#ue4-general
1 messages Β· Page 1165 of 1
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
that doesnt answer my question
?
gonna need to see a bit more code than that
but the animation is still looping.
need to see some code
does he do the stutter?
yes
then its may be animation related
yeah I haven't even set animations for swinging this character is from the marketplace.
have a look at the looping animation
in the animbp
if the anim stutters then thats your problem
ok I will. But still don't get how animation can influence the position of the character?
it doesnt actually look like the character is really moving
its root seems to stay kinda constant
https://blueprintue.com/blueprint/_z89i997/ Here is the full linetrace blueprint
ah yeah I'll check the root during swing now to see if it is actually moving.
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.
A it doesnt seem like you are ever resetting hit, so if that line trace hits anything, a wall, a door, the player, it will still call your event at the end
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?
Wondering if it's possible to make a smoke sim emit from just a player character's head
like, ghost rider-style
iirc disabling the cmc movement doesnt stop aimoveto
yup
instead check if hit actor == player
should i create a new hit variable or use my existing one to check?
Use the existing hit
Just instead of setting it to hit result
Check if hit actor is player
So when I print the distance from the character to the physics constraint it actually increases with time.
even this doesnt work...
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?
@oak patio so?
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?
either wrong normals, or vertices are not connected
and then on import, the remove degenerates option collapses them
What DCC tool you're using?
I modeled the wheel on maya 2018
@ocean shadow you have to invert the faces
that works, thank you β€οΈ
yay
Hello guys! Super excited to be here with you! Just started my journey on Unreal

hey, hey, welcome! and enjoy the ride! or, in your case, the wave!
How can I make my AI keep the distance from the player?
you had it connected to something when you first created it
it had a target when it was created, then that wire was removed.
@stoic ridgethe same way you have it move towards the player, just set a distance to stop at or something else to do
ok
@last dune
@plush yewif you dont need that variable anymore, remove it. or you need to give it a target if something else has it
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?
yup
unreal marketplace
in the website or the launcher
free stuff every month
its sweet
if you want a minimap plugin then get it quick cause it goes tomorrow
Tbh I want to make everything myself. I only want to use it for models and textures
I'm not much of an artist
Why exactly are they removing the plugin tomorrow?
first tuesday every month they change the free for the month content
theres also some assets there to check out
but they change each month, you get 5 i think
ye
should have made that clear sorry, its not like a month trial
Oh I get it.
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
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
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
Does anyone have experience uploading multiplayer games to steam with the intent to use their servers?
Steam provides servers?
For project zomboid it definitely does, it has a separate port for steam servers
Dont starve together as well
Willing to bet it's a misunderstanding
Because Steam does not provide dedicated server, but just allowing to use connected Steam account
Interesting
There's a join button in the steam friends list that I'll have to figure out.
It provides the server info that the other person is on.
There's a communication port to talk to steam about that.
Even then it doesn't mean it use Steam dedicated server, because there's none to begin with.
You set up your comm protocol to make use of Steamworks API in your game, running in your own dedicated server.
I understand
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?
the begin overlap gives you the item that is overlapping with this thing
No I know I want it to attach only on overlap
want what to do what when you overlap?
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?
Sorry for not being clear
because thats the chair , and assuming the character overlaps it then it would be the Other Actor on the Begin Overlap
I want when the character overlaps the chair for the chair to attach to the spine of the character.
Ohh
@timber tulipyou dont have a link to your UI Widget is the problem
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
Do I need to Get Parent Actor?
Phew I'm lost right now. My brain wont understand it π
Nothing happens when I do this. Maybe there is another step to include the character mesh inside of this chair blueprint
Hey guys. Does anyone know why my water body lake produce extremely bad shadows compared to everything else?
Example here ^^
I tried with a UI reference to make the button visible yet I got this error. Any thoughts?
that happens when you are using an emtpy reference
your variable ui game is empty
do you set it anywhere
It says 0 items ._.
But I do have my UI widget blueprint in content. I dont understand
do you set the variable anywhere
this
you have made a variable of the correct type, but it is empty
Now I selected but I cant get the button I want from it
Sorry the "now i selected" wanted to be the answer for yes I chose the correct type now and added my blueprint widget to it.
show a screenshot of the variable in your details panel
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
you dont wanna set the default value, you wanna set it to the specific instance of that ui
where do you spawn the ui
because thats when you should set the variable
In level blueprint
But I want to make the button visible in character controller blueprint
Because of a bool
you still gotta set that reference somewhere
it needs a specific instance of your bp to work, if it doesnt have one then it doesnt know where that button is
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
And how should I reference my level blueprint? I thought we cant do that
the code doesnt know that ui exists unless you tell it to
exactly, you shouldnt really be doing stuff like that in a level bp
So I should spawn UI in char controller too then?
i mean you can do
i wouldnt particularly reccomend it, but as long as its somehwere you can reference easily then ig
id personally do it in the hud, then you can just do get hud > do ui stuff
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
sorry
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
Wow I forgot about HUD
a pitch to who?
Aesir Interactive
yeah you could make a child of the hud, then use that as your default hud class, handle all ui in there
Trying to get employed but as a Narrative Designer programming is not my cup of tea...
And somehow they sent me a task thats quite hard for a ND
yeah i saw your earlier post i think, seems a bit weird ngl
Yeah, my friends say it might be a test to see how I handle situations
could very well be
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
but anyway to get the specific button you need to save a reference to it
Sleep is for the weak
could always make a function in the character controller that you call from level bp, that may be quicker but isnt exactly best practice
then you can just set the reference as in input for the functrion
although hacky code may not be the best idea for aan interview
Hm, I'm going to try and solve it then. ^^ No giving up, maybe they will laugh a good one at least xd
up to you really
im sure youll do it, i have faith in ya
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 π But UE became industry standard especially with next gen
Thank you, don't make a grown man cry. I'm emotionally unstable π
yeah im sure that unity experience will come in handy a bit down the line
maybe you'll feel a tad better after the mammoth task is done lol
Let's hope so! Also UE4 keeps bugging for me so I need to restart it. UE5 had 0 problems so far π Funny how thats the Early Access "Unstable" one
lmaoooo
Did it with storing it as a reference. Thanks for the help again! Means a lot!
no problem!
Yeah chnaged animation still the same. I think it ha nothing to do with animation. I'm now setting the location and speed. That fixes it but still don't know why it's glitching down when I only set the speed to the swing assist (Sphere).
hey has anyone had issues with twitch just freezing ????
Twitch?
Popular "gaming" streaming site.
Anyone knows where the heck "Flip Y" in the import terrain settings disappear in Unreal Engine 5?
Change "gaming" to "chatting"
Because majority of them are Just Chatting streamers
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?
*btw Im using a Mac
Visual Studio 2022
Tyy
VS2022 is 64-bit, and has major quality of life improvements that VS2019 doesn't have
Oh Okok
Also should version 4.27.2 work?
Yes but I think it still depends on VS2019 built tools. But you can install it for VS2022
Okok
Should I select the blueprint option, or c++ in the project settings?
Should I choose all instruments?
Doesn't matter much, because you can add C++ classes later on.
Oh okay thank you!
I don't know, I only use πͺ and π§
Are you okay?
Iβve been struggling using code in unreal : ,)
Itβs for a class Iβm taking which even my profesor donβt know
FWIW you might as well use πͺs
If your professor doesn't know it you are leaving the curriculum :p
I was thinking more gaming, hot tubs and asmr.
anyone know why this is happening?
both the big rectangle in the center and the disconnect between the close range water and far range overall?
i have really no idea how the water system works so it's prob something simple and dumb
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?
Not in editor without going through Control Rig.
There is Posable Mesh Component, however transformations only work in runtime tick
Bummer. Thanks for the response though!
However there might be a chance to get Poseable Mesh Component tick working in editor with some C++ work
I haven't looked into the source code for the class
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
As I said last night, there is Match 3 sample, you can at least do some study and make your own implementation of it in cpp
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.
That sample is all C++ with a little integration of Blueprints for artists
Wait, it's all C++? Last time I checked it (long ago) it was BP project?
No, it's now a C++ project with tie ins to BP, so artists can add VFX and so on
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.
Well I will try something. I still have 9 hours
Apologies, you can actually reduce the check down to just 3 gems if you don't want to have diagonal match
Also apologies for the crude drawing, but hopefully it get the point across
@timber tulip
I mean I didn't knew C++ has the same if statements as C#
now me made a fool of meself
ree
Well, C to same extent 
is there a simple way to fake a light beam under water that is visible above water?
Localised Volumetric Fog is one way to do it.
Though you can use the same technique as billboard god rays/light shafts
thanks, will try the volumetrics... tried the god/rays and light shafts but in 4.26 they just disappear under water
fog did it, appreciate it
anybody know any good explosion guides?
Anybody know why there is no new list of free for the month assets? Thank you
Probs gonna have to wait a lil while
Its only recently turned tuesday and im uk based so us is gonna be a tad behind
Thank you for your answer, I thought that they won't give out free assets anymore π
Nah they do on the first tuesday every month, so pretty much any time that day is possible
Just gotta remember to convert from us time to whenever
Has anyone developed for a holographic display like this one? https://lookingglassfactory.com/product/4k
How can a brand new project that you just make from the launcher immediately have it's project file be 'out of date'?
Just download more RAM
π
was so excited yesterday that i'd finally be able to run my project, just to still not have enough ram
It's never enough
should I try lowering the resolution
will that mess up anything when trying to copy it over to another project
You are missing video memory not RAM
What GPU are you using?
I knew unreal wasnt using my gpu
I was wondering why it was at 0%
gtx 1660
isnt this weird
people said it was normal but wouldn't unreal have to use atleast some of my gpu
maybe my graphics card isnt good enough idk
im confused on if this is normal or not, having 0% gpu usage for a scene like this
how can I get around this?
should I try copying over half at a time
or will that cause problems
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 
I still get that message occasionally with 24GB vram π
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
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
Who is excited for the event? I am kinda, but i only care about seeing if they announce some optimization technologyβs
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?
@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
Hey guys, did anyone of you manage to get the static mesh auto-instancing to work, where the same meshes with same materials get batched together, which was introduced with 4.22? Iβve tried it: by placing them dynamically and manually in both 4.22 & 4.23 also switched the lighting modes from stationary to static etc. (according to a reddit p...
Ever since 4.22
Hereβs a simple comparison of 2222 spheres, one scene as instances of Instanced Static Mesh, second scene as blueprint actors with Static Mesh Component: https://i.imgur.com/3UVYQh0.png Auto Instancing is turned on (checked the console command and changed the directional light Mobility, as thereβs still a bug where auto instancing doesnβt work ...
This comparison notes that it's still more performant to use instanced static meshes though
@shell compass exactly, autoinstancing thats the word. i could not recall it.
so its the same as using the asteroid video instanced meshes? you say its worse actually?
Haven't tried it out, but seems it's slightly worse
Guess a lot of people haven't heard the saying "You get what you pay for" π
Take it as entertainment, not actually looking for unpaid gigs
Hey guys , I am abit new in UnrealEngine
I want to use this calling API blueprints
https://blueprintue.com/blueprint/4fv7qx_3/
So not sure which blueprint in Unreal Engine I should put it in ?
u guys have any idea of a map design
like a paper sketch
it is supposed to be 1 level map
not open world
but i kind want it to be a maze-like
it would have indoors and outdoors
Hello.How to check which object contributes to what amount of draw calls
does anyone know why my aminations break up when importing into unreal engine?
It imports a animation per object, but i get the full anim too. Idk weird.
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"
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
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
@maiden swift The official account advertise Unreal Slackers π
Theres also a link in the launcher iirc
And certainly won't be the last
Preparing bombshell
Give it a couple hours
It's been in their official community thing for a while
Should be back soon enough
So suspend all your work in the meantime
Good advice
Looks like the forums will be back online in time for the State of Unreal event. Hmβ¦
*again
*until some baby boomers decided that they don't want to move on
Maybe they have had a team secretly working on some amazing documentation
Is there a way to occlude water in 4.26? For inside a submarine for example?
Maybe thats the big announcement in state of unreal
One can hope
No. You have to fake it.
And FWIW built in water in 4.26 is far less reliable.
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.
Thanks! Thought so but glad to have more input!
Or probably just to prepare for site wide change in the event
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..
IK retargeter sounded more reasonable
Bane of hard retargeting with FK retargeting is that often times the end limb position is misplaced because of the mesh space
Oh i know, but for something basic like first person animations that require a simple retarget from blender, you should not have to take 10 different steps. I could always do it right in blender, but im to lazy.
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?
Wait I'm dumb is state of unreal a video or live stream
https://www.youtube.com/watch?v=7ZLibi6s_ew
Starts in an hour.
Thank you but that doesn't really answer if it's just a video like a trailer or if it's more lifestream
Never mind I found the newsletter
They have a schedule of topics to cover. Sounds like a lot of focus on UE5 and the matrix demo
I mean to be fair I don't think they are gonna talk about ue4 much anymore
well Ue5 is the new engine, it makes sense
sleeps in UE4
My question is why can't we have global variables in blueprints
only way to use global ones is with level blueprint and another few blueprints
they would make things so much easier
cough GameInstance cough
Thats what i use to get around it
I stick my ui stuff in the hud so i can get it easy, and my persistant data in the game instance
that's kinda a way around it
Not kinda, it is the most common way π
At least I now know I'm not lunatic for repurposing GameInstance as the game's volatile memory
I guess they are fighting about what assets will be free this month π ... seems decision takes time π
Shit i forgot to get the freebees from last month
dang it i hope they where not good
lol
you stil lcan !
Hey don't look at this go look at our other thing
Oh sorry i didn't see the new free ones are out
I purchased Modular Concert Stage 4 motnhs ago π¦
ugh
its all good man
lol oh well its my fault.
I've been scrambling for decent free stage assets for my machinima project lol
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 ?
on impact spawn decal
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
So what you want is exit wound splatter some blood?
yes for example π and why not even the hole of bullet exit
but exit wound splatter would be enough π
but yeah you have the idea π
Well, if your shot is hitscan, might as well trace until it hits a wall, then spawn the decal there
The only one of note from last month personally was a cool looking minimap plugin
yeha for the wall it works
So if exit wound happen, pretend nothing is on the way for a couple meters
journeymans minimap????? i was going to buy this
oh noooo
Pretty sure you can still nab it - I believe it updates at like 11 AM EST typically.
Its updated already
The free for the month is already up
Thx Makoto but what you are telling me it is t ocreate decals on the walls after exiting the enemy head
The new stuff is out
#rekt
or am i too noob to understand π ?
Assuming your shot is a hitscan, you can do linetrace again from the head, with the same direction for a meter
RIP.
Rip
Ok my hit is coming from a linetrace by chanel, I have understand I have to make multiple distance check etc and spawn wha t Iwant in each case. Thank you for the infos π I tought i could just make it one time base on the line.
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?
or you can do this with a slot and phy material.
yeah i have a is valid base on flesh phys material independnat of the global phys materia llist
So then set up the blood splatter to the phy mat
Thank you guys, I have to say im still a beginner but I have understood what you are trying to explain me π Thx, I just have to make it clear step by step in my head and blueprint. Thanks again for your both help π
all good man. just dont use AngelV's plugin.
it maybe free, but its not good.
(AGR Pro)
ok π im trying always not to use plugin, always had problem with them
7 minutes
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 π
purple will be unreal engine 5 color
wait is ue5 actually released?
lol, just restart the launcher. You will see that they changed the UE5 previews 2 to UE5
im watching the vid rn
and the way they phrased it
@distant stratus for me it didnt
Did you update the launcher?
Pretty good presentation
yep ue5 is released
Yo my brothas UE5 is here!
Is anyone else getting a 404 error trying to go to https://dev.epicgames.com/community after the stream?
Wait
Last I was looking into the last preview it wasnt completely stable. Is it actually safe to start porting?
It'll take a while
Yes, go nuts, you UE5 youngin
so new projects i can just use ue5 now and uninstall ue4
Yes, dear youngin
Amount of download space needed?
Is it more stable and optimized than the Early Access counterpart?
They said it's production-ready, so indeed @hallow void
Now that UE5 is fully released, just go nuts. Us boomers won't stop you anymore.
Nice!
I hope it runs fine on my GTX 1650
Its up now weeeeee https://dev.epicgames.com/community/
thank you master! β€οΈ
im conflicted with what to do now... Spend hours working on my game or play Skywalker Saga in a few hours
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?
Does anyone know where to go to download UE5? It doesnβt show up under βengine versionsβ in the launcher for me
I'd restart the launcher if I were you
I restarted the project 5 times.
anyone can give me a summary of what those nodes do. cant find much on it and it might be something i need
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
Does anyone know why Blueprint Nativization was removed from UE5?
from what i hear it wasnt exactly great
I guess theyre moving into their new scripting language?
Ah ok. I never used it but it seemed like a useful feature
sry but thast not very clear to me
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
then you dont want to be using ISM unless youre using an ISM component
what exactly are ism components?
instanced static meshes
no
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
you could try using get overlapping actors
but then those would need to be actors and not static meshes
Read note on arrow component. It does not exist in release build
thats a thing i would need for all generic static meshes in my scene
static meshes are actors im pretty sure
might need to turn on overlap events for your static meshes in the scene
yes thats what im talking about as my current solution. though that sounds dangerous
does anybody have experience in Unreal Engine with GPU Lightmass ?
i have some doubt
having my whole world generat overlap events
UE5 out of preview cool
but it seems like youre just speculating rather than trying things
BP Nativisation is gone for good
ikr im already thinking of ue6
It's way better to manually translate BP to C++ code
I don't thinky anyone used it
ok so you didnt listen to me
wdym didnt listen?
what i said was a box that has get overlapping actors
i tried it
not cubes all having events
i am waiting for the download and looking at release notes.... this made me so happy
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
i sent the image.. not the gif L
static meshes are exactly that
I swear I am so happy that when my mom asked me "can you bring me a chewing gum?" I answered "FUCK YEAH!"
hm
Strictly speaking, this is not correct
She fully understands my happiness π
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
ah, i was nearly there
Static meshes are deceptively complicated
well yea so what i did befor
maybe try explaining what you want to do
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
that smells like post processing
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
post processing volume, tint the light/shadow colour
light shadow color also is in my mat
keep it! keep it!
this also sounds like a problem for graphics tbh
wdym?
ah well
i know how to do that, thats wasnt my question rly
no but they can probably give you a good solution
my question rly is jsut " most efficent way to know what inside the box"
Nah, the innuendo is too strong π°
on how to achieve the effect
rip
Since it devoid of any assets from The Matrix, then yes.
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.
As their descriptions in the marketplace say, yes.
unreal engine π
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! 



Unusable 0/10 π
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
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
How do I get rid of this bright line at the end of my lake?
Iβm using the UE4 water plugin.
any ideas why my grid isn't showing in my ortho view
You have grid enabled right?
In the tools menu somewhere
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
Wasn't it disabled by default now?
is UE5 already officialy released?
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
i already had the 5.0, but looks like an 4 gb update?
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
anyone got that Update too?
Anyone?
isnt that right, and its like the Edge of the water hitting Landscape?
cuz looks its that, because its Near too /// https://puu.sh/ISZCu/cc1833fa40.png
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?
It just looks way to bright imo when comparing it to the water in the rest of the scene
UE5, you might as well with all the new features/optimizations
If thats the Shader effect u can, Change the Tint/Brightness of the Line Normally on Material Editor, are u created the mat by yourself?
Is it worth to migrate to ue5?
Depends on your game specifications and your development progress.
If your factors call for it, you may have to stay in 4.27
No itβs the UE4 water plug-in
oh Never used that, but still i think its like an Foam Line.
@gleaming hornet
Ah, I think I disabled all foam but Iβll double check
otherwise show an Near Screenshoot if theres an Line too
I mean either way it looks fine
I think it goes away when up close but I could be wrong
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
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
you need to load the cells that contain the actors
if you have that enabled, i assume it is
Tiling on terrain is very different
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
Okay thanks a lot for the hint ill try look up toturial on that π
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.
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
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
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?
That doesn't seem to be it. Quixel's site says that it's integrated into unreal engine 5. The tool I downloaded doesn't have an option for 5, only 4.27
will this delete it from my projects also?
No.
It will just delete the one in the vault cache
ok thx
Besides, the marketplace isn't great for megascans stuff
That is why Quixel Bridge exist
@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.
I'm a bit lost there.
https://dev.epicgames.com/community/learning/talks-and-demos/vyn9/unreal-engine-5-guided-tour
This also doesn't have a project I can download.
Quixel also returns no results
@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.
What I downloaded was this https://quixel.com/bridge
There is nothing else I can download
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
Go to Quixel and download the Plugin for the engine you have
Am I searching for the right thing?
I will get you the link hang on a sec
hmm is it possible to flip the normals in mats?
(not using two sided sign) just literally flip them
https://quixel.com/plugins/ @steep smelt
That doesn't have unreal engine 5.0
This has versions of the engine that work
Thats only 4.xx, 5's should be listed as an asset.
@steep smelt You don't see this?
Node βFlattenNormalβ β Flathness (-1)
This is how I added it to my engine @steep smelt it's just a suggestion to start there and then update your project
nope
Yeah you need that from the Marketplace
But it doesn't exist on the marketplace...
odd. It should be there by default.
Searching for bridge gets me 3 pages of bridge model assets but no plugins
Have a look at this, see if it helps.. it should in theory at least prompt you to update it https://help.quixel.com/hc/en-us/community/posts/360015851398-Quixel-Bridge-not-showing-up-
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
For starters, the change log
https://docs.unrealengine.com/5.0/en-US/ReleaseNotes
π¦
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.
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...
Bridge was the first thing that asked me to update it, and that was before 5 went live.
Yea but mine is a completely fresh install. I didn't even have the epic launcher before today
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.
I see a few people saying that elsewhere. Could well be a cockup at Epics end.
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.
Yea. As a random not game developer who just wants to play around with a shiny new thing, this is annoying lol
I have problems with first person fingers, i think they look werid
any clue where to look ?
I legit thought this was a photo lmao
no i thought it was too
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
I don't know, but I can bend my real fingers like that IRL
i have werid feeling that they (fingers) are too long ?
a bit skinny perhaps
That'd describe my real fingers
My fingers are quite long lmao
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
thanks for opinion, then i will just ignore my mind and work on anims
the player wont notice, and if they do, they wont care 99% of the time
As a long finger owner, those doesn't look off tbh
also remember that theyre probably gonna be holding something most of the time
ive got friends with even longer fingers irl lol
maybe it's a clapping sim? π
thats when you make things cool and make them have ragdoll physics
fingers go weeee
but i have friends that have fingers like that
at the end of the day it's personal preference
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
if ya dont like the fingers get a new model, but it's still not much of an issue
I can π
Looks normal to me
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
players are gonna be too tied up in the fun of clapping simulator to notice whats going on
game will be the next blockbuster
That's as good as it gets...
depends what the game is for
i dont think skeleton hands would work well in clapping simulator
gameplay side - lets say its skyrim copy
then maybe it could work but you might have to work it into a story
seeing as people dont normally play as the skeletons
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
fair enough
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
I disabled all foam and no difference
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
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?
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?
im pretty sure you wanna be using ssr no?
also you may wanna fix thse angled trees, that looks more unnatural than the water imo
I have a project for school, I need to get the white parts off the screen from the SSR on the far right of the screen.
From far away they arenβt terrible
Yeah I already have them in my scene
this may help
@oak patio should the planar automatically fix the water like the doc says it will? Because itβs doing nothing to the water
idk
im just throwin out suggestions here
could also just be a hell of a lot of light reflecting into the camera
could someone clarify to me what is the benefit of linking animation blueprints over just having everything within a single animation blueprint?
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 π
Thank you for being so patient in this matter and being a part of the community! Happy developing!
now this is why unreal is good, friendly staff and prompt response
epic employees need to give themselves a pat on the back
Glad to hear it, thank you so much for the update!
Have spent a good portion of the day trying to look for a solution. Can't wait! ^^
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
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?
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.
does anyone know of a way to move the engine install from one hard drive to another without reinstalling?
Are you currently able to install the new reality scan app?
I'm having the same problem
Nooo. It is only for Apple products
Someone please help me get rid of this
Yeah, hopefully
It looks like you have some sort of limit to your data you can use.
Any idea how to increase it? Is it an unreal thing or my pc?
I'd assume through unreal. I'm still trying to learn unreal, so I'm not sure
Blueprints are hard to learn
Blueprints Are Supposed To Be Easier Than Coding.
I know. There is just so much to learn
Well I Mean I Never Even Used Blueprints Nor Coded In Unreal Nor Any Engine In General.
I don't know shit about code all I know is β¨ aestheticsβ¨
I don't want to learn coding. Coding is very hard. I am going to continue to try to use blueprints
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 donβt remember how it is on Fortnite, CS
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
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?
no
@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
Isn't GPU lightmass only for ray tracing?
Yes.
it needs a card that support DXR the 1060 supports it
its slower but is the lowest card still supports it
If you want for more recent but still cheaper option, well, 2060 Super, 1650, and 3050 are capable of RT
I will be switching to 3070 soon
either way gpulightmass might be worth trying if your tired of baking times
Thanks I will try that
is this what you mean?
Try full refresh (Ctrl+F5)
no luck unfortunately
Will the new sample packs that got released that are for UE5 work with UE4? like City Sample Crowds pack
No.
(obviously)
Is it normal for megascans to look like this? player start for scale, this is nanite quality with nanite enabled.
Do you found any solution fot his?
Hey, Is there any other example that Using UE4/UE5 as utility software like Epic Games Launcher?
Unfortunately no, but in theory, you can just roll with Core and Slate modules in your C++ project.
In theory, because my dumb utility projects don't go that bare minimum, still uses Engine and UMG
Are you using a night mode/dark reader extension in your browser?
okay thank you!
Yea but it's disabled π€
Is automapping skeleton rig to another skeleton rig not in Ue5 ?
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?
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
then just use the linetrace to get the actor to change color inside the linetrace code itself?
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?
Stable enough that I can stop whining about using UE4 in the meantime
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.
@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
ow,
aha
Let me check that, because i did notice a hole.
I did\t triangulate it and just wanted to test it first.
Yes, one UCX mesh has to be convex
@drowsy snowWhat. it should still show up convex or not?
As in no parts bending inwards
yes. but does that effect the import as well?
Haven't tried doing that on purpose tbh but it might invalidate it if a concave shape detected.
I was use ucx as collision frequent, now I am use both ucx also box collision in mesh editor
Can I also ask something about the water placing thing here?
It should work, because i can import a second mesh and use that as collision too. @drowsy snow
Yes, but if it's UE5, then #ue5-general
ow
So, does anyone know what's causing the water to not follow along the z axes?
<@&213101288538374145> perhaps pin this UE5/UE4 sections?
Thanks muchly
@drowsy snow same deal with 4.26
Stop trolling me Mippie
Might be your landscape not adhering to what Landmass wants.
Any idea on how I could fix that π
I don't know, I hated Landmass because it hates every other tool and workflows
no pun intended
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?
You could check the angle between the player's look vector and the player->object vectro
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
Yeah, is that not fixing the issue?
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
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
Anyone know why?
I keep getting errors when I try to transfer a 4.27 file
Could do that, yeah.
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
think the learning space would have answers for you
okay, thanks boss
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
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
lol anyone knows why post process doesnt work with ortho view?
thats kinda messed up lol
Hey guys. I want to retrieve data(png-files) from the database (Mysql workbench or xampp) and display the landscape in the unreal engine. Iβll 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.
Is the bridge loading for you guys in the release of unreal
I donβt see it in the menu and itβs not in the plug-ins list
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.
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). Itβs all BP. I would like to add a multiplayer component to it now. Itβs mobile so Iβll 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 Iβm using AWS. I just keep hearing and reading that multiplayer is so hard that itβs almost impossible for new developers.. itβs just a simple puzzle game with a Rubikβs cube. No complex animations.. what do you guys think?
Marketplace broken for anybody else atm?
Making multiplayer is hard. Adding multiplayer to an already existing game is very hard. (But certainly not impossible)
@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.
Unwise for a first game, even more unwise when most of the game is built, you want to think about multiplayer as a first thing
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 letβs say 0.7, it means you are looking in the objects general direction
does anyone know why this happens. landscape only shows up in play mode or if set to game view
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.
try ALT+L, or Show-> Landscape maybe?
I tried. same thing happens
Thanks @pine siren @oak patio @thin tendon
No problem!
is there a way to have the compile button always on the screen whenever the content drawer is visible in ue5?
It's always in the bottom right. Same location. As long as you have a C++ class that is.
well, to be fair, you don't have to query every single actor, just the ones that you want to check. also, aren't you checking tons of objects anyways when you shoot a line cast and have it figure out what it's intersecting with? tbh, I don't know which one is more performant, but dot products are dirt cheap
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).
I see, maybe the line cast is fine then π€· I think I'll check out how line trace works later.
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?
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
@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
What different options do you suggest? I'm not trying to migrate an entire project, just two folders inside Content.
I'm a bit of a beginner, so I'm not familiar with all the different migration options.
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
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 π¦
That might be an issue with engine versions.
What was your original project engine version?
I opened both in 5.0.0 before migrating, but the old one was made in 5.0.0 preview 2.
Hmm, yeah I'm unsure.
I would check out the new migration guide though, maybe it can help. https://docs.unrealengine.com/5.0/en-US/unreal-engine-5-migration-guide/
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?
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.
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.
@autumn cloak maybe try updating the preview 2 version to the 5.0 full release version. Then migrating the assets
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.
I will try again π
Are there any tricks to improving the light complexity of landscapes?
I've no idea, sorry I can't help more! ^^"
No worries, thank you for the attempt! π
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 
now UE5 is release is it advisible to abandon 4.27 project and start over in UE5?
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 βbehindβ objects?
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
thats what a few people told me to do yesterday and it seems safe enough now that its a full release
Is UE5 much nicer to work with then?
I need ultimate Stability β’οΈ
UE4 it is then
A simple hack is to make the landscape unlit which you can do for lowest graphic modebut it wont then render shadows on the landscape. Other than that you can use RVTs.
Is there a tutorial or blog post for this where I can learn more about RVT for shadow/lighting
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.
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
https://dev.epicgames.com/community/learning/talks-and-demos/vyn9/unreal-engine-5-guided-tour
At ~24m into this video, Chris Murphy starts to talk about RVTs.
Has anyone used the UnrealObjectPtrTool to convert old raw pointers to TObjectPtrs?
Hi might be in wrong section but can someone tell me how big download is for unreal engine 5?
why is foliage 1.5gb as a package?..
@plush yewthe download is between 15GB and 90GB depending on the options you choose
Thanks, im just starting to learn unreal so I wouldn't choose too many options unless there something specific I need starting out?
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.
How do I fix this?
@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.
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.
That's what I figured. Maybe it's more for MGF stuff. So your MGF stuff would be siblings to Content?
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
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
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
Completely up to you.
I might just switch some of the smaller projects
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.
does anyone have any tutorials or helpful info for doing state machines and animation blueprints for AI?
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
meh
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EpicAccountId:2a318b65f4af4f83a643a5b97856727d
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000c10
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UnrealEditor_D3D12RHI!CreateRayTracingStateObject()
which map of city sample are you all opening ... big city lvl or small city lvl
?
Is there any way to favorite something in your vault or maybe add them to custom lists?
nope
still downloading city sample.... from yesterday LOOL
anyone have similar experiences? with how HUGE it is
It's 92.6 GB.
Indeed
Valley of the Ancient was larger π
RVT only stores shader floats and height, how is this related to lighting?
I can't find the main map for Lyra. What is the file name for it?
Or how do I get to 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
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
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
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.
Oh, I just figured it out! Thank you
You can put post process volume covering the house area, and don't set it to unbound
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!!!
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?
Ye just ask away, asking to ask slows it down :)
why is the future of things named meta? meta verse, meta humans, what does it mean?
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?
