you dont need that variable anymore, remove it. or you need to give it a target if something else has it

rocky valley
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I'm compiling unreal engine 4 on my Linux machine right now. I'm excited. Is there a asset store like there is in unity?

oak patio
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yup

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unreal marketplace

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in the website or the launcher

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free stuff every month

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its sweet

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if you want a minimap plugin then get it quick cause it goes tomorrow

rocky valley
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Tbh I want to make everything myself. I only want to use it for models and textures

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I'm not much of an artist

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Why exactly are they removing the plugin tomorrow?

oak patio
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first tuesday every month they change the free for the month content

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theres also some assets there to check out

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but they change each month, you get 5 i think

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ye

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should have made that clear sorry, its not like a month trial

rocky valley
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Oh I get it.

next parcel
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I think I found a bug when Maintain Horizontal Ground Velocity is False when in the Flying movement mode in the character movement component, reproducible in TP template in 4.27 and UE5 P2

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in that scenario if you get velocity of the actor or movement component, and fly into a wall so your actual velocity is approx 0, it reports Max Fly Speed, its like the velocity reported ignores it is being blocked entirely

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anyone able to comment on that or should I go ahead and bug report it? I mean its literally under the Walking cateory, I had no idea this had any effect until I found this was causing me a bug

rocky valley
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Does anyone have experience uploading multiplayer games to steam with the intent to use their servers?

spice ruin
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Steam provides servers?

rocky valley
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For project zomboid it definitely does, it has a separate port for steam servers

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Dont starve together as well

drowsy snow
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Willing to bet it's a misunderstanding

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Because Steam does not provide dedicated server, but just allowing to use connected Steam account

rocky valley
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Interesting

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There's a join button in the steam friends list that I'll have to figure out.

spice ruin
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It provides the server info that the other person is on.

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There's a communication port to talk to steam about that.

drowsy snow
rocky valley
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I understand

grim violet
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Hi! I am trying to attach a chair to my character's spine, but I am confused on how to include the character actor component here in this blueprint. Does anyone know how I can structure this?

grim ore
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the begin overlap gives you the item that is overlapping with this thing

grim violet
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No I know I want it to attach only on overlap

grim ore
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want what to do what when you overlap?

timber tulip
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Hey guys, can anyone tell me what is the problem and what should I do when I want to make a ui button visible on my widget from the player controllers blueprint?

grim violet
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Sorry for not being clear

grim ore
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because thats the chair , and assuming the character overlaps it then it would be the Other Actor on the Begin Overlap

grim violet
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I want when the character overlaps the chair for the chair to attach to the spine of the character.

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Ohh

grim ore
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@timber tulipyou dont have a link to your UI Widget is the problem

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something somewhere creates your UI, you need to keep a reference to that after you create it. then anything that needs to talk to that UI later can use that reference

grim violet
timber tulip
grim violet
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Nothing happens when I do this. Maybe there is another step to include the character mesh inside of this chair blueprint

vocal sorrel
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Hey guys. Does anyone know why my water body lake produce extremely bad shadows compared to everything else?

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Example here ^^

timber tulip
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I tried with a UI reference to make the button visible yet I got this error. Any thoughts?

oak patio
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that happens when you are using an emtpy reference

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your variable ui game is empty

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do you set it anywhere

timber tulip
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It says 0 items ._.

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But I do have my UI widget blueprint in content. I dont understand

oak patio
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do you set the variable anywhere

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this

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you have made a variable of the correct type, but it is empty

timber tulip
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Now I selected but I cant get the button I want from it

oak patio
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you arent answering me here

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i cant help if ya odnt answer the question

timber tulip
oak patio
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show a screenshot of the variable in your details panel

timber tulip
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And now that I want to get the button from it, there's no such thing. I wanted to try casting but then it gives me an error with the wildcard because I dont know what to put in there. My ui doesnt inherit from anything

oak patio
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you dont wanna set the default value, you wanna set it to the specific instance of that ui

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where do you spawn the ui

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because thats when you should set the variable

timber tulip
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In level blueprint

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But I want to make the button visible in character controller blueprint

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Because of a bool

oak patio
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you still gotta set that reference somewhere

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it needs a specific instance of your bp to work, if it doesnt have one then it doesnt know where that button is

timber tulip
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Well, now I'm totally bamboozled

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I'll try to figure it out somehow.

oak patio
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right so the code needs to know which version of that ui you want to hide the button on, so you need to tell it to look at the one you have spawned

timber tulip
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And how should I reference my level blueprint? I thought we cant do that

oak patio
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the code doesnt know that ui exists unless you tell it to

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exactly, you shouldnt really be doing stuff like that in a level bp

timber tulip
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So I should spawn UI in char controller too then?

oak patio
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i mean you can do

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i wouldnt particularly reccomend it, but as long as its somehwere you can reference easily then ig

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id personally do it in the hud, then you can just do get hud > do ui stuff

timber tulip
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I'm making a 24 hour pitch game in blueprints and my deadline is tomorrow 1pm so my brain is mashed potatoes thats why I mess up every small thing

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sorry

oak patio
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nah dont apologise

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nothing to apologise for

quick sedge
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Is it known a capsule component generates multiple generate overlap events sometimes? I am entering a box and nothing else in the heirarchy is flagged to gen overlap

timber tulip
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Wow I forgot about HUD

timber tulip
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Aesir Interactive

oak patio
timber tulip
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Trying to get employed but as a Narrative Designer programming is not my cup of tea...

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And somehow they sent me a task thats quite hard for a ND

oak patio
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yeah i saw your earlier post i think, seems a bit weird ngl

timber tulip
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Yeah, my friends say it might be a test to see how I handle situations

oak patio
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could very well be

timber tulip
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Well I did most of my narrative docs, I have my concepts in my mind, already did a little blueprint, the main gameplay is left for now. Still have 13 hours to go

oak patio
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but anyway to get the specific button you need to save a reference to it

timber tulip
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Sleep is for the weak

oak patio
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could always make a function in the character controller that you call from level bp, that may be quicker but isnt exactly best practice

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then you can just set the reference as in input for the functrion

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although hacky code may not be the best idea for aan interview

timber tulip
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Hm, I'm going to try and solve it then. ^^ No giving up, maybe they will laugh a good one at least xd

oak patio
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up to you really

oak patio
timber tulip
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I want to win with my ND skills rather than my "Programming" skills. UE is still new to me even after 2 course and a few months. Unity and C# I have 8+ years of experience πŸ˜„ But UE became industry standard especially with next gen

timber tulip
oak patio
oak patio
timber tulip
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Let's hope so! Also UE4 keeps bugging for me so I need to restart it. UE5 had 0 problems so far πŸ˜„ Funny how thats the Early Access "Unstable" one

oak patio
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lmaoooo

timber tulip
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Did it with storing it as a reference. Thanks for the help again! Means a lot!

oak patio
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no problem!

plush yew
grim violet
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hey has anyone had issues with twitch just freezing ????

rocky valley
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Twitch?

spice ruin
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Popular "gaming" streaming site.

candid cipher
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Anyone knows where the heck "Flip Y" in the import terrain settings disappear in Unreal Engine 5?

drowsy snow
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Because majority of them are Just Chatting streamers

royal yacht
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For unreal engine is it better for me to use visual studio code or visual studio 2019? Also what engine version should I use for my twinstickshooter project?

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*btw Im using a Mac

royal yacht
drowsy snow
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VS2022 is 64-bit, and has major quality of life improvements that VS2019 doesn't have

royal yacht
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Oh Okok

royal yacht
drowsy snow
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Yes but I think it still depends on VS2019 built tools. But you can install it for VS2022

royal yacht
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Okok

rocky valley
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Should I select the blueprint option, or c++ in the project settings?

royal yacht
drowsy snow
royal yacht
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Oh okay thank you!

drowsy snow
rocky valley
royal yacht
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It’s for a class I’m taking which even my profesor don’t know

drowsy snow
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FWIW you might as well use πŸͺŸs

rocky valley
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If your professor doesn't know it you are leaving the curriculum :p

drowsy snow
spice ruin
vague raft
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anyone know why this is happening?

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both the big rectangle in the center and the disconnect between the close range water and far range overall?

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i have really no idea how the water system works so it's prob something simple and dumb

charred mural
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Quick question: can I move bones of a skeleton inside the level viewport itself? Like I have a door attached to a shipping container, but I don't want to animate it, I just want it open. Can I just have it open without creating a separate static mesh or animation?

drowsy snow
charred mural
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Bummer. Thanks for the response though!

drowsy snow
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However there might be a chance to get Poseable Mesh Component tick working in editor with some C++ work

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I haven't looked into the source code for the class

timber tulip
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Anyone familiar with Match-3 games? I finished all the things I wanted so far, all I need is to make a functioning Match-3 mechanic. I need to understand how it works (with blueprints), interesting enough theres no tutorials about it in unreal

drowsy snow
timber tulip
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But I have no knowledge of C++ that is why I took my whole idea and their task and tried to do it in Blueprints. If I cant do it their way I do it my way.

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That sample is all C++ with a little integration of Blueprints for artists

drowsy snow
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Wait, it's all C++? Last time I checked it (long ago) it was BP project?

timber tulip
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No, it's now a C++ project with tie ins to BP, so artists can add VFX and so on

drowsy snow
# timber tulip But I have no knowledge of C++ that is why I took my whole idea and their task a...

Guess they maintain it, surprising.

Either way I suppose you can check for nearby gems for possible matches on every move.

Get the gem that is currently moved, check for the surrounding 8 (or less) gems for same type/colour. If found, add the count and check its surrounding again for matching colour, excluding the previous gem. Do that again until there's no adjacent gems to be found.

If 3 or more adjacent gems found, then make it count as a match. Otherwise revert the move.

timber tulip
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Well I will try something. I still have 9 hours

drowsy snow
timber tulip
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THATS C# RIGHT THERE BUDDY

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OHOHO Now you speak my language

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πŸ˜„

drowsy snow
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Eh, not really, I had C++ in mind

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But okay, at least you recognise the diagram

timber tulip
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I mean I didn't knew C++ has the same if statements as C#

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now me made a fool of meself

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ree

drowsy snow
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Well, C to same extent kappa

upbeat spoke
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is there a simple way to fake a light beam under water that is visible above water?

drowsy snow
# upbeat spoke

Localised Volumetric Fog is one way to do it.
Though you can use the same technique as billboard god rays/light shafts

upbeat spoke
severe solstice
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anybody know any good explosion guides?

verbal lagoon
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Anybody know why there is no new list of free for the month assets? Thank you

oak patio
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Probs gonna have to wait a lil while

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Its only recently turned tuesday and im uk based so us is gonna be a tad behind

verbal lagoon
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Thank you for your answer, I thought that they won't give out free assets anymore πŸ™‚

oak patio
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Nah they do on the first tuesday every month, so pretty much any time that day is possible

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Just gotta remember to convert from us time to whenever

abstract veldt
dire fjord
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How can a brand new project that you just make from the launcher immediately have it's project file be 'out of date'?

rain ingot
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πŸ₯²

autumn flame
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Just download more RAM

rain ingot
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was so excited yesterday that i'd finally be able to run my project, just to still not have enough ram

autumn flame
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It's never enough

rain ingot
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should I try lowering the resolution

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will that mess up anything when trying to copy it over to another project

gaunt abyss
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You are missing video memory not RAM

What GPU are you using?

rain ingot
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I was wondering why it was at 0%

rain ingot
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isnt this weird

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people said it was normal but wouldn't unreal have to use atleast some of my gpu

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maybe my graphics card isnt good enough idk

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im confused on if this is normal or not, having 0% gpu usage for a scene like this

rain ingot
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ok nvm task manager is just trash

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nvdia says its using 96%

rain ingot
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should I try copying over half at a time

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or will that cause problems

dusty elk
# rain ingot

You have 6gb of vram, which is why you are getting the error of insufficient memory due to a heavy scene. Pretty sure there must be a workaround, but you might want to consider getting a gpu with higher vram to avoid future problems if you're planning to create scenes as big as that one prayge

plush yew
coarse jetty
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unreal keeps crashing with the error "physicalspace nullptr" due to virtual textures in the project, this started to happen yesterday but i did not do anything with virtual textures, any idea of how to solve this? i cant even run the editor

tardy hedge
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If i bind a umg widget text to a gamestate variable does it retrieve the info from server every tick or does it cache the variable somewhere

patent silo
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Who is excited for the event? I am kinda, but i only care about seeing if they announce some optimization technology’s

shell compass
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Here's hoping they release UE5 with it πŸ˜›

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It is the 5th, after all

fossil nexus
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Im making a lot of the same type of objects on my level. I read that in that case it is best to use instanced static meshes, because it saves memory.
So i looked at a tutorial on youtube that shows instanced static meshes asteroids with title : "UE4 Optimization: Instancing". So im thinking about doing that.
But a friend told me that is outdated, and that instanced meshes are now automated in unreal 4 and that i dont need to do that. Should i do it like in the video? Or theres a better way now?

shell compass
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@fossil nexus Had no idea about such a feature, but it seems there is something like that.

https://forums.unrealengine.com/t/what-about-auto-instancing/131775

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Ever since 4.22

#
#

This comparison notes that it's still more performant to use instanced static meshes though

fossil nexus
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@shell compass exactly, autoinstancing thats the word. i could not recall it.

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so its the same as using the asteroid video instanced meshes? you say its worse actually?

shell compass
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Haven't tried it out, but seems it's slightly worse

shell compass
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Guess a lot of people haven't heard the saying "You get what you pay for" πŸ˜›

drowsy snow
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Take it as entertainment, not actually looking for unpaid gigs

astral verge
inland hollow
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u guys have any idea of a map design

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like a paper sketch

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it is supposed to be 1 level map

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not open world

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but i kind want it to be a maze-like

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it would have indoors and outdoors

plush yew
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Hello.How to check which object contributes to what amount of draw calls

kindred depot
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does anyone know why my aminations break up when importing into unreal engine?

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It imports a animation per object, but i get the full anim too. Idk weird.

gilded moat
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Got another interesting challenge! So I am making a mocap game and I want a prompt to trigger/open when my livelinked/mocapped object enters a box trigger. No clue how I can do this, since livelink works as animation, so its not a character that is "moving"

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Taking a character trigger and making it a children of the mocapped object doesn't work. If my mocapped object moves, the child trigger doesn't

plush yew
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Hello! I am making an architectural video game for my thesis and wants the same function of being able to switch gravity fields the same way that it is made in the game Manifold Garden. Does anyone know to do that using blueprints in Unreal Engine 4? I am completely new to this and way in over my head when it comes to the programming part. If anyone knows about a tutorial or how they made it I would be beyond grateful for any help! Best, Hedda

oak gate
#

@maiden swift The official account advertise Unreal Slackers πŸ˜„

oak patio
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Theres also a link in the launcher iirc

drowsy snow
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And certainly won't be the last

drowsy canopy
#

Why did epic games suspended all their forums?

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Its really makes the work harder

drowsy snow
modest trench
#

Give it a couple hours

raven estuary
modest trench
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Should be back soon enough

drowsy snow
drowsy canopy
maiden swift
thick herald
#

yeah I agree. you don't think... πŸ˜„

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Sorry

drowsy snow
#

It's never a coincidence with Agent 47.

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He might sabotage the forum servers

thick herald
#

*again

drowsy snow
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*until some baby boomers decided that they don't want to move on

thick loom
#

Maybe they have had a team secretly working on some amazing documentation

upbeat spoke
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Is there a way to occlude water in 4.26? For inside a submarine for example?

oak patio
#

One can hope

drowsy snow
thick loom
#

It is a plausible reason to take down the forums. If their new documentation needs to be hosted on the same hardware. Though it seems a really weird way to unveil documentation.

upbeat spoke
drowsy snow
kindred depot
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The need to add a option for a classic retargeting system. I hate the fact i have to set up a IK rig and retargeter..

neon bough
#

same here

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lets port the old system forward as plugin πŸ˜›

drowsy snow
kindred depot
pine siren
#

For "base building" I'd like the base to be "one unit". Should I have one Actor for the base, and each construction-component (walls, doors, machines, etc) (both interactable and non-interactable) as ActorComponents? Or as Actors added to the main Actor?

raven estuary
#

Wait I'm dumb is state of unreal a video or live stream

raven estuary
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Thank you but that doesn't really answer if it's just a video like a trailer or if it's more lifestream

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Never mind I found the newsletter

thick loom
#

They have a schedule of topics to cover. Sounds like a lot of focus on UE5 and the matrix demo

raven estuary
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I mean to be fair I don't think they are gonna talk about ue4 much anymore

boreal otter
drowsy snow
#

sleeps in UE4

boreal otter
#

My question is why can't we have global variables in blueprints

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only way to use global ones is with level blueprint and another few blueprints

oak patio
#

I mean bp singletons could be nice too

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I also wouldnt mind global vars

boreal otter
drowsy snow
oak patio
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Thats what i use to get around it

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I stick my ui stuff in the hud so i can get it easy, and my persistant data in the game instance

boreal otter
thick herald
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Not kinda, it is the most common way πŸ˜„

drowsy snow
#

At least I now know I'm not lunatic for repurposing GameInstance as the game's volatile memory

boreal otter
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lol

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hmm update?

storm dove
# boreal otter hmm update?

I guess they are fighting about what assets will be free this month πŸ™‚ ... seems decision takes time πŸ˜‰

kindred depot
#

Shit i forgot to get the freebees from last month

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dang it i hope they where not good

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lol

storm dove
#

you stil lcan !

raven estuary
kindred depot
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Oh yeah it goes by tuesdays

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no you cant

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lol

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this month is up.

storm dove
#

Oh sorry i didn't see the new free ones are out

kindred depot
#

I purchased Modular Concert Stage 4 motnhs ago 😦

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ugh

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its all good man

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lol oh well its my fault.

drowsy snow
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I've been scrambling for decent free stage assets for my machinima project lol

storm dove
#

As i'm here i would like to ask you a little question guys, i have bullet holes spawning on my enemy character when i shoot at him, what would be the solution to spawn behind his head another decals for the bullet going out impact ? Line trace ?

kindred depot
#

on impact spawn decal

storm dove
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I did it to make the bullet impact on the wall behind the head but can't find how to make two decals on the head on for in and one for out

drowsy snow
storm dove
#

yes for example πŸ™‚ and why not even the hole of bullet exit

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but exit wound splatter would be enough πŸ™‚

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but yeah you have the idea πŸ™‚

drowsy snow
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Well, if your shot is hitscan, might as well trace until it hits a wall, then spawn the decal there

oak patio
storm dove
#

yeha for the wall it works

drowsy snow
#

So if exit wound happen, pretend nothing is on the way for a couple meters

kindred depot
#

oh noooo

oak patio
#

Yeah

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That one

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Rip

kindred depot
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its the only one that works like valorants minimap

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oh well.

cedar wave
#

Pretty sure you can still nab it - I believe it updates at like 11 AM EST typically.

oak patio
#

Its updated already

drowsy snow
#

The free for the month is already up

storm dove
#

Thx Makoto but what you are telling me it is t ocreate decals on the walls after exiting the enemy head

oak patio
#

The new stuff is out

cedar wave
#

#rekt

storm dove
#

or am i too noob to understand πŸ™‚ ?

drowsy snow
kindred depot
oak patio
#

Rip

storm dove
tiny zodiac
#

Im creating instances of static mesh using Add Instance. But then after, i need to move some of these instances. When i use static mesh i just add a tag to them, and get them by that tag. But using add instance doesn't allow me to add tags to the instances. So how do i access them?

kindred depot
storm dove
#

yeah i have a is valid base on flesh phys material independnat of the global phys materia llist

kindred depot
#

So then set up the blood splatter to the phy mat

storm dove
#

Thank you guys, I have to say im still a beginner but I have understood what you are trying to explain me πŸ™‚ Thx, I just have to make it clear step by step in my head and blueprint. Thanks again for your both help πŸ™‚

kindred depot
#

all good man. just dont use AngelV's plugin.

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it maybe free, but its not good.

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(AGR Pro)

storm dove
#

ok πŸ˜‰ im trying always not to use plugin, always had problem with them

patent silo
#

7 minutes

storm dove
#

Im on Vr project, im trying to leave it the more clear and virgin I can

#

By the way if anymore working on a vr project, i' mcurious how people are dealing with msaa and forward shadering, cause yes it looks great on vr but most of the environement asset are broken with this, i mean the shader problem is an hell to face all the time, most of the time you have to redo everything yourself, so according my little knowledge it is a nightmare.

#

sorry (if anyone not anymore)

#

And with taa on Vr everything looks like a cartoon lol

#

Anyway thx again for your help guys ! i go back to my nightmare πŸ™‚

grave spruce
#

purple will be unreal engine 5 color

unique kraken
#

wait is ue5 actually released?

drowsy snow
#

It's 4.28

unique kraken
#

😦

#

but

#

thats what they say

distant stratus
unique kraken
#

im watching the vid rn

#

and the way they phrased it

#

@distant stratus for me it didnt

unique kraken
#

and i didnt have anything to update

distant stratus
#

Did you update the launcher?

unique kraken
#

update the launcher?

#

no

#

reopened it

grave spruce
#

😒 we have to wait

#

they updated the website fast

shell compass
#

Aaah so cool πŸ˜„

#

I'm so hyped! Want to dl and try everything now

rocky hound
#

Pretty good presentation

unique kraken
#

yep ue5 is released

hallow void
#

Yo my brothas UE5 is here!

mystic grail
kindred magnet
#

Last I was looking into the last preview it wasnt completely stable. Is it actually safe to start porting?

drowsy snow
#

It'll take a while

dapper oak
#

so new projects i can just use ue5 now and uninstall ue4

drowsy snow
#

Yes, dear youngin

maiden temple
#

Amount of download space needed?

hallow void
#

Is it more stable and optimized than the Early Access counterpart?

split tundra
#

They said it's production-ready, so indeed @hallow void

drowsy snow
hallow void
#

Nice!

I hope it runs fine on my GTX 1650

mystic grail
dapper oak
#

im conflicted with what to do now... Spend hours working on my game or play Skywalker Saga in a few hours

autumn latch
#

When I pack the game, it teleports to 0,0,0.

#

I guess it doesn't see the target point.

#

but everything works normally in the editor.

#

so a lot of my systems don't work when I package. what do you think is the problem?

spark cobalt
#

Does anyone know where to go to download UE5? It doesn’t show up under β€œengine versions” in the launcher for me

hallow void
#

I'd restart the launcher if I were you

autumn latch
unique kraken
#

anyone can give me a summary of what those nodes do. cant find much on it and it might be something i need

oak patio
#

seems pretty clear to me, its gonna return all of the instances of an ISM that are in the bounds of a box or sphere that's specified

mortal cedar
#

Does anyone know why Blueprint Nativization was removed from UE5?

oak patio
oak patio
mortal cedar
#

I guess theyre moving into their new scripting language?

mortal cedar
unique kraken
#

sry but thast not very clear to me

oak patio
#

thats about as clear is it can get, you get all of things things that overlap with a box, or a sphere

#

but only for instanced static meshes

unique kraken
#

within that bp?

#

what i want is a box that detects the static meshes in my scene

oak patio
#

then you dont want to be using ISM unless youre using an ISM component

unique kraken
#

what exactly are ism components?

oak patio
#

instanced static meshes

unique kraken
#

ah right

#

but arnt all static meshes in the scene ism?

oak patio
#

no

unique kraken
#

ΓΆ.ΓΆ

#

okey, let me ask differently. what would be the best solution to have a box, detect the static meshes inside

#

currently the only solution i see is to have them all generate overlap events

oak patio
#

you could try using get overlapping actors

unique kraken
#

but then those would need to be actors and not static meshes

onyx lodge
unique kraken
#

thats a thing i would need for all generic static meshes in my scene

oak patio
#

static meshes are actors im pretty sure

#

might need to turn on overlap events for your static meshes in the scene

unique kraken
#

yes thats what im talking about as my current solution. though that sounds dangerous

finite grail
#

does anybody have experience in Unreal Engine with GPU Lightmass ?

#

i have some doubt

unique kraken
#

having my whole world generat overlap events

oak patio
#

i mean it might work without it

#

depends if you are overlapping the mesh or not

round sphinx
#

UE5 out of preview cool

oak patio
#

but it seems like youre just speculating rather than trying things

drowsy snow
oak patio
#

ikr im already thinking of ue6

drowsy snow
#

It's way better to manually translate BP to C++ code

uncut vigil
unique kraken
#

roughly 150 cubes

#

detecting begin/end overlap

oak patio
#

ok so you didnt listen to me

unique kraken
#

wdym didnt listen?

oak patio
#

what i said was a box that has get overlapping actors

unique kraken
#

i tried it

oak patio
#

not cubes all having events

grim violet
#

i am waiting for the download and looking at release notes.... this made me so happy

oak patio
#

or have the cube just detect on begin overlap, and check if its a cube or smthn

#

generally you want things you interact with to be actors tho

grim violet
#

i sent the image.. not the gif L

oak patio
#

static meshes are exactly that

hallow void
#

I swear I am so happy that when my mom asked me "can you bring me a chewing gum?" I answered "FUCK YEAH!"

unique kraken
#

hm

thick loom
unique kraken
hallow void
#

She fully understands my happiness πŸ˜„

thick loom
#

There IS a static mesh actor, however most the static mesh logic is in the static mesh component

#

You can add static meshes to any actor, and those meshes won't be found if you are looking for the static mesh actors

thick loom
#

Static meshes are deceptively complicated

unique kraken
#

well yea so what i did befor

oak patio
#

maybe try explaining what you want to do

unique kraken
#

allright so, roughly, been working on npr shaders for a while now.
multible different soltions etc.

iv now a working setup though, one problem.
i want areas in wich i can tint the light/shadow color.

lets say, "forest ares" = greenish tint

oak patio
#

that smells like post processing

unique kraken
#

i have some pp solutions too but generally i hate pp

#

my problem using a pp solution for that is that the camera needs to be inside

oak patio
#

post processing volume, tint the light/shadow colour

unique kraken
#

light shadow color also is in my mat

oak patio
#

keep it! keep it!

oak patio
unique kraken
#

wdym?

oak patio
unique kraken
#

ah well

oak patio
#

you're wanting to adjust light and shadow colours

#

which is the realm of graphics

unique kraken
#

i know how to do that, thats wasnt my question rly

oak patio
#

no but they can probably give you a good solution

unique kraken
#

my question rly is jsut " most efficent way to know what inside the box"

drowsy snow
oak patio
#

on how to achieve the effect

drowsy snow
#

Since it devoid of any assets from The Matrix, then yes.

untold osprey
#

I believe the city sample asset packs they released are from the matrix demo just without the matrix ip. Im sure its similar to any other content pack theyve release before.

thick herald
#

As their descriptions in the marketplace say, yes.

plush yew
#

unreal engine 😍

grizzled yoke
#

Small thing but the program that wanted to install prereqs is still has 'ue4' in the name :p. Not that it impacts the hype tho! pogSlidepogSlidepogSlidepogSlide

rocky hound
#

how to update EGS?

#

the launcher I mean

#

there was a button around here that I clicked and restarted my launcher

#

but nothing changed UI-wise so I'm not sure

#

it says 14.0.2 at the bottom

fossil ridge
#

im new to ue4 and need help with an assignment. im making a 2d sidescroller game and the theme of it is a rising sports star

basically, im going to be making a game similar to big head football.

i have made a background, similar to this picture and once i important it into ue4, and place it on a plane it doesn't load

shut nova
#

How do I get rid of this bright line at the end of my lake?

#

I’m using the UE4 water plugin.

wintry bobcat
#

any ideas why my grid isn't showing in my ortho view

shut nova
#

In the tools menu somewhere

bleak spade
#

I am trying to install the meerkat demo project but it does not work.

It starts downloading and at some point it just shows "create project"

#

when I click the arrow it shows remove local content

grim violet
#

How do I disable SteamVR from opening EVERY time I open UE5

#

SO ANNOYING

drowsy snow
grim violet
#

I THOUGHT SO

#

BUT MINE STILL DOES IT

azure topaz
#

is UE5 already officialy released?

grim violet
#

Yes

#

Update your preview

sturdy smelt
#

lmao, looks like its an instant Update for ne 5.0 or =

#

?

grim violet
#

For me it made me update P2 and it became 5.0

#

I am verifying the engine bc it seems like mine didn't work correctly considering SteamVR still shows up

sturdy smelt
#

i already had the 5.0, but looks like an 4 gb update?

bleak spade
#

I was able to open the meerkat demo file- but how can I open the node tree?

#

I just see this when I open the material

sturdy smelt
#

anyone got that Update too?

sturdy smelt
# shut nova

isnt that right, and its like the Edge of the water hitting Landscape?

lament lance
#

so i saw the unreal 5 reveal and it look pretty cool and it got me wanting to learn to make games and i was wondering if i should learn unreal 4 or 5?

shut nova
shut nova
sturdy smelt
mental dome
#

Is it worth to migrate to ue5?

drowsy snow
#

If your factors call for it, you may have to stay in 4.27

shut nova
sturdy smelt
tardy basin
#

@gleaming hornet

shut nova
sturdy smelt
oak patio
#

I mean either way it looks fine

shut nova
stoic gyro
#

So im new to UE and was thinking to make my real life home so i can try it in VR . But need a hint/ help regarding my wall material. It think its tiling thats the issue but dont know

#

So on the right is a picture from my real wall paper

#

but it should ofcorse not have the lines . On the left is my attempt to follow a tutorial on tiling on terrain but it just make it look dirty xD

teal tulip
#

Someone knows why actors aren't visible and grey out ?

#

πŸ€”

copper seal
#

im trying to figure out how to make a characters head emit smoke. is it possible in unreal engine or should i try fluid ninja or embergen

worldly lantern
#

you need to load the cells that contain the actors

#

if you have that enabled, i assume it is

oak patio
#

On terrain you dont mind the dirt

#

For that wall you need a tileable texture

#

You can make them yourself in photoshop, or download one

stoic gyro
#

Okay thanks a lot for the hint ill try look up toturial on that πŸ™‚

steep smelt
#

Hi, I'm just some guy who has no idea how to make games and just watched the stream and is now interested what this is all about.
Long story short, how do I get this quixel megascan thing to work? There's supposed to be a add quixel content button here according to the guided tour but there isn't.

random geyser
#

hey @steep smelt I believe that you go to the Settings>Plugins>ALL> type in Megascans and it should be in the selection if you have the right engine installed and have downloaded the Plugins from Quixel and loaded it in the Plugins folder where you have the engine stored

wet schooner
#

Does anyone know if there's any highlights of what is different in the full unreal 5 version vs early access?

#

like a patch notes list or something lol

mint umbra
#

Hey guys, getting this error when packaging my project: "UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogSourceControl: Error: 'D:/BlueprintFPSGun' is not a valid Git repository" - how can I fix this? Re-connecting to Git? Would that be the only way?

steep smelt
rain ingot
#

will this delete it from my projects also?

drowsy snow
#

It will just delete the one in the vault cache

rain ingot
#

ok thx

drowsy snow
#

Besides, the marketplace isn't great for megascans stuff

frigid falcon
#

That is why Quixel Bridge exist

random geyser
#

@steep smelt yes that is correct. Now try opening the project that comes with that tutorial. You also can go to the Unreal Engine Launcher and under versions installed click where it says Installed Plugins. This will show you the plugins installed on the versions you have have downloaded. You may want to try using the Add to Engine button that comes with the Quixel Bridge. I followed the steps from the Quixel Youtube page, and the Rebirth. Each of those worked as advertised.

steep smelt
#

Quixel also returns no results

sharp warren
#

Hello

#

Anyone down to personally asist me rq

#

like 1 min

#

stuck

random geyser
#

@steep smelt if you have downloaded the plugins from the Quixel Website and extracted the files. You will need to copy that folder into the Plugins folder of the Engine Version you have installed. So if you downloaded the 4.27 plugin you will need to put that in the Plugins folder of the Engine Version you have. I am still using 4.26 and 27.2. I opened the projects that were using Megascans and the Plugin was there.

steep smelt
thick herald
# steep smelt

Go to the launcher, and have a look in your assets list. Quixel Bridge should be there. If it's not then grab it from the marketplace.

#

You don't want the standalone version

#

I'm assuming UE5 of course

random geyser
#

Go to Quixel and download the Plugin for the engine you have

steep smelt
#

Am I searching for the right thing?

random geyser
#

I will get you the link hang on a sec

unique kraken
#

hmm is it possible to flip the normals in mats?

#

(not using two sided sign) just literally flip them

random geyser
steep smelt
#

That doesn't have unreal engine 5.0

random geyser
#

This has versions of the engine that work

thick herald
#

@steep smelt You don't see this?

random geyser
#

This is how I added it to my engine @steep smelt it's just a suggestion to start there and then update your project

random geyser
#

Yeah you need that from the Marketplace

steep smelt
#

But it doesn't exist on the marketplace...

thick herald
#

odd. It should be there by default.

unique kraken
#

hmmm i have no normal output

#

guess i have to manually flip hmmmm

random geyser
#

Yeah it should but I think you have to add it to the cart

#

then checkout

steep smelt
#

Searching for bridge gets me 3 pages of bridge model assets but no plugins

thick herald
rocky hound
#

is there any difference between UE4 and UE5?
I know there is nanite and all the fancy new things but I'm asking in terms of workflow and how we do things

drowsy snow
thick herald
#

At this point I'm out of ideas. You might consider posting your problem in that link I gave you. You could also try uninstalling / reinstalling UE5.

steep smelt
#

Seems to me they kinda just forgot to implement it when they released this version...
I created a ticked on quixel and posted a question to the dev unreal engine forums (which needs to be approved because its my first post). Reinstalling will need to wait because it's way past my bed time...

thick herald
#

Bridge was the first thing that asked me to update it, and that was before 5 went live.

steep smelt
#

Yea but mine is a completely fresh install. I didn't even have the epic launcher before today

stoic dove
#

Same issue here, I'm reinstalling UE5 atm in response. No quixel bridge in vault, marketplace, or plugins panel.
Also fresh install, no previous UE5.

thick herald
#

I see a few people saying that elsewhere. Could well be a cockup at Epics end.

stoic dove
#

certainly feels like it, but what's disheartening is the months-old threads like the one you linked that state that it should be available in any of these places while it's not.
There's even some that have straight up gone unresolved, hope we don't have to wait too much longer.

steep smelt
#

Yea. As a random not game developer who just wants to play around with a shiny new thing, this is annoying lol

frozen pond
#

I have problems with first person fingers, i think they look werid

#

any clue where to look ?

drowsy snow
oak patio
#

you havent actually described a problem

#

those dont look weird

drowsy snow
#

So not weird that it looked like photo

#

If it weren't for the ground

oak patio
#

no i thought it was too

frozen pond
#

maybe this will show problem more

oak patio
#

but it generally helps if you wanna fix something to describe a problem

#

still not seeing anything that looks entirely off

#

its a hand in a game

drowsy snow
#

I don't know, but I can bend my real fingers like that IRL

frozen pond
#

i have werid feeling that they (fingers) are too long ?

oak patio
#

no?

#

fingers come in all shapes and sizes

thick herald
#

a bit skinny perhaps

drowsy snow
oak patio
#

even then its not an issue

#

and defo not one with the engine

drowsy snow
#

My fingers are quite long lmao

oak patio
#

if you dont like the hand model make a new one is the only suggestion there

#

i dont think unreal has implemented Epic Finger Shortener

#

but for fine details like that

#

dont worry about them

frozen pond
#

thanks for opinion, then i will just ignore my mind and work on anims

oak patio
#

the player wont notice, and if they do, they wont care 99% of the time

drowsy snow
#

As a long finger owner, those doesn't look off tbh

oak patio
#

also remember that theyre probably gonna be holding something most of the time

oak patio
thick herald
oak patio
#

fingers go weeee

#

but i have friends that have fingers like that

#

at the end of the day it's personal preference

steep smelt
#

What looks weird to me is how the tips curve like they do but the lower parts look straight
I can't move my fingers like that

oak patio
#

if ya dont like the fingers get a new model, but it's still not much of an issue

drowsy snow
#

Looks normal to me

oak patio
#

i will admit the top of the middle finger looks a bit funky, but thats cause ive been staring at a still image of an ingame hand for an unusual length of time

frozen pond
#

i also considered skeleton hands

oak patio
#

players are gonna be too tied up in the fun of clapping simulator to notice whats going on

#

game will be the next blockbuster

steep smelt
oak patio
#

i dont think skeleton hands would work well in clapping simulator

frozen pond
oak patio
#

then maybe it could work but you might have to work it into a story

#

seeing as people dont normally play as the skeletons

frozen pond
#

i bough skeleton model due to: 1. i don't have any skeleton, 2. i wanted skeleton hands to test it instead of real hands

oak patio
#

fair enough

frozen pond
#

even if i don't use it, i still can make skeleton enemies, probably i will stick with real hands if you guys say it's look fair normal

shut nova
#

I disabled all foam and no difference

oak patio
#

that just looks like it's lighter cause the "water is thinner"

#

yuo have more of the mesh's brightness shining through

#

seems pretty normal to me

shut nova
#

Oh

#

Also when I enable ray tracing no matter what settings I put on I still have SSR on the water, is there a way to fix this?

wild cedar
#

Hey, guys. I'm currently having a weird issue with one of the tutorials and was hoping someone could help. I'm currently doing the "Working with Additional Assets" tutorial and every time I tried to migrate the Learning Game Kit map, the engine just completely freezes. Not really sure what to do. Is it absolutely necessary to migrate the thing or could I just continue the tutorial within the Learning Game Kit project itself?

oak patio
#

also you may wanna fix thse angled trees, that looks more unnatural than the water imo

shut nova
shut nova
oak patio
shut nova
#

Wait it did but the entire lake is white now.

oak patio
#

well ye, you've disabled ssr

#

have you used reflection captures or anything

shut nova
#

Yeah I already have them in my scene

oak patio
#

this may help

shut nova
#

@oak patio should the planar automatically fix the water like the doc says it will? Because it’s doing nothing to the water

oak patio
#

idk

#

im just throwin out suggestions here

#

could also just be a hell of a lot of light reflecting into the camera

neat ether
#

could someone clarify to me what is the benefit of linking animation blueprints over just having everything within a single animation blueprint?

robust owl
frank kelp
#

Hey folks! We've been investigating the issues users have been facing with Quixel Bridge not showing in existing and new installations of Unreal Engine 5.

The initial problems with Quixel Bridge and UE5 should now be resolved. Please restart your launcher, and search your vault for Quixel Bridge and install it to your Engine version from there. If after waiting some time and this doesn't seem to work, please reach to me on the forum with your Epic ID and we'll take a closer look at your account πŸ™‚

Thank you for being so patient in this matter and being a part of the community! Happy developing!

oak patio
#

now this is why unreal is good, friendly staff and prompt response

#

epic employees need to give themselves a pat on the back

stoic dove
plush yew
#

I have unreal 4.26 projects. What's the quickest way to tweak them in version 5?

#

using similar ways like in this plugin

#

just put a layer on and increase quality

visual leaf
#

Didn't know where else to ask. In the sources panel in the content browser, is there a way to show files instead of just folders?

shut nova
#

Does a height map store resolution info for a landscape? I want to migrate my landscape from UE4 to UE5 by using the height map, but change the resolution of the landscape so my layers will stop painting in squares.

dapper oak
#

does anyone know of a way to move the engine install from one hard drive to another without reinstalling?

keen portal
#

Are you currently able to install the new reality scan app?

#

I'm having the same problem

#

Nooo. It is only for Apple products

fair sundial
#

Someone please help me get rid of this

keen portal
#

Yeah, hopefully

keen portal
fair sundial
#

Any idea how to increase it? Is it an unreal thing or my pc?

keen portal
#

I'd assume through unreal. I'm still trying to learn unreal, so I'm not sure

#

Blueprints are hard to learn

fluid cave
#

Blueprints Are Supposed To Be Easier Than Coding.

keen portal
#

I know. There is just so much to learn

fluid cave
#

Well I Mean I Never Even Used Blueprints Nor Coded In Unreal Nor Any Engine In General.

fair sundial
#

I don't know shit about code all I know is ✨ aesthetics✨

keen portal
#

I don't want to learn coding. Coding is very hard. I am going to continue to try to use blueprints

plush yew
#

Quick question for designers, in a competitive game is it better to have shotguns with a static pattern or random ? (Static pattern would be more accurate for simulated, so less missed shots with lags.)

#

I don’t remember how it is on Fortnite, CS

true quartz
#

When I am building Lighting, my CPU usage is 100% while GPU usage is ~30%. Is there a way to switch load?
i have i5 7th gen and 1060ti

smoky flax
#

I have given all the axis inputs in the unreal engine, have also written the blueprints of the inputs but the car is not moving forward, the wheels are spinning at the same place how to solve?

dark depot
#

@true quartz using gpulightmass instead of normal lightmass its much faster and uses your gpu but has different set of features so it wont look 100% the same

true quartz
#

Isn't GPU lightmass only for ray tracing?

drowsy snow
dark depot
#

it needs a card that support DXR the 1060 supports it

#

its slower but is the lowest card still supports it

drowsy snow
#

If you want for more recent but still cheaper option, well, 2060 Super, 1650, and 3050 are capable of RT

true quartz
#

I will be switching to 3070 soon

dark depot
#

either way gpulightmass might be worth trying if your tired of baking times

true quartz
#

Thanks I will try that

wintry bobcat
zealous magnet
#

is the forums like this for anyone else?

#

pretty hard to read

drowsy snow
zealous magnet
boreal valve
#

Will the new sample packs that got released that are for UE5 work with UE4? like City Sample Crowds pack

cloud patrol
#

Is it normal for megascans to look like this? player start for scale, this is nanite quality with nanite enabled.

elfin coyote
#

Do you found any solution fot his?

icy egret
#

Hey, Is there any other example that Using UE4/UE5 as utility software like Epic Games Launcher?

drowsy snow
#

In theory, because my dumb utility projects don't go that bare minimum, still uses Engine and UMG

bleak knot
zealous magnet
steep steeple
#

Is automapping skeleton rig to another skeleton rig not in Ue5 ?

plush yew
#

is it possible to have a function on an item affect any other item? like instead of putting the code for changing material color on the wall itself. Put it on the paintbrush so it works on everything instead of just walls?

spice ruin
#

Absolutely. You'll just have to either implement a generic algorithm for changing any actor or maybe some sort of interface "PaintableInterface" which is implemented by paintable actors

plush yew
#

then just use the linetrace to get the actor to change color inside the linetrace code itself?

bitter fog
#

Hi, can someone tell me why my animated actor isnt visible in render?

thin tendon
#

Is ue5 like stable and working now that its released? I tried the preview and back when I tried it couldn't even use masked materials. And are the new features worth moving your project?

drowsy snow
thin tendon
#

Thanks

#

I might give it a look

trim granite
#

Does anyone know how to import a collision mesh with the render mesh from a DCC tool?

#

I thought i knew, but it seems to be a hit or miss.

#

Im using the UCX_name_01 naming scheme but no luck.

#

I also tried adding the number of collision meshes behind it.

thin tendon
#

@trim granite One thing I did find is that using the UCX way does not work if there are any holes in the mesh. Maybe check to see if you have any

trim granite
#

ow,

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aha

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Let me check that, because i did notice a hole.

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I did\t triangulate it and just wanted to test it first.

drowsy snow
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Yes, one UCX mesh has to be convex

trim granite
#

@drowsy snowWhat. it should still show up convex or not?

drowsy snow
trim granite
#

yes. but does that effect the import as well?

drowsy snow
trim granite
#

i hope not.

#

omg

bleak zodiac
#

I was use ucx as collision frequent, now I am use both ucx also box collision in mesh editor

rugged fjord
#

Can I also ask something about the water placing thing here?

trim granite
#

It should work, because i can import a second mesh and use that as collision too. @drowsy snow

drowsy snow
trim granite
#

ow

rugged fjord
#

So, does anyone know what's causing the water to not follow along the z axes?

thick herald
thick herald
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Thanks muchly

trim granite
#

@drowsy snow same deal with 4.26

trim granite
#

Stop trolling me Mippie

drowsy snow
rugged fjord
#

Any idea on how I could fix that πŸ˜‚

drowsy snow
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no pun intended

pine siren
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I'm tracing a line to check if the player is looking at a certain object. The object is too small, so I need to have a volume around it and evaluate the line trace for that. Do I use "BoxCollision" for that, or are there other "volumes" better suited for this?

spice ruin
#

You could check the angle between the player's look vector and the player->object vectro

pine siren
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But I don't have the object without the line trace, and the line trace doesn't hit

#

I guess I'm asking if I should add a BoxCollision around the object to "grow" the detectable area for the object

shut nova
rotund mulch
#

Hello everyone I keep getting this crash everytime upon startup after Unreal Engine 5 blue screened on me.

Assertion failed: (TTraits::WithIdentical || TTraits::WithIdenticalViaEquality) [File:D:\build++UE5\Sync\LocalInstall\Engine\Source\Runtime\CoreUObject\Public\UObject\Class.h] [Line: 1476]

UnrealEditor_MegascansPlugin
UnrealEditor_CoreUObject
UnrealEditor_CoreUObject
UnrealEditor_CoreUObject
UnrealEditor_MegascansPlugin
UnrealEditor_CoreUObject
UnrealEditor_MegascansPlugin
UnrealEditor_CoreUObject
UnrealEditor_CoreUObject
UnrealEditor_CoreUObject
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_Projects
UnrealEditor_Projects
UnrealEditor_Projects
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
kernel32
ntdll

dim thistle
#

Just Keep one getting this error DXGI_ERROR_DEVICE_REMOVED with Reason: 887A002B can't launch or open any starter projects in Unreal 5,even starter templates are not launching

rotund mulch
#

Anyone know why?

shut nova
#

I keep getting errors when I try to transfer a 4.27 file

fluid kiln
#

hey guys
ive been trying to make a vr game/world where i can import and test my gun models, but everytime i try to start it in the VR preview, the second i pick up my headset steam vr crashes
i use unreal engine 4.27.2

dense zodiac
#

think the learning space would have answers for you

leaden flame
dense zodiac
#

guys question about interior bounce lighting from a sky light + sky atmosphere

#

any way to get better bounce lighting (blueish) from the sky atmosphere + sky light

thin tendon
#

The tool for migrating a project to ue5 doesn't appear to be working. After the conversion I just keep getting editor failed to launch

unique kraken
#

lol anyone knows why post process doesnt work with ortho view?

#

thats kinda messed up lol

woven ingot
#

Hey guys. I want to retrieve data(png-files) from the database (Mysql workbench or xampp) and display the landscape in the unreal engine. I’ll be glad if anybody can help with resources, threads anything. Thanks in advance! I don't know in which channel to ask the question so I asked it here.

modern holly
#

Is the bridge loading for you guys in the release of unreal

#

I don’t see it in the menu and it’s not in the plug-ins list

pine siren
#

When I add a BoxComponent to my actor it has no "location", only a scale. BoxComponent inherits from SceneComponent (through Shape* and Primitive*). Why am I unable to move the BoxComponent around relative to my actor?
nvm, it was because the BoxComponent was the SceneRoot. Adding a default SceneComponent as root first fixed it.

vocal flume
#

Hey guys! I started making my game last year and what I thought was a 2 weeks project went on for a whole year and a half (scope creep and dog crap planning). It’s all BP. I would like to add a multiplayer component to it now. It’s mobile so I’ll be using AWS services to host the games. Single player part is complete. Is it wise for a newbie developer to attempt multiplayer for his first game? There is a blueprint AWS plug-in on the marketplace and that seems to be the only option if I’m using AWS. I just keep hearing and reading that multiplayer is so hard that it’s almost impossible for new developers.. it’s just a simple puzzle game with a Rubik’s cube. No complex animations.. what do you guys think?

twin grail
#

Marketplace broken for anybody else atm?

pine siren
thin tendon
#

@vocal flume learning multiplayer techniques is good in theory for the learning process. The only issue with multiplayer games is they need a following on launch or they are dead in the water. Best advice I got. Add some kind of single player experience for in case the population of your project isn't high enough to support it.

oak patio
slender aspen
# pine siren I guess I'm asking if I should add a BoxCollision around the object to "grow" th...

I think the simplest way would be to have a line trace from one object to the other to first check if there is proper line of sight and no obstruction. Then, I would get the Dot Product of the vector between the object and viewer and compare it with the vector of the viewers facing direction. If the dot product is greater than let’s say 0.7, it means you are looking in the objects general direction

exotic geyser
#

does anyone know why this happens. landscape only shows up in play mode or if set to game view

pine siren
# slender aspen I think the simplest way would be to have a line trace from one object to the ot...

what, but then I'd have to query every single actor near me all the time? This sounds really bad tbh.
I made it work by just adding a BoxComponent, giving it CollisionEnabled:QueryOnly, ObjectType:WorldDynamic, and setting every response to "ignore" except WorldDynamic:Block. Then make my BoxComponent bigger than the interactable object. So when I do a single line trace that gets blocked by this volume, it triggers correctly.

tender pecan
exotic geyser
vocal flume
#

Thanks @pine siren @oak patio @thin tendon

oak patio
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No problem!

dense gale
#

is there a way to have the compile button always on the screen whenever the content drawer is visible in ue5?

cedar wave
#

It's always in the bottom right. Same location. As long as you have a C++ class that is.

slender aspen
pine siren
# slender aspen well, to be fair, you don't have to query every single actor, just the ones that...

With a blocking line trace on custom channel (which stops after 2 meters, this is for "Press F to pick interact" stuff only), I query exactly one or zero objects on any given tick. Your way seems to require me to loop through every interactable object in the world (unless some distance/trigger volume is applied?), and the cost goes up along with the number of objects. Tracing a line costs the same regardless of how many items exist (and is surprisingly cheap, like 1000+ lines can be traced within 1ms).

slender aspen
tiny arch
#

Hey, a friend and I want to work on a game together, but im not sure how to handle asset sharing and source control in unreal. How would you guys go about it?

autumn cloak
#

I'm having a slight issue with importing assets from one project to another. After importing the folders do show up, but they all show empty.

#

The files are there in explorer, but not in the content browser.

#

I used the migrate feature to copy them over

#

I'm on 5.0.0

thin tendon
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@autumn cloak I also had issues migrating my project. I could not right click the project file but had to do the migration through ue5 launcher. Maybe try the migration process again in a different way to how you did originally

autumn cloak
#

I'm a bit of a beginner, so I'm not familiar with all the different migration options.

thin tendon
#

ohh I apologise. I read that wrong and thought you meant something else.

#

If the export asset feature isn't working. You could try doing it manually in folder explorer. You would just need to make sure you don't miss any referenced items

autumn cloak
#

I tried that too now, but for some reason it only recognises 2 .uasset files. The rest don't show up in the content browser.

#

None of the textures show up either 😦

flint dagger
#

That might be an issue with engine versions.

#

What was your original project engine version?

autumn cloak
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I opened both in 5.0.0 before migrating, but the old one was made in 5.0.0 preview 2.

flint dagger
#

Hmm, yeah I'm unsure.

autumn cloak
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I do remember that before when I moved files into the content folder using windows explorer, UE would ask if I wanted to import the files.

#

It doesn't anymore, maybe I disabled it somehow?

flint dagger
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Nawh if they're in the content folder they should show up in engine.

#

The only time I've ever seen assets imported but only show folders and no assets is backwards compatibility with assets.

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E.g:
Assets saved in a newer version of Unreal Engine cannot be opened in an older version. For example, if you saved an Asset in Unreal Engine 5.0, you will not be able to open it in Unreal Engine 4.26.

thin tendon
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@autumn cloak maybe try updating the preview 2 version to the 5.0 full release version. Then migrating the assets

autumn cloak
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The only version of UE that I have installed is 5.0.0 at the moment. I opened both projects on that version before attempting to migrate.

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I will try again πŸ™

remote badge
#

Are there any tricks to improving the light complexity of landscapes?

flint dagger
#

I've no idea, sorry I can't help more! ^^"

autumn cloak
#

And you too of course, Slimwaffle.

#

It seems to have indeed been a version issue. My launcher says that I have 2x 5.0.0 installed:

#

However they seem to not be the same version (?)

#

If I open both projects in the version on the right I can successfully migrate.

#

I do have the issue now that my composure mask suddenly stopped functioning properly notlikegif

dusty hornet
#

now UE5 is release is it advisible to abandon 4.27 project and start over in UE5?

blazing crest
#

Hey everyone I have a really weird rendering bug. The setup is default 1st person template with a cable that attaches to stuff. For some reason the cable seems to render β€œbehind” objects?

autumn cloak
#

I opened the same project in UE5 (left, today's version) and UE5 early access (right)

#

On the left the composure mask suddenly stopped working it seems

unique kraken
#

anyone knows why this loop doesnt work in construction script?

#

any way around it?

dapper oak
dusty hornet
#

Is UE5 much nicer to work with then?

rotund scroll
#

depends

#

ℒ️

dusty hornet
#

I need ultimate Stability ℒ️

rotund scroll
#

UE4 it is then

woven ingot
remote badge
misty crescent
#

Is there a specific way to lock an orthographic camera to a specific aspect ratio? Im working in 2d and im confused as to how the ortho camera determines the screen space in ue4.

fossil folio
#

Please give me a light, my dedicated server, when turned off, it doesn't appear in the servers list, just removing the saveGames folder, if you remove it it appears again, but it loses everything that was recorded

paper hinge
#

Has anyone used the UnrealObjectPtrTool to convert old raw pointers to TObjectPtrs?

plush yew
#

Hi might be in wrong section but can someone tell me how big download is for unreal engine 5?

quick sedge
#

why is foliage 1.5gb as a package?..

grim ore
#

@plush yewthe download is between 15GB and 90GB depending on the options you choose

plush yew
grim ore
#

you should remove options when you first install it yes, it adds in things like Android which you probably do not need to start with.

thin tendon
#

How do I fix this?

cedar wave
#

@grim ore Did you ever get to the bottom of the new folder structure? In UE5 we have the All -> Content setup. In UE4 it was just Content. The recommended approach still do to All -> Content -> {ProjectName}? I recall when EA1 first came out you mentioned something about this.

grim ore
#

It's just the way it is now appears to be the reason, most code still interacts the same way we just have the extra dead folder at the root now visible to us.

cedar wave
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That's what I figured. Maybe it's more for MGF stuff. So your MGF stuff would be siblings to Content?

grim ore
#

I am honestly hoping it was a change that will get changed again in a .x release similar to how the favorites setting was broken at some point and not fixed yet

#

maybe. Epic layed alot of groundwork for future stuff when redoing some things for 5, someone somewhere knows....

#

It's been one of those "oh, so thats changed, interesting" things that I noticed and just didnt have the time to figure out why yet lol

cedar wave
#

Well I didn't think about it until looking at Lyra. They have, what I believe to be MFG stuff, in a sibling folder to Content - labelled Plugins

zinc dust
#

It changed so you can search for stuff in multiple mount points at once, e.g., if you have 'show engine content' and 'show plugin content' enabled, in UE4 they were all top level folders, so there was no way to search all three at once, but in UE5 they've got a virtual root called All

plush yew
#

the new UI is so good

#

Should I switch my ue4 projects to ue5?

cedar wave
#

Completely up to you.

plush yew
#

I might just switch some of the smaller projects

cedar wave
#

I'm not using Nanite/Lumen/VSM for my project - I upgraded for some of the overall tooling improvements. So, it really comes down to w/e you think is important for your project.

leaden flame
#

does anyone have any tutorials or helpful info for doing state machines and animation blueprints for AI?

dusty hornet
#

only thing that makes me think twice about upgrading my project to UE5 is that i'll never be able to say "I released a UE4 game" if I upgrade to UE5

cedar wave
#

meh

lunar depot
#

LoginId:dbcf4905452a9640fcc7e1a30d5ef49f
EpicAccountId:2a318b65f4af4f83a643a5b97856727d

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000c10

amdxc64
amdxc64
D3D12Core
D3D12Core
D3D12Core
D3D12
D3D12Core
UnrealEditor_D3D12RHI!CreateRayTracingStateObject()

#

which map of city sample are you all opening ... big city lvl or small city lvl

#

?

idle stump
#

Is there any way to favorite something in your vault or maybe add them to custom lists?

thick herald
#

nope

grim violet
#

still downloading city sample.... from yesterday LOOL

#

anyone have similar experiences? with how HUGE it is

fluid cave
#

It's 92.6 GB.

grim violet
#

Indeed

thick herald
#

Valley of the Ancient was larger πŸ™‚

remote badge
keen portal
#

I can't find the main map for Lyra. What is the file name for it?

#

Or how do I get to it?

zinc dust
# keen portal I can't find the main map for Lyra. What is the file name for it?

not sure which 'main' map you're looking for, but there are several, L_LyraFrontEnd is the main menu, L_Expanse and L_Convolution_Blockout are the TDM and CP maps for ShooterGame, and there are a couple of firing range/gym maps in there as well, etc... Note that all the shooter game maps are in ShooterCore or ShooterMaps

keen portal
#

I want to get to the map that was shown in the state of unreal

#

I found the map I wanted, but the ground is missing on it. @zinc dust

zinc dust
#

it's a world partition map so it loads with nothing by default, there's a panel that should be open called World Partition. You can select grid cells and load them from there

keen portal
#

I see world partition, but don't see a spot to load grid cells

frosty wedge
#

Hi all! I cannot seem to find a spot specific to lighting so forgive me if I missed it. I'm trying to make a horror game with the night time sky being one brightness and inside being another. I'm using a post process to cover the building, but I clearly misunderstand how it works as when I adjust the brightness or exposure the sky also gets brighter. The sky brightness results in the inner building being pitch black, but when I turn up the intensity or exposure, it makes inside better but outside looks like day time. Any recommended tutorials or articles on this would be greatly appreciated.

keen portal
drowsy snow
frosty wedge
# drowsy snow You can put post process volume covering the house area, and don't set it to unb...

Hmmm, I currently have it setup that way but it doesn't seem to be behaving in the way I figured it would, given it's not infinite. It's acting like, because I can see the sky it's affecting the brightness of the sky, despite the sky not being in the post process volume. Obviously once I leave the volume it's pitch black. Hmmmm. I'll keep playing around with it, I appreciate your time and input on this!!!

short light
#

Hi all, super new to UE, but I did have some questions not covered by the FAQ. Anyone willing to indulge me a few questions? If this isn't the right spot for this question, uh...whoops, sorry. I feel like these are general UE questions, so I feel like this is the right spot?

oak patio
#

Ye just ask away, asking to ask slows it down :)

raw harbor
#

why is the future of things named meta? meta verse, meta humans, what does it mean?

left elk
#

Where else can someone go, besides official documentation and randomly googling, for potential assistance with issues while developing? Where are some of your best resources for help/feedback?

#

Sorry if this seems counterproductive on a Discord that's at least partially ABOUT support, I'm just sort of trying to expand my support network as a solo dev, and it would be great to know about resources other than here that I could reach out to when stumped and not getting any local responses.

Anybody know of some other places to seek aid?

oak patio
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I mean its either googling or here

#

This is a help discord