#ue4-general

1 messages Β· Page 1166 of 1

oak patio
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You can go for the UDN but thats costly

graceful cargo
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Anyone else unable to find bridge plugin for quixel? Seems there a few issues on the reddit as well but I've tried everything they already mentioned with no luck yet

oak patio
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Most of the meta stuff is because of the company meta, but i think metahumans is a coincidence

soft tree
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unreal also just released their unreal dev community platform, so you can also go there

soft tree
left elk
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True, and to the credit of this place I've had some good help in the past! I just occasionally end up in situations where nobody can help/isn't the right person looking out to respond, no answers are evident on google, etc. In those cases I figure it's more responsible to cast a wide net as opposed to spamming here or pulling my hair out, lol

left elk
oak patio
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I mean it just costs money to use

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Subscription based iirc if it still exists

left elk
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I gotcha. Do they have public pricing? Or is it more of an "enterprise" situation

left elk
left elk
oak patio
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No problem!

unique kraken
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hmmm anyone got a idea how to switch uvΒ΄s without a lerp?

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i have a setup where, when i use lerpΒ΄s, it absolutly tanks performence

drowsy snow
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slowed down by an hour lmao

drowsy snow
unique kraken
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eeeeeh~~~~

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EEEEEEEEH

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no

drowsy snow
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At least in GLSL there's no such thing as switch statements so...

violet quiver
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is there a way to find out which plugins are being used in a project?

drowsy snow
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If it's a C++ project, checking the Build.cs file also shows what modules it use

violet quiver
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@drowsy snow isnt that just the project file to open the project? or u mean on the /config/default.ini files?

drowsy snow
dark depot
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right click open with/ select notepad or whatever you have

drowsy snow
dark depot
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only you can no one else

humble bough
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hello ! i've a question please idk where to ask it .. can anyone tell me the name of this game if it's even a game ? much appreciated

violet quiver
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@drowsy snow @dark depot Ahhh that's basically the same thing as if u open your project and check the enabled plugins right? Sorry, I mostly meant which plugins are being used in the project, and not which plugins are enabled. I wanna uninstall some plugins so I wanna be sure which ones are being used (not just enabled) so they can be safe to be removed.

dark depot
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yeah it is im not sure how to see what is being used most plugins you know if your using them though

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like the water pluging adds water are you usingf water etc

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like android plugins are exporting to android

violet quiver
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oh, it's mostly plugins for vfx and terrain (like voxel) so i will manually check to see which ones are being used. I just thought there was a method to see which ones are being used

graceful cargo
stoic gyro
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So need a hint πŸ™‚ Im making my real life home in ue4 and the scale feels so off even when i put in the correct numbers in cm. for xyz on the box . (right house is the one with real numbers and left is based on "feel")

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sry for spam

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manny is 180 cm im 176 cm tall

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but in this room irl i have church , table and kitchen .

unique kraken
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@stoic gyro i would look up some archviz tutorials, maybe blender might be a better source in this case.
for archviz in blender i usually use the add on archimesh.

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and i would build it in real world scale, meaning, know how high the wall is etc

fierce tulip
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manny is really broad. replacing him with a skinnier setup makes it look better.
another reason for it to feel smaller is because we are used at looking at rooms from our own perspective, and our eyes have a different fov. so to speak.

drowsy snow
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Consider using Quinn instead, which is more proportional to real human funnily enough

unique kraken
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^^ also good idea, was just thinking about how to phrase that

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make it first person

drowsy snow
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HECK YEAH

stoic gyro
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I did real life scale on the house based on print. An okay did not know the feelds of wive

drowsy snow
stoic gyro
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Thanks a lot for the replies and help i have see if it's just the feel of scale from the perspective thats off

short light
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Hi, was trying to get a couple of questions answered earlier (not covered by the FAQ) and I ended up getting called away for an important phone call just as people were responding. That's how it goes sometimes, right?

Anyway, for anyone who is willing to indulge totally new-to-UE questions:

As a one-man team I feel pretty intimidated by UE. I feel comfortable in GMS2 and Unity, but am willing to learn UE if it suits the kind of projects I want to do. I can clearly see that UE has got to be one of, if not the best engine out there. That said, is UE more the kind of engine that benefits from having a team of people performing all the various aspects, or can it reasonably be done by a one-man team?

And I don't mean in the sense that "anything can be done with enough willpower" I mean, is it reasonable to learn UE and implement all features entirely by myself (assuming I have sufficient skills to do that in other engines like mentioned above)?

Assuming that's a yes, then I guess I got lots of questions from there, but that's by far the biggest one.

drowsy snow
short light
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BP, that's blueprinting, right? just trying to be clear on terms

drowsy snow
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Yes

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The electrical engineering equivalent for making games

short light
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I'm used to the concept of prototyping, but BP is...new to me.

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or rather BP in gamedev

drowsy snow
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minus the capacitors

short light
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I have to admit I'm VERY intimidated by UE

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maybe because everything I see made in it looks amazing XD

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With GMS2 (as an example) I feel like that engine is extremely limited, very simple, and as a result, very easy to jump in and just mess things up and unmess things up and so on. I'm worried that with this new project I want to start that I'll be 3 years deep into the project, tearing my hair out because I had to do new-to-me implementations while using a new-to-me engine.

drowsy snow
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There are a lot of simpler UE projects out there, so don't worry about other fancy projects

jade trench
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Seriously, though, UE is very modular. If you try to do everything all at once, it's overwhelming and you'll drown. But if you pick a specific bite-sized chunk and figure that out first -- like "how to flesh out a character movement system" or "how to do graphics for menus or a HUD" or whatnot -- it's much more manageable.

And as Makoto notes, there are plenty of UE projects that are very simple and don't use all of the systems.

short light
# jade trench UE is a Swiss Army knife: you can do a lot of things with it, but the more thing...

Yeah, that's one I'm afraid of. I don't necessarily need "feature-rich" today. But y'know, if I can learn the basics of the tool, those features might come in handy down the road. So I'm trying to figure out if it makes sense to hop over to UE5 right now with the release and since I'm starting a new project and just start figuring it all out or if it's just gonna be too big of a thing for a single guy like me to do in which case... idk if I wanna take all that in.

jade trench
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I tried doing a big one when I first started with UE, and it was a mistake. Then I did something very simple... I think it was basically just a maze game a'la Pac-Man or whatnot. Then I started adding things (pits to jump over, etc.) and so on, until I had tinkered with more and more systems. Wasn't a game I ever released, but it was a good learning experience.

short light
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I'm trying to do something that will require a lot of problem solving on my end but probably won't be demanding a lot from the engine per se. One-man implementation of my project is going to be very challenging. But as long as the engine isn't also challenging me, I think I'll survive haha. MAYBE. XD

jade trench
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I could go either way on that "should I do UE5 right now". If you start with UE4, there's definitely a lot more tutorials out there on how to do a given thing. Which means a lot more resources to pull from.

On the other hand, UE5 is the future direction of the engine, so if you're going to be learning everything from scratch, there's maybe something to be said for learning the UE5 versions from the start rather than learning UE4 ways of doing things and then unlearning them to learn UE5 down the road.

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(Of course, there's also the factor that UE5 is a fresh release and still has some parts that aren't entirely a smooth experience yet.)

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Β―_(ツ)_/Β―

short light
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Oh they can probably develop UE5 faster than I can use all the widgets and features XD

drowsy snow
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Most UE4 tutorials are applicable to UE5
It's just that the UI stuff and some BP node will be pulled out in a slightly different way

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Thankfully it's not like transitioning from UE3/UDK to UE4

jade trench
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At any rate... I think if the project is a spare-time thing and not on a timeline of any sort, I'd personally probably go for learning the new stuff from the start and just go with UE5.

Especially since by the time you get to the advanced stuff that does differ from UE4, the engine will probably have the wrinkles in those more-or-less ironed out.

short light
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I'm a stay-at-home parent so I work on things kinda sporadically. I sit down and read an article then feed the baby. Then I try to implement some code and then change the baby. Then I get sucked into a deathmatch with my other two boys. Then I watch a youtube video about openworld systems or something. etc etc etc. HAHA. I can dedicate a LOT of time to the project, but it's all very broken up so I really only learn stuff just a little bit at a time. Usually just like ONE specific question (as an example: "how do I dynamically change the size of xyz object but also dynamically change the collision box as well"--an actual question I once had when first learning GMS2) will take me several days to get an answer to...which isn't a pace I like to work at, but it's a realistic one.

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I guess one benefit is I have a LOT of time to think about my implementations, questions, current issues, etc in between the actual execution.

drowsy snow
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Well, for comparison, I'm a single man, not having a family (on my own), and I had more spare time learning UE4 for 5 years by now.
Though I do have modding experience beforehand

rare delta
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Anyone able to direct me to the resources channel? I briefly remember hearing that there was one. I need to learn a bit more about the ue4 lighting system.

rare delta
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ty!

short light
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I have a very ecclectic experience: engineering, CAD, MATLAB, Java, C, GMS2, HTML, excel (lol), lego programming (lol), etc. I wouldn't say I'm very good at any of them. XD

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Although my background does make me very comfortable leaning on math implementations for things. I'm much stronger on math than programming actually.

drowsy snow
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I'm still wondering to myself, how would my game development endeavours will be once I have a family (if I lucky enough to have one at least)

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But I digress

short light
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My family made it possible for me to get into gamedev and writing more. By making me focus up, I was able to cut out the things that were less important so I can focus on the things I care about more. My family taught me that. And they are definitely a blessing to be sure.

crimson depot
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I'd like to create a Kart Racing game like Mario Kart. Would I set the vehicles/karts up the traditional way you do vehicles. Like the example or would it be different? Thanks!

drowsy snow
drowsy snow
short light
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well I was convinced enough to download UE5

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I'll start dabbling and see how I feel about it.

drowsy snow
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Good thing UE5 fully released now, because I no longer have to say "use UE4 in the meantime"

drowsy snow
# short light I'll start dabbling and see how I feel about it.

Though that being said, tutorials and learning resources from Unreal Online Learning is still mainly UE4, so it'll take extra of getting used to when improvising them to UE5
https://www.unrealengine.com/en-US/onlinelearning-courses

short light
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Yeah I've been thinking about UE5 for a while and saw the full release and said, well... now's the time I guess.

strong thorn
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Sorry guys, is this the right place to ask a question regarding being stuck opening a ThirdPersonCharacter project stuck at 75% in ue5? πŸ€”

tough falcon
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@strong thorn it is compiling shaders. No idea why.

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Wait for it

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Someone mentioned turning off dtx

strong thorn
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I don't see any process regarding the shaders, so I was guessing it was another issue

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should I wait then? because it was not taking this time before

summer plume
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Hello, is it possible to change quality settings during runtime? Lets say for example I have a button ingame that someone presses to toggle shadows on/off or changes shadow quality, things like that. Is it possible to do that?

fluid cave
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Idk If U Can.

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But U Should.

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Be Able To.

drowsy snow
ivory furnace
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When two characters collide, one of them jumps in the air out of the way. Whats causing this? I deleted the ABP. Still happens. Simulate physics is not on. Their is nothing in the event graph. The c++ base class is clear. I turned off the control rig.

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I cant for the life of me figure this out

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This happens in the default version of ue5 3rd person template

lone mulch
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Hello, I am currently working on a project with a light puzzle and I need to make it so completing the light puzzle opens a door. I have everything working, the only part that i don't know how to do is detecting that the puzzle is completed and making that open the door. Any help is apricated

scarlet turret
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Is there any known way to fix this issue?

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I'm using Unreal Engine 5 btw, although I also had this issue in UE4

drowsy snow
cedar wave
scarlet turret
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Awesome, do you have any suggestions for the mb size?

drowsy snow
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Though do note that higher it goes, the more it's less representative of what others would get with their own hardware

scarlet turret
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Alright thanks so much! Maybe I'll aim for around half what my Vram is for now

jovial kiln
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Someone should pin that you can fix the quixel bridge issue by placing the plugin folder manually copied from someones ue5 that has it already

neon bough
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unless you make a topdown game where the whole world is visible to the player

icy egret
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hey, is there anyone who has a problem that Lyra Shooter has infinity loading?

oak patio
coarse turtle
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How can I get MSVC 14.29.30133 for visual studio?

drowsy snow
drowsy snow
coarse turtle
drowsy snow
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Seems like it, though VS 2022 toolchain is on v14.30

coarse turtle
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So if I want to build a plugin for UE5, I'd need VS2022. I was trying to use the Unreal-Binary-Builder to build my plugin.

coarse turtle
tender fiber
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Does games like valorant and COD uses animation driven ADS or procedural\

drowsy snow
plush yew
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How can you make destruction physics and animations in unreal matrix demo? Like plane crash in building, explosions, car flipping over. All that hollywood stuff.

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and does the meshes by default have destruction abilities?

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i mean they are nanite

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just like in that valley demo

drowsy snow
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But the car flipping is dynamic

final patio
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I am updated ue 5. My player is strange

plush yew
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In valley demo parts of rocks are falling

drowsy snow
plush yew
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can you achieve same with buildings in matrix demo?

final patio
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My aliasing option is TSR , i tried others but they are give me bad output. What should I do?

drowsy snow
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I don't have hardware capable of Nanite, so no way for me to check lol

drowsy snow
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Basically super sampling

final patio
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@drowsy snow thank you, i will try.

plush yew
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ram is maxed out, sometimes it crashes

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and sometimes unreal drains hdd space

drowsy snow
plush yew
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only problem is old projects from 4.26

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when I open the project it creates double disk size of the project

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and I run out of disc space

drowsy snow
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Jeez, I'm jealous of those who are able to witness UE5 new features in person 😦

plush yew
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yeah, feels like a damn movie lol

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way too overwhelming

drowsy snow
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cries in a potato with intel iGPU with dead dGPU

plush yew
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but it needs to be optimized in future

drowsy snow
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Sure, I can still watch YT videos on Lumen and Nanite, but wouldn't it be nice for me to witness it with my own eyes, and directly gauge it with my needs, or use it for machinima projects...
Oh well, I guess I can only dream.

plush yew
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Watch β€˜The Matrix Awakens: An Unreal Engine 5 Experience’ here! To download this new UE5 tech demo on PlayStation 5 and Xbox Series X/S, visit:

Download for PlayStation 5: https://store.playstation.com/concept/10004087/
Download for Xbox Series X/S: https://www.microsoft.com/store/apps/9NG8RK1F3HCC

Prepare for a wild ride into the reality-ben...

β–Ά Play video
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that part in 7:40

drowsy snow
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I watched it numerous times, to the point I can imagine what happened on what particular time section

plush yew
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or 5:35 scene

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damn

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lol

drowsy snow
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Yeah, I can only watch, not getting through it in person

plush yew
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can't wait for tutorials on how to make cinematic fast and furious car chases from that demo lol

drowsy snow
# plush yew can't wait for tutorials on how to make cinematic fast and furious car chases fr...

https://www.patreon.com/IanHubert
Lazy Tutorial #6! For lazy people by lazy people!

A lot of you probably already know all this stuff, but if you don't, it's cool to know!

This was definitely biting off too much for one minute. If you have questions feel free to ask em and I'll try to answer them quick.

β–Ά Play video
plush yew
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i mean the part before the final scene is kinda realistic

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but then in the end he has movie type of scene lol

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not sure if it's sarcasm or it's actually that easy lol

drowsy snow
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||puns are not intentional, but damages are not covered by insurance||

raven estuary
plush yew
upbeat spoke
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any type of shortcut key to set selected object to no collision?

final moth
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any idea what should I do with this?

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it claims it is not installed, but nowhere in the launcher that I could see a clear button or command how to install it now

raven estuary
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Make sure your launcher is updated then entirely close (taskbar) and reopen unreal and see if that fixes is

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It*

final moth
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makes sense, but where do I see if the launcher is updated? It doesn't say anything about that either

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aha found it

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funny, but it seems they still need to work on the UX

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so yes, that fixed it πŸ™‚ thanks

raven estuary
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No problem!

smoky lance
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Is there a way to make decals with height or a workaround to achieve that kind of look?

oak patio
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A mesh?

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You coukd use normals if you want it to bounce light for psuedo 3d

smoky lance
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That mesh would need to be applied to any surrounding surfaces like a decal. And actually change the meshes underneath

oak patio
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So you want it to deform the meshes

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Not sure of any way to do that

thin tendon
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So I am playing around with ue5. In 4 there was an option for static meshes to use a set LOD as an occluder. Does anyone know where this option went. I can't seem to find anything in 5 that lets me sets objects to occlude things behind them.

smoky lance
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@oak patio sad that their isnt an option to do that :/ but thanks anyways!

oak patio
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I'll have another look into it but this seems like a custom system without using something like faking methids

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Maybe vertex offsets innthe material is what your looking for?

mild charm
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Anyone else having an issue in ue5 where "browse to content" doesn't work?

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I'm currently poking around the Lyra project and browse to content just opens up the content browser, but doesn't redirect me to the specific asset

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Interesting, it appears to be happening only with the GameMode πŸ€”

raven estuary
spice ruin
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It should go to the class in the class browser then, surely?

grim bolt
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Browse to content wont generally work if the content is in Cpp which lyra suprisingly relies alot on. Go to editor settings and choose a default editor

raven estuary
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Do you guys have YouTube channels you recommend to learn unreal?

fierce tulip
raven estuary
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Those are some great videos I've been watching I'm just looking for a wider variety of places to learn

fierce tulip
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thing is, its hard to suggest anything without a particular topic you are interested in, else people will probably just say "google X + Y"

raven estuary
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That's fair! I'm not looking for anything in particular really I'm just looking at learning random things from several places. For example I've been watching a good bit of Ryan laley's tutorials as well as virtus

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I was just wondering if anyone had some hidden gem people on YouTube

rotund scroll
real lily
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Hi my name is Akil Kannan, We are currently working on a virtual production project. I've been running on a few issues related to Cinematic Ray tracing, basically the shot is focused on soap bubble flowing in the air where you can see a slight reflection of background and rest all out of focus when using DOF. So when I enabled Ray tracing the DOF is adjusting properly and getting blurred with background. I kept the aperture to 1.2 and still its happening. Weird part is when i disable Ray tracing itself everything is normal and getting blurred correctly but real time reflection doen't work!!. I need some help

raven estuary
real lily
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Oh okay thanks

fierce tulip
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@raven estuary while I dont have suggestions on the top of my head, quite a few channels have pinned messages that might have good stuff. graphics channel for example.

raven estuary
thick herald
raven estuary
fierce tulip
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@inland hollow hey hey, could you please take a look at the #rules as asking the same question in multiple times is a nono. thanks :)

inland hollow
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cause it got deleted in both channels

fierce tulip
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if you remove the other one though, then yes.

inland hollow
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Hello
i have downloaded a gate mesh with some animations
but the gate is not opening, i am guessing i need to set the animation by myself? any idea guys

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done

raven estuary
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Yes you would have to set the animations and make a blueprint

fierce tulip
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depends on if it was downloaded in an unreal engine format, or other format. if its a skeletal animation or blueprint animation, etc.

inland hollow
fierce tulip
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then you'll need to look into skeletal mesh animation.
generally though we'd import a static mesh gate + walls/doors, and just change the rotation of the door-parts in blueprint, as that is much cheaper than doing it trough skeletal mesh, performance wise.

inland hollow
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or maybe any blog/article?

fierce tulip
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i dont do much blueprinting myself, so wouldnt know. I'll bet following along a few of the gettign started with blueprint videos epic provides on the hub/learning platform will suffice.

inland hollow
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instead of adding tracks, how can i add animations?

rotund scroll
inland hollow
rotund scroll
inland hollow
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yeah converting, does not make sense i guess

upbeat spoke
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Getting flickering similar to zfighting with water at certain views (for mesh and surface shadows)… anyone familiar with that have tips for combating it? (Surface Meshes and shadows flicker in and out)

ember cypress
# raven estuary I was just wondering if anyone had some hidden gem people on YouTube

@fierce tulip already recommended the Dev Community which will have a mix of both Epic made and community content. So you'll be able to find a bunch of people there.
For more specific topics, I'm personally a fan of Will Faucher ( https://www.youtube.com/channel/UCGKjGGjdl-GzEcFPf1EQwqw ) and Sonali Singh (https://www.youtube.com/c/SonaliSingh).

Unreal Directive has been putting out some short, good, content as well. https://www.youtube.com/c/UnrealDirective/videos

ember cypress
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You bet!

ember cypress
mighty copper
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Quick question for anyone who can answer. For some reason Quixel Bridge is not showing in the New Released Version of UE5, is this by design or am I missing something simple... I've gone through all the plugins.

thick herald
drowsy snow
mighty copper
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@thick herald Thanks a million... Thought I was losing it or something....😎

north monolith
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If you download from megascans, are you not able to set the texture sizes? Getting 8k textures for everything is a bit overkill when prototyping

sturdy smelt
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Can anyone tell me how to ask in the New Answerhub?, that is so Stupid, like , i cant find any Tag Version of the Engine, and i cant Ask whitout Engine Tag,

drowsy snow
north monolith
vale depot
north monolith
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Thanks

drowsy snow
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Because with UE4 and standalone Bridge, texture size IS an option.

north monolith
# drowsy snow You're in UE5?

Yeah, using the plugin, can't seem to find any options for texture sizes on nanite meshes. I can also just download the medium one and change it to nanite when importing, come to think of it. Maybe Ill do that

vale depot
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I usually also pack the textures on rgb channels this way I can split them inside UE5 and only have to have a single texture file for normal, height, and OA

drowsy snow
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Yeah, I'm out
I didn't touched UE5's plugin yet, so no idea about the settings and workflows.

vale depot
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UE5 plug-in auto imports all files and creates a smart material for you .. but it’s super inefficient for filesize and shader

drowsy snow
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At least in UE4, you can limit texture size in Device Profiles

fierce tulip
vale depot
drowsy snow
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Ugh, damn kids with their setting changes

vale depot
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Ue4 you export from bridge using a plugin and can control the exact files / sizes you want.. UE5 changes this to an import feature from within 5 and auto creates smart materials for you.. but you loose the ability to customize the exact sizes and what texture maps you want

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You can still download manually from within bridge itself and manually import .. just don’t use the bridge plugin from within ue5

north monolith
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Cheers, Luos, Im gonna have a look at that @fierce tulip I got that beta version of a landscape shader I was going to test a few months back from you, but I had some issues, then got caught up in other work and never got back to it. Sorry about that, I should've given you a shout out on it.

fierce tulip
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no worries

drowsy snow
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Quixel pls fix

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Based from other reports that I've seen, it seems like UE5's Quixel plugin is in a messy state

north monolith
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Actually, testing now, just downloading the Medium Quality and turning it into nanite in the engine is a valid option for now, though far from perfect. More control over texture sizes before downloading is really needed. It'll save you some time directly downloading the Nanite mesh with the texture size you would want with it.

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Medium Quality - 2k textures
High Quality - 4k textures
Nanite - 8k Textures

ember cypress
cedar wave
jovial atlas
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Can I still open 4.27 projects at my school that only has 4.27.1 installed?

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Sorry if that’s wrong place to ask

jovial atlas
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Cool thank you!

drowsy snow
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But if it's 4.27.2 to 4.27.1, you might encounter some issues (though IIRC that shouldn't stop you from opening it at all)

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You'll have more luck going from 4.27.0 to 4.27.1

jovial atlas
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So I’d have to upgrade the project?

drowsy snow
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Yesn't.
hotfix versions shouldn't be as prohibitive as upgrading minor versions

jovial atlas
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Alright, thanks a lot :)

drowsy snow
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But if you encounter problems, you should move forward with the engine versions

ember cypress
covert creek
#

Hi guys, I was wondering if someone could help me with a weird issue that I just ran into?

Im working in a school project making a game and Im not sure what the hell happened but all the sudden the game speed got altered and the character is runing fast. I have no idea why. Any thoughts on this? Thanks!

autumn flame
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Idk, need the details

pine pecan
#

I wish there was a tutorial series out there on how to make total war style game

short mesa
#

(UE 4.27.2)

Hi, I can't get static/stationary objects to cast shadows at all when I set the preview mode to Android Vulkan ES3.1. In SM5 the shadows work correctly, based on the angle of the scene's Directional Light (sky), but when I switch to Android preview all of the shadows disappear. How can I enable them?

candid falcon
#

dose UE5 run on windows 7?
right not I'm useing UE4 and it would really help if I could use some of the tools in UE5 but I can't afford to get a newer system right now

faint meadow
#

It’s probably recommended to have windows 10 and up

candid falcon
#

nice, so I'm boned then?

candid falcon
#

its not that simple
please lets not fight about it, apparently mentioning windows 7 causes everyone to fight me I have no Idea why
it's not exactly possible for me right now

#

thank you for your understanding

grim ore
#

Did you check the requirements on that page?

oak patio
#

Win 7 is bomb, but its understandable new software wont work on it very well of at all

solemn yacht
#

Hey friends, is there a hotkey or a quick function to snap any selected object in the viewport to the vector grid, similar to the "Vertext Snapped to Grid" function in blueprints?

lean fable
#

Hey, i want to start doing things for unreal, like enviroments, and i dont know whats the best way to do it. I always do enviroments in blender and assets and stuff. What i should do just export it from blender to unreal or is there better ways? i saw there are procedural assets and you can create mesh inside unreal, and i dont know how i should start with unreal

ember cypress
# cedar wave Is there a way someone from the community could make a course? I don't think I'v...

If you got an idea for a course, plan it out and let us know! Epic made content has some unique guidelines we follow.
If you just want to start making your own tutorials, you're encouraged to do so on the Epic Developer Community! https://dev.epicgames.com/community/learning

cedar wave
# ember cypress If you got an idea for a course, plan it out and let us know! Epic made content ...

Well - I was just curious if there was a way to have the same course like structure, but created via community. IE - have multiple modules. I can only see that community can only do one-off tutorials. I've looked to see if there was a way, but couldn't find it. Kind of like a playlist in Youtube for example. Or one of ya'lls courses.

Are you saying that the only way to do that currently is to contact Epic?

#

Yes.

oak patio
#

Unreal learninf to start you off on the new Dev Community

ember cypress
oak patio
#

Some youtube tutorials are alright, but a lot of people just copy the cide and dont absorb the concept

#

May also wanna brush up on basic vector math and such

ember cypress
#

https://dev.epicgames.com/community/learning Here's a good place to start!

If you're new to Unreal Engine and want to just get started in Unreal Engine 5 - I recommend the Your First Hour in Unreal Engine 5 course. https://dev.epicgames.com/community/learning/courses/ZpX/your-first-hour-in-unreal-engine-5/E7L/introduction-to-your-first-hour-in-unreal-engine-5

#

(Also welcome to Unreal Engine πŸ™‚ )

cedar wave
#

@ember cypress btw - I very much enjoy the overall design and feel of the new site. Like, seriously enjoy it.

ember cypress
#

Happy to hear, I will share that with the team.

cedar wave
#

Thank you

#

Blueprint is programming. Don't let anyone tell you anything different.

#

Sure - doesn't mean it's not programming.

#

Fact of the matter is - there is no way around programming if you want to make a game.

still hemlock
#

Is anyone having a problem loading into a ue4 project copy for 5.0
I'm stuck at 83% and it says engine sounds/submixes/mastersubmixdefault

grim ore
#

@still hemlockcheck task manager, see what is going on

still hemlock
#

what should I look for

#

it says livecodingconsole and unrealeditor

grim ore
#

either one, do they look like they are doing anything? CPU use, etc..

#

83% is normally a compilation stage

still hemlock
#

0%

grim ore
#

ugh... maybe close it and try opening it again, see if it gets stuck in the same spot

still hemlock
#

I've done that

#

I had this problem last night

grim ore
#

is this the first time opening the engine, or just the project?

still hemlock
#

first time using the engine ue5

#

I just copied my ue4 project to 5.0

grim ore
#

maybe open a new project first to get into the engine, then open your project

still hemlock
#

ok

oak patio
#

No

#

You need to learn the engine before you think about a game

still hemlock
#

or have alot of money

#

hire a team and all

#

that's what I'm doing but I've already captured the aestestic of my game world

#

I'm making an anime game

oak patio
thin tendon
#

There is nothing wrong with learning as you go. Everyone learns differently. And everyone has their own opinion of how others should learn.

oak patio
#

Learn the basics

#

What things do, where things go

#

Then think about a really small project

#

There definitely is at a complete new level

oak patio
#

You will end up rewriting the entire thing

thin tendon
#

I am of the opposite mind. Pick an idea. One that is complex. And allows for scope creep. Pick something that will constantly keep you learning. Big projects are good for this.

oak patio
#

Your first game shoukdnr be much more than jumping between some platforms and picking up coins

oak patio
#

Scope creep kills projects

still hemlock
#

crab game lol

thin tendon
#

@oak patio If its for learning then I disagree. You want to experience as much as possible and see everything used in context.

oak patio
still hemlock
#

Idk but that's zaney

oak patio
#

that way you reinforce the idea

#

if your only animation experience is that one animbp you made for the super mega large project, that aint exactly great

#

plus a large project equals more places to go wrong

#

more chances to burn out

#

you want to start as small as possible when extremely new

thin tendon
#

More places to go wrong are a good thing when you are "LEARNING"

still hemlock
#

I take my time with projects and write down stuff I want to add to my game

oak patio
#

not really

thin tendon
#

Failure is the best way to learn

still hemlock
#

i like tortols

oak patio
#

if all of your game suddenly breaks one day, i guarantee no newbie is gonan want to sit down and fix everything

#

the best way to learn at a begginer level is baby steps

#

not throwing yourself in to the most complex thing imaginable

#

thats been proven to make people give up

thin tendon
#

Most wouldn't but the person who wants to learn and understand. Truelly understand. They would take the time.

oak patio
#

someone why truly wants to understand would take the time to do several small projects

#

people can truly want to learn and experience burn out and imposter syndrome

thin tendon
#

Yes and no depends on the outlook.

still hemlock
oak patio
#

i mean it doesnt depend

#

anyone can suffer from burnout

#

its not exactly a planned thing

oak patio
still hemlock
oak patio
#

now that is really nice

still hemlock
#

the legend of elf breath of my ass

#

πŸ’€

thin tendon
#

I like the art style but it is a little bright with the fogging effect

oak patio
#

^

still hemlock
#

yea I'm tryna make it darker in the cave

#

not too dark tho

oak patio
#

those blossom petals are they niagara particles?

still hemlock
#

they're butterflies

oak patio
#

ohh

still hemlock
#

yea niagara

oak patio
#

they look kinda like cherry blossom leaves on the small image

#

which is still rlly pretty

thin tendon
#

curios now. Are you using a screen effect for the stylized look?

still hemlock
#

that's what I like about them

still hemlock
#

the character or the enviornment

ember cypress
#

You could! Everyone learns differently and you should start where you think you want to start. I recommend Your First Hour in UE5 because I know that tutorial - because it's designed to be entry level for anyone who wants to do anything. So, not know your goals for learning UE5, I choose the more generalized option.

#

It'd be weird to recommend Your First Game in UE5 to someone who wants to do Architectural Visualizations.

still hemlock
#

I'm using msaa anti alias and I have a fog material in the post process

ember cypress
#

Sorry, that was an example on my end, not meant to imply that you were doing Arch Vis πŸ˜›

oak patio
#

THATS WHAT ARCH VIS STANDS FOR

#

aha

#

i have all the knowledge now

surreal cloak
#

anyone know where to post a question about RealityScan?

still hemlock
#

a few tweaks to the color grading

thin tendon
#

@crude pike This guy also does some great entry level tutorials

ember cypress
#

Words are Hard 😦

oak patio
#

is that ryan laley?

thin tendon
#

yeah man

oak patio
#

yeah he does some good beginner stuff

#

underscore can be helpful too

surreal cloak
#

I also don't see an email attached to any article talking about it

oak patio
#

Mathew W is good for if you need help understanding what a BP node does

thin tendon
#

Bro Mat W and his What is series has saved my ass so many times

ember cypress
#

I would also like to point out that MathewW created the Your First Hour in Unreal Engine 5 course.

grim ore
#

Words are very hard!

oak patio
#

Huh, i didnt know that

ember cypress
#

πŸ‘€ he speaks

oak patio
#

he's been lurking!

grim ore
#

I've been in the other channels lol

thin tendon
#

I actually have a question for you guys regarding culling and occluding. in ue4 there used to be an option to use meshes as an occluder. In ue5 I can't find it. until the mesh is placed in the world. And its already ticked on. Is this now a default option where it is always on?

still hemlock
#

Ima try something else hol on

#

does ue5 run at higher fps than 120?

#

that's what I'm hoping for

oak patio
#

theres one to set an fps limit iirc and it defaults to 120

grim ore
#

t.maxfps XXX in the console sets the max fps, it defaults to 120 yep

still hemlock
#

thanks

#

I fixed my project

#

it's open

vagrant atlas
#

Does someone know a tutorial for placing splines in-game? Also to edit spline points as you place them

grim ore
#

what did you do @still hemlock ?

still hemlock
#

I copied everything from my project folder into a new project exept config

#

I'm just waiting for an update for some assets with bp that I use and I should be good

ember cypress
still hemlock
#

the level loaded up and the pp looks nice

#

god that sounds wrong lmao

#

pp

#

post process

#

πŸ†

vagrant atlas
left nexus
#

Hello everyone, I just got a problem under unreal engine 4.27
so basically, when creating a blueprint:
-I open it, it's fine
-I close it, and immediately re-open it, I got some missing windows (components, details, event graph for example)

Fixes I tried so far:
-Deleting and re-installing Unreal Engine
-Verifying the entire Engine files
-Window β†’ Layout β†’ Load Layout β†’ Default Editor Layout

Here’s a short video where I replicated my issue (I did replicated it few times, it always happens)

Video where I replicated the issue:
https://www.youtube.com/watch?v=t4WAhltofWw&ab_channel=STARSRedfield

Link to the forum thread:
https://forums.unrealengine.com/t/4-27-some-windows-disappear-without-reasons-components-details-event-graph/518637

grim ore
#

when that happens click class defaults, I bet it says "data only blueprint" at the top of that window

vagrant atlas
grim ore
#

once it fails to load up properly, go to windows -> class defaults (I saw you had it in the video)

#

see what that shows

#

this is what is supposed to be showing up

#

clicking that blue link will fix that blueprint

left nexus
#

OMG

#

THANK YOU !

#

It works

grim ore
#

your issue is that window is not showing up like it should be, it does that when you create a blueprint and do nothing to it. It hides all the extra stuff since it thinks you are just using it for data only

left nexus
#

Spend 4 hours trying to fix that xD

grim ore
#

if it keeps happening, just change something or add a blank event or something to the event graph so it doesnt treat it as data only

#

it shouldnt be doing what it does for you, but...

left nexus
#

Yeah

#

Actually it started in another project

#

After I deleted some stuff to restart from scartch because I'm pretty sure I forgot one step

#

And then I got stucked

frank kelp
#

Hey folks! The initial problems with Quixel Bridge and UE5 should now be resolved. If you were facing this issue please restart your launcher, and search your vault for Quixel Bridge and install it to your Engine version from there. It was quite a manual process so if after waiting some time and this doesn't seem to work, please reach reply on the https://forums.unrealengine.com/t/513622 thread, and we'll get it resolved.

Thanks!

raven geode
#

Hello, if I am experienced with c# with Unity, but want to now do things in UE5, do you recommend blueprints or C++?

fierce tulip
#

both as they are interconnected.
and learning blueprints gives you a better understanding of how unreal cpp works.

raven geode
#

ok so then I will need to get comfy with both of them haha

#

thanks

fierce tulip
#

(scroll down a little for the more getting starter-stuff)

light thunder
#

how do you set content browser to list view? can't seem to find it in editor settings...

raven geode
#

oh thanks, will check it out

dark depot
#

@light thunder click the settings button on the content browser is the top thing

proud orchid
#

Hmm

light thunder
#

What's causing this popup? I've already restarted editor - trying to figure out if it is a plugin I have enabled or something

#

it's doing it for EVERY popup menu

#

ANSWER - you don't want to enable window animations, they will cause this flickering in the context menus

split jasper
#

Every time I try to move these Destructible Mesh assets this struct gets broken and the refs get set to None. This is from a marketplace pack, not my code. Am I doing something wrong? It's just a standard drag & drop + fix up redirectors, and yet the next time I launch UE4 it's all fucked.

#

The weirdest part is it LOOKS fine, until I quit the editor and restart

trim mantle
#

Is there a need for this channel? Now that UE5 is an official engine?

#

xD

light thunder
#

interesting - it was BLACK for me but the screencap is fine

drowsy snow
candid stream
#

Does somebody know, how I can get this?

drowsy snow
candid stream
drowsy snow
#

I guess they did discontinue it for whatever reason

candid stream
#

that would be sad

drowsy snow
#

I don't know why they're delisting it

#

Try ask around in forums then

light thunder
#

I'm having major display issues - does unreal engine not like fancy zones? I'm trying to think of why this is happening (this project is on 4.26)

#

black boxes and the like

#

I updated to latest nvidia drivers but I thought that was okay now

drowsy snow
light thunder
#

the thread I found talked about a registry fix but that was from a year ago - multiplane overlay

tiny valley
#

Can Someone help me isolate the F in this equation ((h - ((D - E) * F)) / F) = Z

tiny valley
#

Yeah

drowsy snow
tiny valley
#

Solve For F Excuse my English

drowsy snow
#

What's the relation of the question to UE?

tiny valley
#

Its a combat formula

glass idol
#

anyone know how to open a project in ue4 that was made in ue5 even though its compatible?

cedar wave
#

It's not compatible.

#

You can't downgrade. Only upgrade.

glass idol
#

bruhhh

cedar wave
#

That's....not the same thing.

glass idol
#

says its compatible but ok

cedar wave
#

When you create the project, you need to select 4.27

#

You cannot create a 5.0 project and then open it in UE4

glass idol
#

ohhh wait

#

nvm

#

figured it out

drowsy snow
# glass idol

This is for a marketplace listing, not your project.

glass idol
#

ik

lost sparrow
#

Is there any way to apply changed made to an actor back to it's parent mesh?

#

For example, a mesh in my scene has materials applied to it, but they are not applied to the base static mesh

#

There are thousands of assets so doing it manually is going to take a long time

cedar wave
#

Sounds like a perfect opportunity for an editor script πŸ‘

drowsy snow
lost sparrow
#

Sweet. Thanks! I'll look into it

glass idol
#

so how can i transfer all blueprints and such to my project?

#

from a different project

#

cause i downloaded a project with some horror assets and such, i just dont know how to move it into my project

grim ore
#

migrate them from one project to another

glass idol
#

how though? im still pretty new to this

glass idol
#

ok ty

icy quest
#

whats a good source of rigged models? sketchfabs are kinda lacking 😦

icy quest
#

thanks πŸ™‚

blazing fractal
#

Does anyone know how to make a skippable cutscene that plays through a media player and a widget?

drowsy snow
blazing fractal
#

We need a way to turn on the widget with the media player on collision, click a specific button and then destroy widget and sound. Give back player movement.

grim ore
#

that sounds like your system right there

#

you can use a material in UMG for media playback

blazing fractal
#

What we are struggling with is just the ability to skip, we try different things and it messes with the player movement or just doesn't skip.

grim ore
#

have you tried disabling movement on the character? or disabling all input but UI?

blazing fractal
#

Right we take out player movement on collision so you don't hear the characters footsteps

grim ore
#

you might need to disable input on the character, the set input mode to ui only, then pop up the UI and require a button press then reverse what you did before. If you need non mouse input for the UI then you might need to set up some listen handlers on the widget to listen for keypresses as well

blazing fractal
#

Right we need to be able to skip with the keyboard and controller

grim ore
#

yep then look into setting up listen handlers in the widget to listen for that input in the UI

grim ore
#

you can be sneaky and set up one that is for any key and listen for that one if you want

blazing fractal
#

Nice

grim ore
#

or just require certain inputs if you already listen for them like button presses and such

#

this basically lets your normal input actions like on your player/controller work in UMG

blazing fractal
#

And that listen handler goes inside the widget?

#

To destroy the widget, would that be on the widget or level bp?

grim ore
#

either one works, the widget could destroy itself when its done. or whatever handles the skipping. sounds like the widget handling it all might be ok

#

and yes it goes on the widget, it tells that widget to listen

blazing fractal
#

Do we need a "play sound 2d BP" to play a media player in game?

#

For the audio of the cutscene to work?

summer verge
#

How do I "preview" a camera in full screen

spice ruin
#

f11?

summer verge
#

I have a cine camera that I can only see in a small window

#

I want to see it fullscreen

summer verge
#

Gotcha

cyan cargo
#

Anyone know why my spotlights don't show with the Android ES3.1 renderer even with movable spotlights enabled?

#

Trying to build for VR

sacred fulcrum
#

Hello guys I'm new here

#

I'm working on a minimap

#

but i have some problem

#

i use Capture sense 2D make the minimap

#

but the client only show the thing what like the server

#

is anyone free to help me?

plush yew
#

no way

#

you can take pictures of stuff with your phone and turn them into 3D assets in Unreal

drowsy snow
#

Also using SceneCapture in MP doesn't seem to be a good idea

sacred fulcrum
#

Got it I will find some new tutorial to make that

buoyant graniteBOT
#

:no_entry_sign: X Γ† A-Xii#0259 was banned.

violet quiver
#

if i uninsntall ue4, will it automatically uninstall all the installed plugins as well or i have to manually delete all of them? i wanna completely switch to ue5 so most plugins wont work for the time being anyway

dark depot
#

it depends on if the plugin is installed in the editor or your project

sharp warren
#

Hello

#

im quete new, how do i fix infinite loop detected. trying to make player sprint

unborn turtle
#

Ok, this is an Unreal Engine 3 question lol. I'm trying to figure out an old UE3 game's save system works. When saving, the game creates a .SAV file and .BKM files. These files are identical apart from the extension. My question is WHY is the game/the engine creating a "useless" BKM file alongside the .SAV file? The BKM's can be deleted and the game doesn't seem to "notice" when loading game.

little falcon
#

trying to make realistic city/natural environment in UE4, any recommend course or resource?

rancid atlas
#

anyway to enable the mouse sliders when you have multiple actors selected?

humble stratus
#

Not sure where else to post this. How the heck am I supposed to read the forums. there must be a way to change these colors for real.

fluid cave
#

U Can Still Read Them.

drowsy snow
modest trench
#

disable dark mode things for that page etc

coral patio
#

Heyhey, guys! I got a quick question - if I want to create a fresnel node that is influenced by a normalmap without actually plugging a normalmap into the Main Material Node, what do I need to plug into the fresnel node's normal input? I would guess I'd take a PixelNormalWS node and in some way add the normalmap on top but I'm not sure how exactly to go about that. I've been trying to wrap my head around this for a while and can't really seem to figure it out so now I'm asking here. πŸ˜„ I'm trying to create a shader that resembles opal and it would be really important to get a good understanding of how this would work for that but so far I couldn't find any tutorials or other info on the topic.

fiery copper
#

would this work for you?

#

can't seem to make it play nice

coral patio
#

Thanks for the quick reply! πŸ˜„ Unfortunately it doesn't quite work - I get similar results to what I've been trying so far this way. The fresnel colors shift when looking at the mesh from above and don't quite fit how it would look when seen from the side without an input in the normal input. What I'm trying to do is to get the same fresnel effect all around

fiery copper
#

but only had a few mins spare

coral patio
# fiery copper can't seem to make it play nice

Yeah, same here x) I've been thinking about this for a while but couldn't really come up with something reliable. But the BlendAngleCorrectedNormals node looks interesting, I'll try that out further!

fiery copper
#

got it to work with a normal map set to linear

#

seems to be working from all angles..

#

oh yeah thats not right hahaha

#

sorry, gotta run

coral patio
#

No problem! πŸ˜„ Thanks for the effort, though! :]

drifting elbow
#

you need to transform the normal map from tangent space to world space using the transform node

#

at least, I believe this would be needed so you can combine world space pixel normals and tangent space normal maps

coral patio
dire fjord
#

Some one completely screwed the forum and put a theme on it that's completely unreadable.

#

I really don't know how it's possible to screw up a forum this badly over and over again

fiery copper
#

ahh! I was looking for a node to transform but didn;t think to search for transform. hhahaha I was looking for world and tangenet etc, hahaha

#

yeah the forum is a disaster right now 😦

dire fjord
#

No this is worse than the previous dark mode

#

the previous dark mode could be read.

#

this is completely unreadable.

#

like a week or two ago a light theme was available as a choice in the settings, but now its gone and the forum is basically black on black.

fiery copper
#

Yup I always use light themes

#

and its sad that its gone

#

but either way its unusable now

spice ruin
#

Link?

dire fjord
#

this isn't dark mode, this is stupid mode

#

Who set that up and then said "yes this is fine" and made it live

mental helm
dire fjord
#

I used almost 0 extensions. Ublock origin and one to return the 'view image' option to google image search

loud zodiac
#

Hey guys, hope someone has the answer to this. I've been working on this scene for sometime but the pivot point has gone weird all of a sudden. I just can't rotate, move anything, it whole thing is messed up. I am just wondering what caused the issue and how I can fix this?

#

The direction where the drawn red arrow is where the red axis is meant to be. I am so close to finishing this, I really don't want to redo the whole thing. If there's any easy fix for this, please let me know.

upbeat spoke
#

is it possible to select assets with mapcheck errors?

plush yew
loud zodiac
plush yew
#

You can try checking the forums

loud zodiac
plush yew
#

i found this

#
plush yew
loud zodiac
#

I have static meshes and fx in the scene but rigt now all i want to move is the lighting

loud zodiac
plush yew
loud zodiac
plush yew
#

I ment "Moveable" sorry

#

Also are you sure it's not been secretly added to Sequencer?

#

I have that sometimes when im moving things around, I accedently add it in sequencer and keyframe it

#

You can also try this:

loud zodiac
loud zodiac
plush yew
#

are you using sequencer?

loud zodiac
#

yes i am the camera is in the sequencer

#

why, is it not meant to be?

plush yew
#

hmm and not the light by accident?

loud zodiac
#

no nothing else

plush yew
#

i have that a lot

loud zodiac
#

just the camera

plush yew
#

hmm sorry thats as far as my knowledge goes from the info

#

You can share you screen maybe i can see whats going on

#

but im also noob πŸ˜„

loud zodiac
#

I can do but maybe later I am in an online lecture at the moment I am supposed to studying lol

plush yew
#

haha all good

loud zodiac
plush yew
sharp warren
#

I have problem with my sprint. It gives an β€œinfinite loop” error message and shuts down

sharp warren
drowsy snow
sharp warren
#

Ok,

#

Should I send a ss?

drowsy snow
#

Yes.

sharp warren
#

Sorry new to UE4

drowsy snow
#

The sprinting in question

sharp warren
#

My jump, crouch. And wallrun all run but sprint shuts down the play and gives me error message

deft pumice
#

is it possible to revert back to older plugin versions after updating a plugin to its newest version ?

sharp warren
#

@drowsy snow

drowsy snow
sharp warren
sharp warren
#

This is pretty much all the sprint action BP @drowsy snow

sharp warren
#

Or anyone else that know

glacial arch
#

Hey guys - in animation assets, do bone rotations get stored as euler or quaternions?

plush yew
sharp warren
plush yew
# sharp warren

Out of curiousity what happens when you press the "Show" after the callstack

plush yew
#

I'm just trynna think along, I have no XP in blueprints. but seems like this node is causing your troubles:

plush yew
# sharp warren
#

maybe it's of use

sharp warren
left mist
#

Anyone know anything about Level variant Sets? Or knows the gitar product demo well? Is it possible to switch between LVS's??

rotund scroll
#

just going by the documentation, it looks like it is

nimble ibex
#

i need help

#

How can i disable "collisions" of this image

fossil nexus
#

I have 2 points. My actor location (point 1), and another actor location (point 2).
I need my actor to move to point 2, plus 100 meters in that direction.
That means, going straight in the line from point 1 to point 2, plus 100 meters straight.
Is it possible to do this using blueprints?

narrow igloo
lament sonnet
#

anyone have this issue whenever export skeleton from blender pelvis bone get 180degree rotated

fossil nexus
glacial needle
#

Yo, I am almost finished making my game and now am designing the map. If anyone has experience/feedback dm, i want to see other people's inputs.

#

ah alright lorash ty

modern arch
#

My plugin content is not appearing, i have tried reinstalling all of them, but didnt help

autumn latch
#

same material

#

diffrent hit component

#

diffrent physical material :/

narrow igloo
icy quest
#

is it possible to change an actors skeletal mesh mid game?

#

i've got two enemy types but want to use the same actor

narrow igloo
#

Actually unit direction might work as well, I am not familiar with how that node works, but the important part is that you do the addition with the location of the actor you want to be offset from to convert your vector from local space to world space

rotund scroll
#

but tbh as long as you're not calling square root operations every frame you'll be fine

mint umbra
#

Hey guys, is there any way for me to edit the UV's of this scope so the lens has its own UVs for applying a RT-target material? I've got zero knowledge of Blender etc, so would prefer doing it in-engine if that's possible at all?

frozen pond
#

After deleting default first person folder im getting error every time i run project

rocky hound
#

I am not sure in which channel this goes but I have this actor which has a C++ parent (that creates components + set some variables). Everything is working correctly code-wise.
However, when I attempt to spawn this actor in my level, all the components are at some weird locations where I have to select them individually and reset their transform before it goes back to normal.

How can I make it consistent?

#

this is what I get when I attempt to spawn one, the collider is suddenly separate from the mesh at some weird location

#

I have checked that all transforms are set to 0,0,0 relative (with the mesh set at 0,0,-90 to fit the capsule collider)

winter zenith
#

How can I limit the amount the player can look down?

drowsy snow
lament sonnet
#

for single color change 300 compile texture then color change fail

#

what is this meaning of this .... i used unity3d change color instant

#

byt here 300 compile wait 15min then found no color change remain black

oak patio
#

you plug texture into the base colour

#

your color is black

#

thats why

lament sonnet
#

how to fix that

oak patio
#

and it doesnt compile 300 things or take 15 minutes

#

click the black box and it brings up a color wheel

lament sonnet
#

yah i do change it to red

#

but it doesnt changing

#

rather bringing 300 shared compile again and again

oak patio
#

but that doesnt happen when you do that

#

unless you have some magic engine

lament sonnet
#

lol xD

#

worse feeling is texture on ue rest everything is good

#

u can look this remain black

#

when i moving that color to red point take 150 shader render and cost huge cpu load for 1 color change

#

really jesus

#

common i used unity3d take nano second to change color

oak patio
#

thats cause your saturation is 0 lol

lament sonnet
#

if u want i can show u live stream etc video @oak patio

oak patio
#

unity 3d's material graph is no different

#

your

#

saturation

#

is

#

0

#

i

#

can

#

see

#

it

lament sonnet
#

this is reality bro

#

painful color change on ue

oak patio
#

wow black what a surprise

#

almost like the slider is black

lament sonnet
#

yah

#

cant even understand myself lamo

oak patio
#

so slide it up

lament sonnet
#

tried

#

wanna come see video ?

oak patio
#

well ya havent

#

0 saturation color = black

lament sonnet
#

wait i upload a video u love it

oak patio
#

just slide the saturation slider up to red

#

then plug into base colour

#

done

drowsy snow
# lament sonnet

Slide the right vertical slider up to control the saturation.
This is not even a good bait for Unity simping.

lament sonnet
#

you better see video

#

how much cost 1 color change

oak patio
#

sigh

lament sonnet
#

took my 10min for 1 color change

drowsy snow
#

magic

oak patio
lament sonnet
#

wait i link u video

drowsy snow
oak patio
#

WOAH, i didnt think red exists

#

i stg if this video doesnt have the node connected

lament sonnet
#

i change the saturated it work but red doesnt work at all

#

but took 350 compile shader

#

huge waste of time

#

if u not believe i am link video in moment

oak patio
#

please do

lament sonnet
#

sure man hold

oak patio
#

cause that isnt a thing that happens

drowsy snow
lament sonnet
#

better download it

oak patio
#

nope

drowsy snow
oak patio
#

i aint downloading anything

lament sonnet
#

or wait for google to buffer to make it support for live

drowsy snow
#

Or just post the file here directly and Discord will make embedded play out of it.

oak patio
#

wont do

lament sonnet
#

its 20 sec video 140mb

oak patio
#

the vid is 179 MB

lament sonnet
#

... my net speed 10mb/sec

oak patio
#

no idea how that happens

drowsy snow
#

Remux it lmao

oak patio
#

on mp4

lament sonnet
#

just wait google will re-render it to make it live on drive

#

i will let u know once it live

drowsy snow
#

That's more waste of time than necessary, but I digress

lament sonnet
#

if u think waste of time dont watch it ok but dont toxic talk @drowsy snow demotivation

#

i am helping ue4 to provide bug support

oak patio
#

i sincerely doubt there is a bug here

glass idol
#

what’s the refund policy for marketplace assets? same as games?

lament sonnet
#

simply changing 1 color 350 shader compile is bug or not ?

drowsy snow
#

The things they don't want you to know! Tinfoil hat intensifies!
||even though this is properly documented anywhere already, as this is the basic knowledge level of working with Materials in UE.||

lament sonnet
#

u dont have any roles u also new here like me i am asking old people on this discord not from u cause u never use unity3d and dont know the difference of color change time between the application

oak patio
drowsy snow
#

||I was a Unity user until 2017 but okay||

oak patio
#

there aint activity roles

#

and as someone who has also used unity3d i can safely say youre just doing things wrong

lament sonnet
drowsy snow
#

!user

buoyant graniteBOT
#
**TheHoodieGuy#3803**
Status

:red_circle: Do Not Disturb

ID

325627930484932608

Roles

@everyone

Joined Server

January 26, 2022, 9:34 PM UTC

Joined Discord

June 17, 2017, 1:29 PM UTC

drowsy snow
#

Well, I actually left for a brief while

oak patio
# drowsy snow !user

too new smh, its not like you are probably the best person i can think of here for graphics related questions

#

that would be CRAZY

#

and this video still hasnt done damn

#

google potato servers confirmed?

lament sonnet
#

no idea really potato rip google

#

hahah wait i upload on youtube rather seems it background sound copyright cant

drowsy snow
#

Just remux it to lower bitrate and upload it directly to discord.

oak patio
#

that would probably help more

#

the real issue here is your recording settings

fierce tulip
#

@lament sonnet what brother and makoto suggested for your color is correct. Also please be kind to fellow members and dont call them braindead just because of inexperience with the engine. thank you.

oak patio
#

ya need to fix those, cause no 20 second video should be 179MB ;P

fierce tulip
#

for the rest, if someone does not want to listen, please just drop it/ignore it. no reason to add more gas the the flame.

oak patio
#

unless you've harnessed the power of 128k res

lament sonnet
#

better recheck chat who started bad wording first.

fierce tulip
#

I just adressed that. now please read their polite suggestions again and move that second slider up

oak patio
#

(and connect the node to base colour)

otherwise it's useless

fierce tulip
#

as you also didnt do in your video I downloaded.

lament sonnet
#

did u check it ?

fierce tulip
#

yes

lament sonnet
#

what the issue man

fierce tulip
#

you are ignoring the saturation slider.

lament sonnet
#

yah i just figure it after i change red

oak patio
#

i highly reccomend taking a beginner course

fierce tulip
#

first you pick the color, then you change saturation.

lament sonnet
#

but the time of changing small color take 5min

oak patio
#

the first hour in unreal engine will benefit you

lament sonnet
#

in unity it take 0.01sec

#

does the dragging of mouse hold click also call small render change issue ?

drowsy snow
#

PROTIP: Right click on a vector/color node, and choose Convert To Parameter.
Hook the newly made bad boy Vector Parameter into Base Color, and make a material instance out of it.
This way you can iterate your material faster.

#

(also for comparison sake, my potato computer took 20 seconds to compile a material with nothing but base color)

lament sonnet
#

ryzen7 2700x amd 580 rx turbo 64gb ram nvme 1tb

#

stop calling my pc potato

oak patio
drowsy snow
#

Mine is a humble i5-6200, where compiling C++ code took more than a minute lol

oak patio
#

do you have lots of high intensity marketplace content or smthn

#

and my pc is still worse than yours

lament sonnet
#

the color changing doesnt need any processor in first place

#

i wonder why their so much gpu and cpu load on small color changes

oak patio
#

again i reccomend beginner courses cause if it takes 5 mins to change a colour then youre doing something wrong

lament sonnet
oak patio
#

i have used unity 3d

#

from creating a material to assigning it to something, it takes the same time

#

please take the advice or stop complaining

fierce tulip
#

may I make a suggestion: lets drop this convo as its going into circles.

lament sonnet
#

is their no normal method to change color ?

#

rather assign to shader

oak patio
#

that is normal, to create a shader

glass idol
#

bro is it worth spending 75 bucks on assets to make a game if im still slightly new to game design lmao

oak patio
#

get some experience with free assets and greybox first

#

then decide on a game you can make

glass idol
#

damn bro i just want some fancy trees :(

glass idol
fierce tulip
#

@glass idol practice first, get really fun/tight gameplay first. making it look pretty can be done later.

oak patio
#

(trees can be quite simple to make)

(and quixel has some good ones)

drowsy snow
maiden swift
glass idol
#

was planning on getting this

maiden swift
#

Joe does great work.

#

But if you're new, I just recommend playing with some free stuff first. Ultimately it's your choice if you want to invest a little. πŸ™‚

glass idol
#

true

glass idol
#

idk or i might stick to free for a bit

maiden swift
#

Well you can't go wrong with Brushify. He makes great stuff.

glass idol
#

facts

#

but if i did get one, which would you recommend?

#

was planning on getting natural roads and forest, but im not sure

maiden swift
#

I honestly don't know. It depends on your project and your taste.

glass idol
#

alright

#

urban buildings looks dope

rocky hound
#

I have the red health bar which is a UMG widget. Is there any easy way to make it visible properly?
If I set it to World => The bar is considered flat and can go invisible at certain angles.
If I set it to screen => The bar is always visible even when the enemy is behind walls
desired behavior: rotate to face me or anything as long as it doesnt go invis or shown behind obstacles
what are my options to fix this?

drowsy snow
grim violet
#

I am currently trying to use the virtual camera inside of UE4 and the Unreal Remote app is very slow and laggy on the phone, I am trying to have it where the phone is an external monitor in a way for the virtual camera so I can see how I am moving the camera. Does anyone have any suggestions for what I can do to make the connection to my iPhone a lot more stable?

drowsy snow
grim violet
#

makes sense i restarted

fierce merlin
#

anyone here worked on a third person shooter that could explain how they handle aiming different types of weapons? For projectile weapons I'm currently doing a trace from the camera for visibility (ignoring hitboxes) and then shooting the projectile from the gun to the camera trace impact. For hitscan I'm tracing against visbility AND hitboxes so that I always hit what my crosshair is on. However, I'm having an issue aiming a hitscan shot that has bullet penetration. Due to the offset of the camera and gun, if I shoot at 3 enemies lined up in a row, the angle from the gun will often only hit the first one (where my camera is aiming) but go off to the side and miss the other 2. I also tried doing a trace with overlaps and then finding the last target in the line instead, which gives me more consistent hits on multiple targets, but can sometimes miss the first thing in the line, which is what I'm actually aiming at, so I'm not sure which approach is better.
Edit: lmk if there's a better channel to post this in

sonic viper
#

Hey guys, does anywhere know a good place to look for game economists/strategists?

Whether it be discords, forums youtube etc?

onyx sparrow
#

hey guys, how can I make a keyboard? I have a 3D model of it. I just have to put function to it. currently I think ill just have to put blueprint behind every button.

sweet isle
#

Morning all! Im new to this community, already appreciate any help anyone offers and i hope I can one day know enough to offer help to people!

I have a current issue though, i am trying to make a medieval stone wall that crumbles away as it is hit by catapult projectiles, i have used the destructible mesh tool but it makes the wall break away too easily into many fragments and it doesntt seem realistic, I want a system where the base of tthe wall will still be standing as its foundations are rooted in the ground when the top is damaged, currently the whole thing shatters into pieces after it receives enough damage

spice ruin
#

That may require multiple meshes.

modest trench
#

that might help

sweet isle
modest trench
#

I can't speak to its stability for this usecase

#

never really seen it done

#

whether it's good enough for your homework is another question

#

it's definitely a little scuffed still

drowsy snow
drowsy snow
#

Though I can't recall how to make the foundation works, might have to look back to my project when I'm back from running errands

sweet isle
# drowsy snow Here's what you want to do. Either fracture it with APEX, and/or spawn bunch of ...

Thanks a bunch for the response Makoto! ill be avoiding chaos for now just due to its unstable nature, I had the thought to despawn the wall on colission and spawn rubble, but how would i have it so only a certain area of the wall that took damage is the area that breaks? so the rest of the wall stays intact, so that with focus fire, the player could bust a hole in the wall to allow ground troops to walk through

drowsy snow
#

Well, I don't think Chaos in UE4 are in usable state anyway

#

As in having the same performance as PhysX in UE4

sweet isle
#

heres a reaaaaly rough example of the type of damage i want to be able to inficlit, and how the wall would remain standing after

#

the stars indicate holes

drowsy snow
#

Yeah, I had similar kind of destruction with PhysX going on, alas, I can't remember exactly how I set it up

sweet isle
#

ohhh this looks good! Many thanks!

drowsy snow
#

If I remember correctly I just have the walls to be one mesh and not enabling physics?

sweet isle
#

This actually seems a little beyond my skill level paha, and the tutorial states doing this with physics projectiles (which i intend to) causes heavy fps drops

#

Its not so much a "game jam" more me and a fellow student want to make something over the summer holidays, only im eager and started in easter, id like it to look polished, thats why i avoided just stacking boxes

wet briar
#

Anyone know how to fix that?

trail socket
#

Would you suggest a beginner game developer to use unreal engine?

spice ruin
#

Depends what your experience with programming is outside of game dev.

trail socket
#

Zero experience

spice ruin
#

Hmm.

#

I wouldn't start with game dev at all.

trail socket
#

I wanna learn unreal engine 4 but video tutorials don’t seem to work and the engine is running a bit slow on my computer

#

I don’t know where to start

spice ruin
#

What do you want to make?

trail socket
#

Well the genres I really love are rpgs and fighting games. Hence my love for final fantasy games and 2D traditional fighting games(I.e street fighter) πŸ˜…

spice ruin
#

Fighting game is probably easier.

#

But both are hard.

trail socket
#

What would you suggest I start with

spice ruin
#

Pong?!

#

πŸ™‚

trail socket
#

…

#

Screw it, I gotta start slow and build it up to something

trail socket
#

what is BP?

#

oh

drowsy snow
# trail socket Would you suggest a beginner game developer to use unreal engine?

And yeah, as other have mentioned, if you have no game dev experience at all (not work experience), there are far easier engines for your desired genre.

RPG Maker barely involves coding on your side as a writer, and many people have made different combat systems for it (ATB, Tales like combat, or real time ala Mana series).

#

Unreal Engine is more of an empty canvas with lots of tools at your disposal, and can be overwhelming with someone with no game dev or even modding experience

trail socket
#

ah

#

what about unity?

drowsy snow
#

Same goes with Unity, Godot, CryEngine, GameMaker Studio, Clickteam Fusion, Construct, and other general purpose engines.

#

At least with RPG Maker you already have a working gameplay out of the box, so mostly you just have to worry about scripting stats, the stories, and world building

#

(personally I use RPG Maker more as a storyboard, just to test out how story flows)

trail socket
#

i dont have money for rpgmaker

glass coyote
#

hi,I,m begginer of unreal engine ,i created the rpg melee combat system ,i add the block system ,i have a question for you,can you tell how to add my blocking system to slow motion effect?plz tell me!

drowsy snow
#

I don't think timelines are affected by time dilation, though not sure if that's the case

#

Even if it is, you can compensate the curve anyway, no big deal

glass coyote
#

Thanks for you!

drowsy snow
#

Though to be fair Unity also have fairly low system requirements and more learning resources than Godot

#

Why use bolt when you can simp on C# 😳

haughty dock
#

how do i make a node like this for my other animations?

sharp warren
#

Hello everyone

#

Would anyone be willing to help me? I am trying to get my character to sprint, it always give me an error instead and shuts down the game

#

if you search my name there are a bunch of screenshots above

wheat hare
#

hold shift

sharp warren
wheat hare
#

check what else it's bound to

sharp warren
#

says its in an infinite loop

#

But its all connected to an end