#ue4-general

1 messages ยท Page 1167 of 1

sharp warren
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strange

wheat hare
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I see u have an infinite loop

scenic owl
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have you tried using breakpoints?

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you can track the infinity loop easily if you use breakpoint

wheat hare
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y do u trigger ur custom event this way?

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I am not familiar with this method

sharp warren
sharp warren
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sorry

wheat hare
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maybe you can use the log node at critical points along your path
it would log as each event occurs, leading you to precisely which instruction caused the problem

scenic owl
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then you will see a red circle on that node

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then just open the game

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press Shift

sharp warren
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will try that now thanks so much for your help

scenic owl
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once this node is triggered, you will be taken to the blueprints screen

wheat hare
scenic owl
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and start following the code step by step

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if you look at top, in the blueprint, you will see " skip ", just keep clicking it, with each click, it will move 1 step

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so keep skipping till you find the place that makes the infinity loop

sharp warren
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cant enter it or anything

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where do i enter blueprints screen

scenic owl
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now loop at top of the graph

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there's a bunch of new settings

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one of them is " skip "

sharp warren
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yes

scenic owl
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if you click it, the code will move 1 node

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or 1 step XD

sharp warren
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yes

scenic owl
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just keep spamming it

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till you find where it starts to repeat

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because that way it will move through the code

sharp warren
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It keeps just going back and forth from SPrint event and sprint event in the even graph

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Thats prbably the problem

scenic owl
sharp warren
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how do i fix it lol sorru

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If its in the event graph i have to add an end?

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check the screenshots it the two sprint evens in the event graph

scenic owl
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where're the screenshots?

sharp warren
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theyre from yesterday

scenic owl
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ah XD

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1 min

sharp warren
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yea sorry lol

scenic owl
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why it's connected like this? :oo

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probably that's the loop

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the event keeps triggering itself

sharp warren
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yes this is what it leads me too

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any fixes?

scenic owl
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what are you trying to do with it?

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only fix is to remove it

scenic owl
sharp warren
sharp warren
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let me try to remove it

scenic owl
# sharp warren sprint

yea I know, I mean what did you want to achieve with it? like did you want to change a variable? or what exactly?

sharp warren
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no clue

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loll

scenic owl
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because it's not connected to anything, so it being there is doing nothing XD

sharp warren
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That what it showed in the tutorial ๐Ÿ˜‚ , When i try to delete the two nodes the entire character dissapears, I think I just have to fix it and add somehow something to make it sprint withuot a look

sharp warren
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no way

scenic owl
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nice :DD

sharp warren
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it works

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thanks lmao

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๐Ÿ™

scenic owl
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congrats B)

rocky hound
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How do I get rid of this white box?
I was told that it is SSR but I don't have any post processing volume and I can't seem to disable it in play mode.

warped falcon
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I might be asking a stupid question, but does anyone know how to relevel/bring the landscape to it's original flat height after sculpting and making mountains and troughs all in the landscape. I want a flat landscape, I've built some geometries and added some textures already. I don't want to undo everything. Any help will be appreciated, thanks.

gloomy badger
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Hello does anyone else have problems using mp4 video in unreal engine 5 ? .... i m trying to put a background video in my menu title widget . but the media player just doesnt work . i've tried the same with UE 4.27 and it works just fine there ...

plush yew
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is there a way i caan add support for people to put something like a .umap into my packaged game and run it?

cinder bloom
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Hello friends. I wanted to use my own intro in unreal engine and added my own intro from the movies section, but when I start the standalone game, the intro does not appear. It worked when I tried it from another project, but it didn't work in my own project. can you help

hasty epoch
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Hi. I need help. I have errors, when I import my model. Rig is good.

wraith aspen
hasty epoch
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It doesn't work.

wraith aspen
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Show your rig?

hasty epoch
wraith aspen
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Name the Armature "root", name the root bone something else, then parent all other bones to the root bone

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That should solve it

hasty epoch
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It works. Thanks.

rain harness
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Hi dudes!
I'm facing a problem to launch my game build to the steam. I followed every single step again and again and I just can't cover this two topics in the checklist of steamworks
Anyone could help me?

#

Store And Devcomp Packages Match
Package Includes macOS Depot

timber yacht
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hello
I need help with something
When I right click in my folder I don't see the git bash here option
Do you guys know how to fix it?

drowsy snow
native creek
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Is it possible to make a peer to peer multiplayer game in UE ?

oak patio
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yes

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ue refers to it as a listen server

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basically the host is both a player and a server

native creek
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Ok let's say I start making me game now, do I just make a normal multiplayer or is there something I have to do ?

oak patio
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well multiplayer and singleplayer are very functionally different

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how do you mean normal multiplayer

native creek
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I mean I want to make a peer to peer game do I just follow a normal multiplayer online guide or is there more ?

oak patio
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just follow a normal one

native creek
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Alright I see

oak patio
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also reccomend looking at the ue4 network compendium

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as multiplayer is much much more difficult than singleplayer

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defo not reccomended for a beginner

native creek
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Yes of course

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Well, thank you very much โค๏ธ

oak patio
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no problem :)

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network compendium can be found in the pins of #multiplayer iirc

rancid lynx
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STAT FPS. UE5. SO HARD TO SEE IN VR X_x. Is it possible to resize or move the STAT FPS display ? especially in VR mode.. its SO FAR UP and to the RIGHT that Its NEARLY impossible to see.

rancid lynx
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ty. I will try and figure out what that means

oak patio
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it means you should post your question there for better help

grim ore
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you can always make your own widget to display fps

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or you can alter your default engine fault to make it larger

rancid lynx
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how would I alter my default engine to make it larger? C++ ? edit an .ini file ?

grim ore
rancid lynx
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tyvm. ill check now.

grim ore
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I would have to say tho, make a custom debug widget that you can put in your world or somewhere else to make it easier in VR

elfin coyote
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Is anim notify the right way to process damage on a dedicated server? is using timers better?

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I have a problem but maybe it is on my code.
Only 99% of the case the anim notify is called on dedicated server but sometime it is missed

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I`m using anim notify to generate gameplay event on server and wait for gameplay event on GAS

timber yacht
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If I uninstall it and reinstall it will it reset some of my information?

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and will I have to reinstall lfs

plush yew
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how do i get viewport to have server and client view when i press play

chilly rover
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Is there a way to add the VR Mannequin Hands from 4.26 and earlier to the 4.27 (and 5.0) VR Template? I want to replace the default Motion Controllers in VRPawn with fully functioning VR Hands.

sharp warren
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Cant seem to attach the camera to heasd socket "Select a different parent socket - Cannot change socket on inherited components

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cant attatch to any components

rare delta
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Am I blind or is there no way to disable motion blur in the editor?

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I know how to disable it on the ingame camera and the only thing I can find online about it is how to disable it on the actual game camera

lunar cosmos
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Hello, I created this custom gradient from a tutorial, but now I need to add a rotation to this function, how can I do that? I need to add an input to this function that will allow me to rotate the gradient.

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I want to be able to rotate my gradient like this :

glacial yarrow
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I'd like to move my unreal engine installation to another folder. I was thinking of removing it and then re-installing it, all via the launcher. Will this break something with my current projects?

grim ore
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the projects will be fine once it's re associated with the launcher

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so uninstall, reinstall, and your projects should be fine

glacial yarrow
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alright, sounds easy enough

grim ore
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the projects are self contained, their .uproject has the engine version so as long as windows knows where that engine version is they are fine. When you reinstall the registry is updated with that info. easy as pizza

glacial yarrow
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cool

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Thanks for your help

rain badger
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Does anyone know if Steam servers can host mobile games?

fossil folio
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Some way to repair SAV files.?

sullen mesa
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had a major glitch on one of my maps, everything was doubled. Had to go through and delete all of the duplicated assets and it worked fine. Did some work on another level then went back to it... nearly everything is gone, but if I play the game. Its all still there... just can't see it all in editor.... soni can't change anything. Anyone else come across this before or fo I have to start from scratch again on this level??

wise trail
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Can I break anything deleting files from this directory? I only ask as its like 56gb. C:\Users\*******\AppData\Local\UnrealEngine\Common

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@sullen mesa No source control?

drowsy snow
wise trail
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Ah thats likely what takes up so much space then as well, the ddc was there yes.

sullen mesa
wise trail
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I havnt either I was going to suggest a revert but thats off the table in that regard. Couldnt find anything on google either after a bit of searching.

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Id recommend looking into perforce its pretty easy to setup and could save you in a situation like this.

sullen mesa
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I googled it as well but couldn't find anyone else having this issue either... lucky me. Guessing I am going to have start this level all over again....

sullen mesa
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Is it possible that the editor isn't accessing the map data correctly and if so how do I tell it to. Like I said when I play the game everything is there... its weird

proper stump
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Hey, is there a simple way to slap a shirt on the UE mannequin?

tall sorrel
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can you open a project that was saved on the binary launcher version in the source version?

edit: if they are the same engine version

spice ruin
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Should be able to.

drowsy snow
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You can't just ask Manny to wear a shirt

warped falcon
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Copy pasting my question...I might be asking a stupid question, but does anyone know how to relevel/bring the landscape to it's original flat height after sculpting and making mountains and troughs all in the landscape. I want a flat landscape, I've built some geometries and added some textures already. I don't want to undo everything. Any help will be appreciated, thanks.

tall sorrel
# spice ruin Should be able to.

nice, I wasn't sure, and I wanted to mess with dedicated server stuff tomorrow, and I have a small multiplayer project from a while ago that I have to change a little on to get it to work with it on a dedicated server
edit: just to test it out

drowsy snow
spice ruin
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Tugston: you might run into problems with assets not opening because you're running a slightly earlier build than the release version. Or new assets created on the source build not opening on the launcher one for the same reason.

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If they aren't an extremely similar version.

warped falcon
drowsy snow
little mantle
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Does anyone know where the learning portal stuff went? I was in the middle of some of the courses and now it all changed to the dev community page and I can't find my courses ๐Ÿ˜ฆ

warped falcon
broken breach
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greetings, does anyone here have any experience working with rider for unreal as their main IDE?

modern oasis
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Hello guys. My UE4 doesn't refresh screen until any action is not performed on the editor, making it black most of the time. Did anyone had similar issue ?

sullen mesa
wise trail
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Oh neat is that what you want or is there a solution?

sullen mesa
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no i now have to go through everything and put it all back to the persistant level...

tender pecan
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Where can I enquire about getting access to build for PS/XBOX?
We already have devkits from Sony/Msft, I dont know who/how to contact epic..

spice ruin
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Surely whoever you got the devkits from would have some idea?

tender pecan
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Yeah, I can ask the reps. We dont have an Epic rep yet. I will check with them.

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Ta!

drowsy snow
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I think that require the PS4 devkit to actually work

fossil nexus
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How expensive is the On Component Overlap?
Instead of using On Component Overlap i'm using instances. Im moving them using vinterp to with a for loop that checks if my instance is close to any other instance in the game.
Is this "cheaper" than using a normal static mesh with a On Component Overlap ?

drowsy snow
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Contact Sony Interactive Entertainment (through their PlayStation Partners programme) for the devkit

spice ruin
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I'd go with what the engine offers. It's probably more efficient than your code.

drowsy snow
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Do note that you have to have a solid proof that you're actually making a game, as you're basically giving Sony a pitch of your game. If they approve it, only then you're given a confidential dev kits and SDKs, then reach out to Epic for the build configurations.

Though I don't know exactly how shitty games like Life of the Black Tiger or disastrous PRs like Abandoned get through Sony's approval

fossil nexus
fierce tulip
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Though I don't know exactly how shitty games like Life of the Black Tiger or disastrous PRs like Abandoned get through Sony's approval
Money and connections.

drowsy snow
spice ruin
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And why would it check every tick? Sure it's only going to update when things actually move?

drowsy snow
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I don't know where the event located in the source code tbh

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||We never take #volunteer-projects seriously though, just looking at them purely for entertainment||

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Well, guess there goes my non existent pump and dumb crypto coins... ๐Ÿ’ธ

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cries in classic mac mouse

harsh tiger
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any help would be greatly appreciated, as i've had this issue for a couple of days now

drowsy snow
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Wdym? Assets having no references?

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Or a stray static mesh component with nullptr static mesh reference?

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Then in C++ you can make an actor that goes into each AStaticMeshActor actors and destroy it if GetStaticMesh() points to nullptr on timer

(I don't recommend doing it in BP tho)

harsh tiger
# harsh tiger i've added a custom plugin to my project folder under "plugins" but get this err...

got a new error which i seen mentioned on another post. the file path name could be too long

UATHelper: Packaging (Android (ASTC)): LogInit: Display: LogPackageName: Error: DoesPackageExist: DoesPackageExist FAILED: '/OvrUtilities/BP/BP_OVRConnnectionManager' is not a standard unreal filename or a long path name. Reason: Path does not start with a valid root. Path must begin with: '/Engine/', '/Game/', '/Paper2D/', '/AnimationSharing/', '/Geometry
Mode/', '/SpeedTreeImporter/', '/Niagara/', '/ChaosClothEditor/', '/ChaosNiagara/', '/ChaosSolverPlugin/', '/GeometryCollectionPlugin/', '/GeometryProcessing/', '/MagicLeap/', '/MagicLeapPassableWorld/', '/VideoPlayer360/', '/MotoSynth/', '/MediaCompositing/', '/DatasmithContent/', '/AudioSynesthesia/', '/PostSplashScreen/', '/Synthesis/', '/OculusVR/', '/Co
nfig/', '/Script/', '/Extra/', '/Memory/', or '/Temp/'

calm python
#

Hello, is it a proper place to ask a question about ue4 learning platform?

drowsy snow
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So it's just for cinematics?

drowsy snow
calm python
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Yes, I am more just looking for a piece of advice..

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So, it is as follows. Last year I have completed several courses on ue4, got some badges and achievements etc. Now, I need desperately to confirm that I have done this, but I can't get access to ue4 learning.

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Any ideas, how I can view my badges and completed courses for ue?

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4

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that's due to ue5 release, as I see

drowsy snow
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Speaking of badges, anyone resides in the west got news on BP ninja swag?

calm python
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That's the platform I used!

drowsy snow
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expecting hopium, ended up getting copium

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Been a month since that faithful mail and no tracking numbers ever since

calm python
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My God thank you so much!!

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It opened to my achievements

drowsy snow
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At the very least I'm expecting to get official UE merch without going through megagrant or dev network

calm python
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regarding Ninja, I also received a letter in January saying "we are sending your box" and that stuff, since then - silence

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Well, I must say I have zero true experience in gamedev, but I am trying to enter a university programme on this, so I am making up some sort of CV - a collection of all my achievements in this field

drowsy snow
calm python
drowsy snow
#

lmao
Guess that'll wait for my demo to be in "primetime"

calm python
#

still might have some cards in my hand..

drowsy snow
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One can simply skip videos and look at cheat sheet for the quiz to get badges in no time

calm python
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Yeah, sure, but it's a university programme, and, of course, that's not the only thing to include

thick loom
drowsy snow
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Also getting wrong answer in UOL is not even consequential

drowsy snow
#

HRD position is not entirely sinless

calm python
drowsy snow
calm python
#

Alright, alright. Thanks everyone again for help!

fossil folio
#

Does anyone know how to increase dedicated server timeout, it's at 20 seconds by default, in steam season dedicated server

coral cairn
#

Hey guys, I'm new here, I don't have a background in game design or the such so I'm starting from the ground up, what would people recommend as a basic project? the game i'm looking to design a few mods for uses UE4 so learning UE5 doesn't make sense right now

mint umbra
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Hey guys, trying to build my .exe atm and Im getting this packaging error:

"PackagingResults: Error: DoesPackageExist: DoesPackageExist FAILED: '/SunPosition/SunSky' is not a standard unreal filename or a long path name. Reason: Path does not start with a valid root. Path must begin with:" and a lot of different strings.

How can I debug where this issue is? I havent edited any files called SunPosition or SunSky :3

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cant find the file in my project even

swift pagoda
#

hey I'm trying to get this decal (1st image) to show up on the character, the decal is set up as a DBuffer (2nd image). Does anyone know anything about this?

mint umbra
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@lucid cave Is the character set to receive decals?

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Oh nvm, the picture shows that

swift pagoda
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no worries

mint umbra
#

And thats on the mesh itself?

swift pagoda
#

it is yeah

mint umbra
#

Not sure why its not applying to your character though

fluid temple
#

why do I draw with quads? Help pls

swift pagoda
#

this is a pack for the marketplace

swift pagoda
#

okay I've narrowed it down to only the emissive channel being rendered on the mannequin but i have no idea why, any ideas?

warped falcon
#

hey does anyone know how to make an accurate mirror using planar reflection, I have increased the prefilter roughness and screen percentage. I've enabled the option in edit--> project settings--> support gloabal clip lane for planar reflections but for some reason i am not getting the expected results as of right now. I'm following a tutorial and the reflections looks much better and accurate in the tutorial with all the same settings

swift pagoda
#

as standard the engine culls what isnt in the viewport so props wouldn't be visible unless you capture the reflections

warped falcon
swift pagoda
#

no problem

cloud pagoda
#

Does anyone know how to make a camera lens bigger? My landscape is huge and the camera is very tiny in comparison and only captures a very tiny portion that's extremely low resolution, I tried rescaling but only the mesh gets bigger, while the actual output stays the same

wraith aspen
cloud pagoda
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I will try to send a screenshot

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@wraith aspen You can kinda see, the camera only captures a very small part of the map. I want it to scale up so I can see the entire landscape (side to side) and at its higher resolution

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Because right now when I try to paint that brown part thats supposed to be a path, it's way too small for the camera so the resolution is bad

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But if the camera was bigger I would be able to capture all the details at higher resolution instead of zooming into that small point of the landscape that's very low res

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Unless there is a way to add a lot of resolution to my landscape?

honest ivy
#

Heyo I'm somewhat new to unreal, would you guys know how to create a turret + barrel on a tank that's moves with the player camera? Ive made the code for it but turret just ragdolls

wraith aspen
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unless you abandon perspective mode and go for orthographic mode

cloud pagoda
#

Maybe if I had a way to increase my landscape resolution by a lot, I would be able to paint more on a smaller scale

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Sorry if I'm bad at explaining

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I just want to have more resolution to paint on in that small area seen by the camera, because right now the resolution of my landscape is so low that I cannot paint this small

wraith aspen
#

I think it's your landscape res too low

cloud pagoda
#

So I guess another way to put it is, how can I increase my landscape resolution?

sick crane
#

Hey so how would one bring back up the Details panel as I accidently xed it out.

cloud pagoda
#

Yeah that would be a fix if I can increase it

cloud pagoda
sick crane
#

Oh ok lol ty

wraith aspen
#

I guess use a higher res texture, huh

cloud pagoda
#

It isn't a texture

cloud pagoda
#

It's just a landscape and I paint colors on top of it

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But I cannot paint very small because of how low res the landscape is

wraith aspen
#

Then make more landscape tiles

cloud pagoda
#

But the camera will only capture this small part

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My camera will never move, it's for a render

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If I make more landscape tiles, it won't change what the camera sees, in that case I would need to rescale the camera which I don't know how to do

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Back to square 1 :(

wraith aspen
#

Say you make 9 tiles instead of 1, set the landscape texture UV to 3 times the original, you will get the same render with your camera unmoved

wraith aspen
night yew
#

I'm getting a nasty bug concerning level streaming and world composition where sometimes all of the actors in a level will get moved to the world origin if I load a separate level outside of the world composition. Has anyone encountered this or is there a way to freeze the transformations on an actor like there is in 3D softwares?

cloud pagoda
# wraith aspen And scale down the landscape 3 times, of course

Ah sorry for late reply, feel free to ping me so I can see your messages quickly. So I just tried scaling my landscape way down and then going into manage -> add and added a bunch of Landscapes. So far it seems like I can finally paint smaller but on the camera preview there's a lot of artifacts. Not sure if that's normal

cloud pagoda
#

You won't be able to tell from a screenshot because it's like blinking almost

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The horizon line is twitching

warped lodge
#

hey guys i am having a huge mental breakdown while trying to make a flashlight work. When i look far my spotlight just turns of or i should better say fades out.

wraith aspen
cloud pagoda
#

Maybe it'll fix itself once I render

#

Thanks for all the help Shroomy

azure shore
#

does anyone know where I could even ask about 2d water physics, I know of games that have great water physics but I cant find anything online about it, and since ue4 is for 3d I doubt many people here will have done anything with that

unique viper
#

How do I compare Fstrings in UE4 C++?

azure shore
dense yoke
#

nah its ue5

bleak copper
#

Okay I'll move the comment.

azure shore
#

this is really frustrating me now, where do I even ask? Im not the type of person that can just do this kinda thing from scratch

unique viper
#

How would I compare these two FStrings? Is this valid?

// How levels are stored
TArray<FString> levels;
levels.Add(TEXT("Level1"));
levels.Add(TEXT("Level2"));
Fstring levelToLoad = "Level1";

for (int i = 0; i != levels.Num(); ++i)
{
  // Actual comparison
  if(levels[i] == levelToLoad)
  {
    // Load level we want
  }
}
#

Never mind. It finally compiled after 10,000 years and it works ๐Ÿ˜

azure shore
fossil ridge
#

I have 2 questions. I am quite new to UE so do not know some stuff.

I am wondering how to make my camera connected to my character static, If I move the camera moves with it, which is not what I want.
I also want to know why when I press Play my Character disapears and I am greeted with this screen. (attached)

I just need help getting to know the basics, and I wouldn't mind paying people to help as it is an urgent matter.

grim ore
#

@fossil ridgeyou wouldnt attach the camera to the player if you want it to be static, you would make it seperate and tell the engine to use that camera.

mellow turret
#

seriously is there no fix to the editor bugging out on 2k monitors and an nvidia gpu? My 1080 monitors have no issues but if I use my 2k monitor the editor starts bugging out

grim ore
#

and if you want your character in the level to be controlled by the player, you need to set it as the default pawn and spawn it into a player start or tell that character in the world to be auto possessed.

#

I use 1440p monitors without issue with UE

mellow turret
grim ore
#

yep, 3080. also had a 2070 super at one point and a 1080 and never an issue

fossil ridge
#

do you know how to fix the second question? @grim ore

grim ore
#

both of the questions I answered

fossil ridge
#

ive done the input mappings, the sprites etc

#

just cant move when played

grim ore
#

yep because it is not being controlled, or possessed, by your player controller

fossil ridge
#

where

grim ore
#

look for possess in the character's details panel, or look into using player starts

fossil ridge
#

as i said im new to UE4, i dont know the terminology sorry

grim ore
#

yes, you would set it to player 0 instead of disabled

fossil ridge
#

yeah

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i did that now for some reason

#

its in 1st person

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and not from the camera pov

lament sonnet
#

i reinstall epic game launcher how can i set my ue4 folder it keep saying folder need to be empty

grim ore
#

you probably still need to tell the project to use the 2nd camera, and not the one in the player

lament sonnet
#

i have already ue4 install on my pc just reinstall epic launcher how can set back ue4 folder back on epic launcher ?

fossil ridge
#

nvm

#

fixed that too

#

thanks for the help

grim ore
#

@lament sonnetyou cant really do that, you need to install the engine for the editor know where its at

lament sonnet
#

i have that engine and launcher

#

but it not showing my engine

grim ore
#

yes, you need to install the engine again

lament sonnet
#

it was on local folder since i reinstall epic launcher

#

really lol?

grim ore
#

you cant just tell the editor where the engine is already installed, it doesnt do that

lament sonnet
#

what if i install it their

#

then close epic launher

#

and recopy engine

#

and verify

#

does it work ?

drowsy snow
# lament sonnet really lol?

A hacky solution would be to try install the engine in the desired location, but when it's start downloading, kill the process from Task Manager.
Once that's done, copy over the old installation to there.

grim ore
#

yes

#

that will work, you dont have to even close it

lament sonnet
#

guess need to try nothing can be done now

grim ore
#

just start the install, pause it, then copy in the files, then resume it

#

it will verify and finish

lament sonnet
#

yah

#

will try

#

thxn man o,o/

storm venture
#

what's everyone's preferred way to get crisp icons in their UMG?

#

best way I've found so far is to import it as the resolution it will be displayed, but the size in my use case is unknown so the icons all end up looking gross

honest ivy
#

Hey do yall know of a way to link tank wheels bones to a track so that the track bends without using blender?

azure shore
fierce tulip
#

i think i saw a side-scroller water-thingy on the marketplace.

azure shore
#

oh wow thanks, that looks great, idk how I didnt find that because Ive searched multiple different phrases for this kinda thing

fierce tulip
#

"2d water" did it for me XD

azure shore
#

oh, its literally 2d, I kinda need some kinda thickness, idk if that would be possible with that

#

I really wish there was some way to try out plugins or something before you buy

plush yew
#

i have an issue
when i make my player go into another level, it works in the editor
but when i export the game, it just opens the current level again in a loop

unique viper
#

somehow adding this to the constructor of my character class broke my entire project:

// Set the current level the character is in
FString currentLevel = GetWorld()->GetMapName();
// Remove the prefix
currentLevel.RemoveFromStart(GetWorld()->StreamingLevelsPrefix);
// Set the current level
m_currentLevel = currentLevel;

I wanted to get the name of the level the character class was initialized in but I guess Unreal didn't like that. Now I can't open my project anymore because it keeps crashing every time I start it. ๐Ÿ™

pure cliff
#

Is there any particular channel I should use to ask questions to do with Level Sequences?

night yew
#

I'm having an issue where my "get player controller" and "get player character" nodes stop working after possessing a different pawn and then repossessing the original. I'm using the same player controller for both pawns, and I'm not destroying the player character, only setting its visibility to false, so I don't know why this would be happening.

drowsy snow
tiny bolt
#

Hey, my team just bought a character pack off the marketplace can someone please explain me how to create a static mesh from a skeletal mesh to apply it to the ALS system? Thank you!

dire fjord
#

So..debugging a crashing quest app when the log file doesn't seem to record the crash.

plush yew
#

hello guys

#

so in ue 5 lyra death effect is there right can we use that from ue 5 to ue 4.27?

#

not only death effect any other effect present in lyra game i want to use in my broject and i dont want to change my project to ue5 now only

#

is thee any way to use ue5 lyra effects in ue4.27

blissful trail
#

for some reason the event tick, and timer does not print a string but the blueprint interface does ?

modest trench
#

you could maybe reproduce it by hand but backporting it will almost certainly not work

candid halo
fossil ridge
#

hi, was just wondering if anyone knows how to make a ball which reacts with the player for a 2d sidescroller football game. The keybind for kicking it will be Space, the ball also collides with the player for things such as headers and saves.

azure shore
#

oh my god, nostalgia

#

completely forgot about that one game

#

just have a physics sphere and hitting space can either do a sphere/line trace to the ball and apply impulse, or give the foot collision and set up the animation to physically kick it

fossil ridge
#

im tryna make a rip off version of it

#

for an exam

#

lol

#

fits exactly in the exam criteria so why not

azure shore
#

nice, now I see there were a lot of versions lol, cant remember the exact one that everyone played but it often had some little triangles and stuff at the top for it to bounce off of, and there were powerups like bigger foot and bigger ball etc

fossil ridge
#

yeah

#

its crazy

#

some game on mobile

#

went off that idea and is pretty big now

fossil ridge
bleak bloom
#

Guys, just to know, it's not recomended making FPS Multiplayer fully in blueprint? Since i started to dev, i noticed that client side players started to have a jittering problem... And i'm feeling that more stuff i add, more the jitter happens... Anyone can give some opinion on it?

dark flax
#

How can I switch between open floating windows?

#

Main editor window becomes obstructed by floating windows

azure shore
dark flax
#

even when I click main window - floating windows still in the way

azure shore
#

yeah thats really annoying, I prefer them all as tabs on the same window anyway but the editor always opens with half of them on a separate window

dark flax
#

Thats great for details panel and similar but for message log would only work on bottom and you can't dock there unless you take part of screen re-estate

#

it doesn't floating-dock to bottom

azure shore
#

oh yeah like sometimes Im testing something a lot of times and its giving me errors because of the way Im testing or I havent set something else up, and I have to close that window and the bottom right error message every time and I dont even care about those errors at that time

azure shore
fossil ridge
#

the player or the ball graph

#

im new to ue4

azure shore
#

that would be connected to space bar input

#

on player

fossil ridge
#

ah

#

so thats the animation

azure shore
#

forward vector is the way the player/actor is facing, then the multiply is to set how far in front of the player it will reach

#

nah this is if youre not doing it with animation

#

sphere trace is for detecting whatever it hits, then you add the impulse to whatever it hits which in this case is the ball but it can all be changed to how you need it

fossil ridge
#

so

#

i do that

#

and make a sprite for pressing space

#

then its done

azure shore
#

well pretty much

#

but there are many things that could be set up wrong to make it not work but it should be simple mostly

fossil ridge
#

ill give it a go in 10 mins

night socket
#

hey everyone ๐Ÿ‘‹ random question, feel free to redirect if this is the wrong channel:
Is it normal to have to rebuild level data when switching machines? I use git for source control (maybe that's a problem?) and when I push built levels to Github from my laptop and pull it down onto my desktop, I always have to rebuild every level. It's weird because I can still see the *_BuiltData .uasset files in the filesystem and in the editor, it's just not recognizing them as valid or something

fossil ridge
#

@azure shore where

#

still learning bps

#

dont have a clue how they work

#

half the time

azure shore
#

well thats all fine, just connect it up

#

and make sure the ball has overlap and hit events (above its collision settings)

bleak zodiac
#

that line trace

azure shore
fossil ridge
azure shore
#

these arrows are the connectors, theyre basically pointing to each other already

bleak zodiac
#

yes and the arrows execute the function

fossil ridge
#

so thats all done

warped lodge
#

Anyone knows how to start playing animation when trigger box event happens

cunning hazel
#

Is Control Rig fully replicated in 4.27 ?

oak patio
#

You need every node to point to each other, it's your flow of execution

celest hull
#

To any German speakers.. Is this valid? "Ist das fein" I know 'das ist fein' is valid, but what about the first? I ask here as it is for a game i am making in Unreal

#

I know i could say 'ist das gut' but i really want to use those specific letters (Google is not giving me enough information) It is just for a quick blurb. I do not intend to use or massacre the language throughout the game.

rugged fjord
#

Just a question, but does anyone happen to have a blend file of the unreal engine mannequin (rigged)?

coral egret
#

Hello guys! I need some help since I messed up my AI character. I was not aware that I needed my imported character to be EPIC RIGGED = YES... So after allocating it to my AI characters the bone structure got damaged. I tried to fix this by importing the character from an earlier project, but now it just act strange and does not have any animation and just stays in A-pose. Any suggestions?

celest hull
paper hemlock
#

so just curious whats some decent specs for UE4 3d game dev?

green light
#

ok so I am going to be loading a level it is a house. how do I set it up for each door, for instance I have it now so when I open the garage door it will load the Inside of house, do I set a character at each one? I want it to start where the player opened the door. wouldn't be cool if I open garage and start in the bathroom ๐Ÿ™‚

fossil ridge
oak patio
# fossil ridge wym

in that picture you still need to connect your linetrace to the add impulse

#

no connection = no execution

coral egret
#

Does anyone have any idea if there is a way / guideline on how to make a non epic rigged character to an epic rigged character? Sorry if the topic allready have been discussed somewhere here before.

frozen pond
#

So i just opened project as normal, and my character is blurry in game?

storm venture
azure shore
#

but these are still limited right? just restricted to a small box

storm venture
#

no idea, but that's where i'd look, niagara and fluid sims have a lot of goodies hidden inside them

azure shore
#

I guess I should check it out anyway

#

ironically I bet its overkill for what I want though

#

super realistic fluid sim thats (probably) very heavy on performance and looks amazing but all I want is decent looking water blobs lol

#

spelunky has great looking water physics

drowsy snow
azure shore
#

yep, if this ended up working how I need it Id definitely switch this project to ue5, as annoying as that would be to use the realistic triple a engine for a simple cartoony 2d game

azure shore
#

and as I said, Id probably be happy with just a simple box that has deforming waves on the top

#

but Im not a crazy genius who can do that

drowsy snow
ember shadow
azure shore
drowsy snow
azure shore
#

yeah 2d only

#

I asked him about the thickness after seeing a flat one in his video and he said it cant be 3d

drowsy snow
#

Throw in some particle effects on impact for good measure

azure shore
#

yeah and then I dont know how to restrict it the way I want, and then the top of the cube mesh disconnects to the other sides

#

if I have 0 on the y, itd be flat, but if I have full y, then it will have waves all over the y axis

azure shore
#

trust me it can take a while

proven narwhal
#

anyone know why it could be that I'm getting baked lightning there? My only direct is at 0 lux

azure shore
#

I just dont know how, I can play around with it some more but I really dont get it

warped lodge
#

Look at rotation looks upwards for some reason when it wasnt supposed to do that

#

any suggestions on a fix to that

rapid wyvern
#

Is there any way to render a spline in runtime? Doesn't have to be a 3D tube, just a line.

dawn gull
#

How can I ignore a specific class of actor in the collisions of another actor?

azure shore
#

custom collision channel

worldly lantern
#

has anyone ever run into an issue where unreal just closes seemingly randomly with no errors or anything

#

in 4.27

#

i even have a debugger attached and it's not giving me breakpoints or anything

#

its just closing

tribal leaf
onyx garnet
#

I'm having some issues with getting my vr pawn reading my steam controllers

lament sonnet
#

is it possible to save pbr images as svg and use them on ue4?

#

rather png or tga or dda etc worse quality

drowsy snow
#

What's PBR format even supposed to be?
Also SVG is a vector format, not a raster format.

lament sonnet
#

svg could work as pbr

real heath
#

Not really. A texture needs to be raster. not vector. You can probably find a plugin that allows you to import SVGs as, probably a mesh or something

#

or auto convert to a raster format on import

drowsy snow
#

There is Physically Based Rendering, but that's not an image format

lament sonnet
#

in blender svg image automatic convert into 3d

#

while i want ue4 to auto use svg into pbr conversion

real heath
#

You'll need to convert to raster first

drowsy snow
#

So SVG into a mesh?
Then no.

lament sonnet
#

while convert raster it drop quality

#

impact the edges

real heath
#

Then with Blender you can probably import it as a mesh, and then export to UE as an FBX

#

SVGs are not textures the way rendering engines expect them

#

they are more similar to a mesh in concept

drowsy snow
#

If your question is about turning SVG vector into a mesh, then do so in Blender first.
Otherwise if your question is about turning SVG into texture, then it's impossible without rasterising it first.

lament sonnet
#

no not that question

#

like i am a modder which design character and outfits and etc

#

the issue is that outfit texture is so bottleneck edges quality

#

i can see those funny pixel while svg their no pixel loss

drowsy snow
#

Then I can assume you're leaning to the latter, which is impossible.

#

The only way is to make it a geometry with solid colours.

real heath
#

That's just how textures work in realtime engines. Either convert it to a very high res raster image, or see if you can implement some fancy shading technique like font rendering using SDFs

lament sonnet
#

u could give a try raster image is really a old technique back 1990 may be

real heath
#

and yet... the industry standard still

lament sonnet
#

lamo

#

xD

#

that the word i want to hear haha

#

i guess i need to work on it myself but i am not c++ i am python and ecs developer

drowsy snow
lament sonnet
#

no it not gonna work

drowsy snow
#

Barely any technical skills required, just a little life hacky.

lament sonnet
#

edges are not that sharp quality

drowsy snow
#

It would work, but your call I guess

lament sonnet
#

even u went on ue5 but texture concept remain on 1990

#

should not be it good to start svg concept everything is possible unless u try

drowsy snow
#

Ugh, I said SVG converted to mesh with solid colours.

But whatever floats your boat, I guess ๐Ÿคทโ€โ™‚๏ธ

lament sonnet
#

in past svg doesnt support color but later they does overtime svg gone improved

#

now they even used as animation

#

technology growing ue5 need svg now

real heath
#

It's called a mesh...

lament sonnet
#

dont think u can have that minor triangle with no texture

drowsy snow
#

If you're failing to understand my proposed idea, re read it again until you're fully understand it.

Bloody hell.

real heath
#

textures are bitmaps, vector stuff is a mesh

lament sonnet
#

its pretty old concept man

#

i know that stuff non of them try to think about svg implementation on it

drowsy snow
#

And my life hack I put out above isn't even using textures, goddamnit.
Whatever, I'm running out of patience.

lament sonnet
#

texture is more worth then layer of mesh

drowsy snow
lament sonnet
#

it tell the accuracy of graphic

lament sonnet
#

if texture has too many color on it so i make all mesh with different color 1 by1

drowsy snow
#

But vector only SVGs don't use textures...

#

Even if there is gradient colour, one can simply generate it with shaders...
But maybe my idea of turning SVG into mesh then shrinkwrapping it is too outlandish for you

lament sonnet
#

Now that Unity can import Vector Graphics (like SVG files) instead of just Raster Graphics (like PNG files), which Graphic type is more efficient to use in the software? As in, how to optimize for loading speed without losing art quality.02-Feb-2020

#

? what u want to say now?

#

ur are answer no i want to go back 1990 dont force me to modern

#

lol

real heath
#

it converts to a mix of textures and meshes

#

as we said to do

#

just unreal doesn't do it automatically, you'd need to do it through blender

lament sonnet
#

oh it does have?

real heath
#

thats the unity instructions for reference

lament sonnet
#

u dont get it their same issue after all in end

#

it remain 2d and cause huge load on render cycle

real heath
#

we're going in circles. IF you convert your shapes to a mesh you get your nice edges. You then apply your colours through vertex colours and materials

#

if you want to use it as a texture, say for instance on a texture slot in a material, you need to convert entirely to raster

#

that appears to be the exact same limitation in unity

lament sonnet
#

i guess u right @real heath

unique kraken
#

can someone tell me what the advantages/downsides of shared texture samples are?

#

as i understand it, it reduces quality of the texture but improofs performence?

drifting elbow
#

It lets the sampler be used multiple times for different textures

#

Which means, you aren't restricted to 16 samplers in you material

#

At least, if you don't have hard platform restrictions

storm parcel
#

Can a laptop with 8 GB RAM build UE4 from source? because when I try it I run into all sorts of errors. I tried the same thing on my coworker's 32 GB RAM system and it worked fine.

#

I run into errors like paging errors, memory errors, etc

real heath
#

I wouldn't have expected errors, just exceedingly slow builds. Try closing everything else, and if it still has problems you can try reducing how many cores it builds on, but that'll only make it even slower still

#

see the MaxProcessorCount variable there

plush yew
#

Good morning. A few of my camera actors have gone missing, yesterday some time. I still have the sequence with all the keyframes, but the camera actors are just gone, I don't know what happened. I have some autosaves, are the actors store in the .umap-files?

storm parcel
merry swallow
#

guys I accidentally closed these two tabs on the character editor, how can I get them back?

merry swallow
drowsy snow
left nexus
#

Hello, do you know how I can rename a bone in this window ?

static raft
#

Hey, any alternative so far to ue4's pixel streaming for streaming a game via web?

loud zodiac
#

Hey guys, quick question. I have some low poly trees in my Unreal scene which I painted in foliage mode. Is there way to export this as an OBJ or FBX so that I can use this inside another programme? TIA

oblique tangle
#

hi all! i've currently run into an issue, probably a simple fix, but for some reason i can't get it working
pretty much, im trying to setup a blendspace between four different animations (up, down, left, right), but i can't seem to get the float variable to drive it all working
https://i.gyazo.com/b08326d11427572e20689610b2bb449d.mp4
https://i.gyazo.com/cc02bd7a6fe5b3014b1bac64e0246504.mp4
the movement is based off of a vector (red arrow), and the capsule doesn't rotate (stays perpendicular to wall normal)
any help would be greatly appreciated! cheers

tardy hedge
#

i have a character randomizer that randomizes stats and every generated character wins evenly vs the base character, however they dont win evenyl vs each other, is there an algorith to procedural generate chatacters that have even matchups

plain berry
#

Hello, please help me. They make a map according to the World Composition system, through height maps. But after loading, the terrain brushes don't work for making holes, I can only make mountains. What should I do?

obtuse crystal
#

hi

#

im gonna buy an udemy course

#

do you suggest me an udemy course

drowsy snow
obtuse crystal
drowsy snow
#

And best of all, it's free

plain berry
#

When holding Ctrl, mountains still appear, but I canโ€™t make holes

fluid vortex
# static raft Hey, any alternative so far to ue4's pixel streaming for streaming a game via we...

HTML5 was and maybe still supported on 4.23. But onwards, you will be only wasting time on bugfixing. the reason for streaming is, the technology would work for theoretically all devices which do have a browser and allow a P2P connection. in terms of security P2P is not simple at all, but when working "still" robust. if you want to "stream" a game via web, you do pixel streaming because the user only needs a good connection to have the best quality to be streamed in. means, you have a 4k monitor hdr, then the server "should" be able to serve that quality for you and not at your performance cost. it has future BUT i am still struggling in setting it up on a lan (quite embarassing i know)

#

any other web technology would depend more on browser engine than an internet connection, which is meaning more effort for user preference (what is the difference in playing a game in chrome, or edge really). we know what i means to ship a game for just a few consoles. for web, that effort wouldnt pay off. does this make revenue share for epic (ever), is the leading question, for an alternative web technology not being at place.

drowsy snow
#

Native HTML5 export used to fail all the time, and not to mention it even fail more in anything but Firefox.

fluid vortex
#

but pixel stream does definitely pay off. imagine, you enjoy 4k hdr content, maybe multiple at once, and your gpu does not know anything about it ๐Ÿ˜„

#

the good old flash games.... but again, browsers are changing too fast, an adaption to these is waste of energy. unless there are some backyard web developers who do some quick scripting for free for personal use, there might be an alternate solution typically opensource so it evolves fast, but does not guruantee the stability for any real production. question is what do you want? a web game? use the old methods which might still work, and have fun with that. If you want cutting edge, you must allow technology which has proven to work currently.

drowsy snow
#

FWIW you might as well use alternatives like Godot or Construct for native HTML5 web export

fluid vortex
#

exactly. or even just flash somewhat.

drowsy snow
#

Speaking of which, I don't know whether it's a bright idea or not to build an entire website with Godot lmao

blissful trail
#

any idea's why this happens

fluid vortex
#

well a web game runs independent from a page setup (i hope).

fluid vortex
blissful trail
#

blender

#

i connected it like this

fluid vortex
#

perfect! then i might find out easily what the issue is, can you show us the rig from blender?

#

or did you rig it in unreal only?

blissful trail
#

it was rigged in blender

drowsy snow
#

I'm not sure what really happens there.

blissful trail
#

this is the rig

fluid vortex
#

yes, but i meant the rig in the right panel (hope you know what i mean :D)

drowsy snow
blissful trail
#

im not too good with blender lol

fluid vortex
#

ok on the right top there should be a panel with all your object. and in there you should find the armature.

blissful trail
#

u mean this thing

fluid vortex
#

that armature contains the rig, or is basically the rig, if you populate that one completely, you hopefully see. exactly.

#

do you assume what i assume at the moment? the thigh being hooked up with arms?

drowsy snow
#

Guess I'll never know what really happens then.

blissful trail
fluid vortex
#

ah sorry, mixed up sth. can you please populate the arm section in the hierarchy. show us what is really connected. and you might even find the issue in there already.

blissful trail
#

or this

fluid vortex
#

you can play with the armature in blender as well to test whether it was a physic body issue, or the rig itself.

fluid vortex
#

tab after selecting the armature in blender.

#

you switch between modes, and one does allow you to play with the bones effectively.

blissful trail
#

they all rotate fine if thats what you mean

warm osprey
#

anyone know how to increase player speed and tie that to a certain condition ?

fossil ridge
#

would anyone know how to make this football react with the players with physics. the keybind to kick it would be space and the ball will react with the player body if it hit it

#

@azure shore

azure shore
#

so does nothing happen

fossil ridge
#

how do i get that

#

to react with the football sprite though

azure shore
#

but the balls just a physics object right?

fossil ridge
#

idk

#

i just made it a sprite

#

and placed it on

#

dont know how to do anything like that, havent been taught it yet

azure shore
#

oh bruh

#

you can drag in a sphere and enable physics in its settings

azure shore
#

simulate physics

#

I dont think youre on the right window

fossil ridge
#

i see

#

yeah

#

i fixed it

#

was in world settings

#

thats the problem though

#

how would i get it to be a 2d object

#

just tested it, my sprite hit it off the map since its coming at the left side

fossil ridge
#

thats what i did

#

for A/D movements

azure shore
#

tbh most of this stuff is pretty simple but its hard to explain if you dont have experience, havent you watched any tutorials or something?

fossil ridge
#

but none of them are relevant

#

ive learned pretty much everything ik from the tutorials

#

but i cant find anything on what im looking for rn

blissful trail
#

i have this key you hold to open a menu but when i try and click anything it closes the menu for some reason

ancient rock
#

so pivot isu isnt solved no one helped me also i placed pivot in maya on a postion i want but in unreal its always on its on postion

modest cloud
#

Hey there, wondering if anyone has any insight into this issue I'm experiencing with the Movie Render Queue. When I export from MRQ, the colors look different than they do in my UE4 viewport and I have no idea why. The window on the top is the render in After Effects and the window on the bottom is the UE4 viewport.

warped lodge
#

Hello, i have a problem where find look at rotation sets my camera at the correct view but it looks at the ceiling for some reason

oak patio
#

You want the pivot point in maya to be the pivot point in unreal

#

Cause that dont wirk

#

Unreal takes origin as pivot, so center everything around 0,0,0

ancient rock
#

how to solve this like working on enviorment i have my pivots on my own axis fom where i can handle things more fastly why unreal change my pivots and if it is then there is any option on which i can use my maya SET pivots same in unreal

mellow turret
#

Anyone knows why context menus in blueprints do not show (editor bugs out) when the editor window is in my 2k monitor but the editor works fine if the editor is on a 1080 monitor?

grim ore
#

you move the items to the 0 point before export, or you can adjust it in the editor using the modeling tools, or make your own script in maya that does what you want before export

drowsy snow
#

The Way It's Meant To Be Viewedโ„ข๏ธ

mellow turret
#

is there no fix for it?

grim ore
#

there is, I have no issue for example.

mellow turret
#

what do I have to google to get that?

drowsy snow
#

get it

exotic thicket
#

Is there some way to replace material references with another one? I'm trying to replace a material instance I was using with a new material, but it seems to insist on just resetting the materials to default instead of replacing with the new mat

#

...okay nevermind, it looks like it just hated the idea of replacing a material instance with a material, it appears to work when I just made a material instance with no changes :P

coral patio
#

Hey guys! ๐Ÿ˜„ I got a quick, probably pretty noobish question - what ways are there to work around these artefacts and sorting issues that you get when using transparency while shading (visible at the top right part of the mesh here)? It's something I've been wondering for quite a while now. The UVs on this mesh are one big island/shell which makes me wonder even more about this since I've seen this happen a lot around UV cuts. I see a lot of clean transparency models done with UE4 and would really like to get those results as well (without using Additive, which I know doesn't create those artifacts but is too ethereal looking for what I'm going for)..

clever axle
#

hey guys! I've tried for a couple days now to package for android but it always fails with some error or another.. Is there a definitive guide that is current? (Appearently a lot changes there all the time)

autumn latch
#

how can i change FOV with execute command?

slate vessel
#

Can I make static mesh foliage actors cull using cull volumes?

vital ether
#

How Do I make holes in collision or to make sure that UE makes collision similar to my mesh?

maiden swift
#

I'm troubleshooting a project where, only in certain levels, building lighting results in this error:

#

I looked in the Swarm logs and found an error that says a file in the AgentStagingArea can't be accessed because it's in use by another process. There's only one Swarm Agent running, and only one instance of UE4 is open.

oak patio
#

if not you may have to take it into DCC and make some loosely accurate collision primitives

vital ether
#

90% of my project is literally putting things in holes so it's kinda a problem

oak patio
#

so then you will have to make custom collision in a dcc application

#

check the unreal docs for how to do it

#

it's quite simple

#

make the shape and name it UCX_Meshname_XX

where Meshname is replaced by the name of the object and the XX is the number representing which order it has been added

#

has to be convex remember that tho

#

so you would construct a series of shapes that allow the holes to remain as gaps in the primitives

#

could also use the complex collision as simple, but I wouldn't reccomend it too often

rare plume
#

Hello guys, I just switched to unreal 4 and I am so confused as to why I cannot see the bones of my actor Class... could anyone help me out ?

vital ether
oak patio
#

i get things can be a bit overwhelming, but trust me it's simple enough

#

sounds scary but it looks like you are already using a modelling software of some kind

maiden swift
#

Here's where it gets crazy: All 4 levels that were failing to build lighting were derivatives of the same level, and all had the corrupted actor in them. So I figured: delete the corrupted actor from all of them, right? Well... after fixing the 1, the other 3 now work, even though I didn't delete the corrupted actor from them. Thonk

vital ether
#

Wait I was looking at wrong one. That one that I renamed just didn't create itself without any errors?

#

When I try to import it as seperate object this happens

static wharf
#

Is there a easy way to use UAT or some other tool to build lighting for all levels? I want to setup CI/CD for my project

proven narwhal
#

anyone know why an static object may look good (baked lightning) in the editor but bad (dynamic lightning) when playing? it's set to static

rare plume
oak patio
#

if you did the latter it explains the error

cloud aurora
#

how would i go about adding a bullet trail effect to my gun? currently i have ity

#

trace the bullets but im unsure on how to make it have effects

plush yew
#

does anyone know if there is another way when i open a bp or something it opens to a tab not another window?

weary basalt
weary basalt
plush yew
#

I accidently deleted the default cube

#

Is there anyway I can get it back there?

tribal leaf
#

I didn't know you could do that....

drowsy snow
oak patio
#

although that was a dingus move

plush yew
oak patio
#

no problem :)

rancid atlas
#

Hey guys, anyone know why my material is being applied poorly once it gets into ue4? heres how it looks in blender

#

vs ue4

#

nvm solved it, needed to scale the uvs

green light
unique kraken
#

can anyone explain what this node exactly does

#

i dont find anything about it anywhere

drowsy snow
unique kraken
#

well the id has its own node

lime gate
#

Hello everyone.
I am a making a Project with Unreal engine 4 and i was wondering if someone could help me out.
i started without any knowledge
i am having some Problems with creating stuff like that an enemy ai makes Damage and stuff.
if someone can help me and is willing to help me pls send me a Friend Request on dc TheDarkdev1l#6488
Thank you in advance i really need this project for my Final Papers ( or something idk how its called in english)

humble dune
#

Hey everyone, I have made a procedural island with different biomes, I am having a problem placing stuff in it procedurally though.

Does anyone have any advice on how i could place a premade level in a random location?

Level steaming doesn't seem to work as I can't change the world position of the entire level and having all in one blueprint works somewhat but it's kind of a lot to keep track of in a single blueprint

fallow jackal
#

What is a control rig used for? real time gameplay or pre made cutscenes?

bleak zodiac
#

control rig is also to do character setup for mannequine and your custom if if got any

drowsy snow
#

For one, you can bring Control Rig into animBP and expose some parameters

unique kraken
#

i wonder, is that to much for a character master mat?

drowsy snow
unique kraken
#

alright then im just beein paranoid

drowsy snow
#

200 ish instructions on both is still a perfectly fine range for materials

unique kraken
#

btw u do anime in ue4 ?

drowsy snow
unique kraken
#

hm, wich route did u consider best? if i may ask

#

the pp route or the vector route with normal dot light vec

#

i have been testing 3 different variations A LOT. and every single one has a big downside

drowsy snow
# unique kraken the pp route or the vector route with normal dot light vec

I think it depends on the lighting conditions and maybe on screen effects as well.

Post Process route is fine if there's not much variability in the lighting condition. Some custom depth comparison done Before Translucency won't make much dent, but it may not play nice with particle effects.

The normal manipulation could work if there's more variability in the lighting conditions and if post process method breaks particle effects. But it is a tad harder to get right I think

unique kraken
#

well the problem with the pp is just that you DO NOT have enough passes to adjust your things

#

and the problem with the normal manipulation for me is, if i do the needed traces for the light, it very quickly gets outta hand

#

checking for lights etc

#

and then the problem with getting the light color

#

๐Ÿ˜…

drowsy snow
# unique kraken and the problem with the normal manipulation for me is, if i do the needed trace...

Hmm... I'm not actually thinking of tracing the light, but rather this post
https://forums.unrealengine.com/t/cell-shading-without-post-processing-or-forward-rendering/74863

Also @lost fractal you might want to give your input on some anime shading stuff in this convo

unique kraken
#

are the imgs loading in for you?

drowsy snow
unique kraken
#

eeeh

#

isnt that just extreme normal abuse

#

that seems pretty jank but thx for showing me.

lost fractal
#

@drowsy snow rawr!

drowsy snow
drowsy snow
lost fractal
#

my input is that I followed youtube tutorials ๐Ÿ™ƒ

#

which I could post, but thats about all I can really say honestly...

#

you have far more knowledge in this part of UE than I do

unique kraken
#

well

#

havent found a better method yet then what i do

lost fractal
#

that being said, I looked at this

unique kraken
#

yeaa but thats just atmos light

#

i use that always to debug my mat

lost fractal
#

hmm I see

#

these are for materials, what settings are you trying to focus on specifically?

unique kraken
#

well i want shadow value, light colors in mats

lost fractal
#

that can be done through this method

unique kraken
#

not rly,

#

that is just normals

#

and dot

lost fractal
#

well i guess you should be more specific then, because im not sure what you want exactly, sorry....

unique kraken
#

well i mean, i dont think its a ez to solve problem to begin with

#

im just trying to have a general discussion

#

the middle one is using just the atmos light

#

you wont have any shadows

drowsy snow
#

That reminds me, I haven't really go through Epic Games Japan stuff on anime rendering presentations a while ago, it's longer than I anticipated, and I'm kinda focused on tech anim stuff right now lol
There's probably some gold hidden behind language barrier, I haven't tackled it since I'm still newbie on Japanese.

https://youtu.be/Fp61Z9jOJk8

ๆœฌๅ‹•็”ปใฏ2022ๅนด2ๆœˆ19ๆ—ฅใซ้–‹ๅ‚ฌใ•ใ‚ŒใŸใ€ŽUE4 Manga Anime Illustration Dive Onlineใ€ใฎ้…ไฟกๅ‹•็”ปใงใ™ใ€‚ใ“ใกใ‚‰ใฎๅ‹•็”ปใซใฏๅ„่ฌ›ๆผ”ๆœฌ็ทจใซๅŠ ใˆใฆ่ณช็–‘ๅฟœ็ญ”ใฎๆง˜ๅญใŒๅซใพใ‚Œใฆใ„ใพใ™ใ€‚

ใƒใƒฃใƒ—ใ‚ฟใƒผใƒชใ‚นใƒˆ๏ผš
00:00 ้…ไฟก้–‹ๅง‹
06:32 ใƒžใƒณใ‚ฌใงไฝฟใ†๏ผๅˆใ‚ใฆใฎUnreal Engine (Epic Games Japan Technical Artist Developer Relations ๆ–Ž่—ค)
48:24 ่ณช็–‘ๅฟœ็ญ”

1:24:09 ๆœช็ตŒ้จ“่€…ใงใ‚‚ใงใใ‚‹๏ผUE4ใ‚’ๆดป็”จใ—ใŸ2Dใ‚ซใƒฉใƒผใ‚คใƒฉใ‚นใƒˆไฝœๆˆๆณ• (ใ‚คใƒฉใ‚นใƒˆใƒฌใƒผใ‚ฟใƒผ/ใ‚ญใƒฃใƒฉใ‚ฏใ‚ฟใƒผใƒ‡ใ‚ถใ‚คใƒŠใƒผ ใ‚ใ‹ใ–)

2:14:02 Unreal Engineใงใ‚คใ‚ฑใฆใ‚‹ใ‚คใƒฉใ‚นใƒˆใ‚’ๆใใŸใ‚ใฎใƒŽใ‚ฆใƒใ‚ฆๅคงๆ”พๅ‡บ๏ผ (ๆ ชๅผไผš็คพ I...

โ–ถ Play video
lost fractal
#

hmm, well I have a few japanese friends but even then they would know nothing about UE4 and wouldnt know what to search for sadly if I had them take a look..

drowsy snow
#

Not sure if there's any character rendering to begin with tbh

unique kraken
#

3:09:15

#

as i understand it they simply do backgrounds in ue4

#

and thats bout it

drowsy snow
#

Not doing the characters in UE as well?

unique kraken
#

well i guess they talk about anime creation using ue4 as tool to help

#

more for movie/series production

drowsy snow
#

Well, I guess good thing I'm slacking on it then lmao

drowsy snow
unique kraken
#

btw tested lumen with pp

#

doesnt work

#

so lumen doesnt bring "us" any advantages

drowsy snow
#

Yeah, guessed, I think post FX method only works with direct light probes

lost fractal
#

@drowsy snow actually remember I mentioned awhile back that I used MMEffects plugins for MMD? many of that stuff has shaders that look very good, which gets me thinking... i wonder if theres a way you could possibly learn how they work and then try re-creating within UE4?

drowsy snow
lost fractal
#

cause they worked much like how shaders/materials in UE4 work, at least visually

#

yeah thats one of them

#

just figured id mention just in case, heh

drowsy snow
#

Personally I still went with the modified 4.27, because I need it to work with dynamic lighting down to near complete darkness.

drowsy snow
lost fractal
#

id have to relearn how it works and sort through em and all that

drowsy snow
# unique kraken ?

The same modified engine I used for a long while, which is basically port of doomfest's custom shading model to 4.27.2 (last time I checked, kusogaki's fork stuck at 4.27.0, and I need to implement AMD FSR which requires 4.27.1)

unique kraken
#

meeeh modifing the engine

drowsy snow
#

I don't know if the modification works with ray traced reflections, nor do I know if it works with Lumen (as I don't have the rig to test it)

unique kraken
#

well the main thing is we wouldnt need ray traced. we just need accsess to a lot of different things in order to mix and mash them up as we want. wich is what the anime community constantly does

cerulean finch
#

hmm

drowsy snow
#

It seems like the presentation focused more on background creations, as opposed to character rendering

drowsy snow
unique kraken
#

non modified engine?

drowsy snow
unique kraken
#

well its a whole different thing you gotta wait to be updated and there might be errors in ther etc etc. i rather stay stable

drowsy snow
#

That's the cons with those methods, including post process methods and normal manipulations?

unique kraken
#

well pp is just the definition of limitation

#

you can pass through the diff color and that about it

#

its dirty and ez. so if u want it quick and okey looking go with pp

#

the normal manipulation just looks utterly broken to me

#

though im not sure i get your point

drowsy snow
# unique kraken though im not sure i get your point

Well, my project(s) for some context

I used post process materials but for different effect, mainly testing out painting effect. I found out that setting the blendable location to Before Translucency could yield better looking results, as it's done before Unreal's vanilla post process kicks in. I posted my foundings on the #work-in-progress a while ago, and to be fair it's still more of a proof of concept

Normal manipulation... I didn't experiment much with it, as I found it rather weird to set up, and iterations can be hell to go through.

Unlit cel shading only works with static lighting, so it's out of the question for me.

I think I reached the conclusion of using modified engine because I don't want to go through post process for that, and my requirements for it to work on any lighting conditions of varying colours and brightness.
I made an Editor only build of the custom engine, devoid of any gameplay plugin, mainly for machinima making. Feel free to download it in the release page (2 GB) if you want to test the materials around.

lost fractal
#

for me, i'd want something that looks good but also looks good during gameplay/animations too (rather than just renders)

unique kraken
#

appreachiat it but i think ill keep going the direction im currently going

unique kraken
#

but maybe ill try some pp for landscapes

drowsy snow
unique kraken
#

the bg still look to realistic for my taste

drowsy snow
#

I know lol
It's just a rather quick throw things together as a proof of concept

lost fractal
#

lol

unique kraken
#

made that a while ago, was mainly pp

drowsy snow
#

I'm sure with better painting effect algo could yield better result, but it's just throw photoshop tuts together

drowsy snow
unique kraken
#

okami is so simple but legit has one of the best styles

#

yea i smushed that project wasnt happy with much of the quality

frigid sandal
#

I've placed grass with foliage, such grass when viewed from a distance becomes like multiple X's, in a way that looks like it's trying to conserve rendering of the many instances. How might I remove this? Besides adjusting culling distance. When viewed up closer it looks normal. Thanks for your time

unique kraken
#

screenshot

#

gif

frigid sandal
#

heres up close, and you can see the yellow greenish highlighted grass

#

same grass

#

but the foliage on my beach doesn't do anything like this

unique kraken
#

what

frigid sandal
unique kraken
#

look directly from above

#

it will do that either way

#

bcs they are just flat planes

#

better grass? id say

frigid sandal
#

yeah it just looks ugly when I'm playing as a character

#

kinda breaks immersion

unique kraken
#

hm

frigid sandal
drowsy snow
unique kraken
#

id say its just messy grass?

frigid sandal
#

In laymen's terms makoto?

#

lol

#

im new to ue

unique kraken
#

or is there a method it mends the grass when looking from top

frigid sandal
#

its probably the grass

#

I just wanna remove it ;-;

unique kraken
#

then delete it

frigid sandal
#

lol

#

I guess I could switch it out for different grass, but I like this grass

#

just not that effect

drowsy snow
#

You made the grass mesh yourself?

frigid sandal
#

no

#

quixel

unique kraken
#

im guessing he just smacks assets

#

^^

#

if ur new to ue4 i dont think thats a good way to learn but thats my personal oppinion

drowsy snow
#

AFAIK Quixel grasses are mostly atlas billboards

lost fractal
#

the way i've learned rather quickly was to look at other content to begin with, and find out how they work.. break them down and recreate it yourself

frigid sandal
#

thanks

#

thats a good idea

drowsy snow
#

FWIW if you want some better reference, consider look at Project Nature stuff on marketplace

lost fractal
#

for like blueprints and stuff, but it works with any concept/project really... more of a general advice thing rather than just UE4 alone

drowsy snow
#

IMO PN's stuff had better looking grasses

frigid sandal
#

thanks @drowsy snow

rocky phoenix
#

Hi guys,
how would I go about creating a platoon of soldiers that act like a singular being? I have already setup my singular character that I want to duplicate, etc.

drowsy snow
plush yew
#

is world partition useful for non openworld games?

plush yew
#

I have Resident Evil 2 like map

fierce tulip
#

basically a maze set up in a building (with puzzles and zombo's)

plush yew
#

There is a huge place like police station, most places are locked at first

#

During discovery and solving puzzle you are getting access for parts of station

drowsy snow
#

Distance based streaming might be redundant in that case

green light
green light
#

anyone?

#

does everyone leave when I post?

spice ruin
#

For starters, why do you create a seemingly static array every time this event is called?

#

Just create it in the bp editor beforehand

green light
spice ruin
#

Okay!

green light
#

and I am old ๐Ÿ™‚ 51

spice ruin
#

Never too old for video games.

lavish oasis
#

hi guys can you help to my son subject old fortnite modding project?

green light
fierce tulip
green light
#

I actually posted this 2 or 3 times different days, I get on no replies, getting back to my original post is not easy, because I see dozens of others getting help, was just being a little comedic and still no real help, so it will get buried by all the others receiving it and I shall try again another time, sorry

oak patio
#

That way you just need tk send the colour over when you click the widget, which can be done in the widget code

#

And then have 1 function that takes the 3 vector and passes it into the parameter of a dynamic material instance

#

Rather than hard coding every material

shadow ravine
#

I'm having an issue working out the best logic for this function, if anyone could help that'd be very appreciated. Squares are static meshes and circles are the materials. The numbers are how many should be in each row. All I'm trying to do is create a function that can generate this without me physically going through and creating a database or something with all the variations then to randomly choose one on begin play.

green light
oak patio
#

Basically if i create a parameter in a material, it lets me change that material at runtime, so with a dynamic material instance i can just pass in a colour to the parameter

plush yew
#

How can I reference the material of the thirdpersoncharacter in blueprints?

#

I want to change the body material when he steps into a collision box

green light
oak patio
#

So in those widgets you could store a colour, and that can get passed down to the parameter

#

A 3 vector is a fancy way of saying the RGB colour code

green light
#

I have all the buttons stored as variables

#

also made an array that had a bunch of colors

oak patio
#

Rather than checking every button, yiu could just have the code on the button be responsible

#

If every button widget has a bit of code that says "hey pass my colour down when i'm clicked" then that solves a lot of bp spaghetti

#

And then all the colour changing bit sees is "I have received a colour so i shall change the parameter on the material to it"(

green light
#

I would like that, but not sure how to achieve this, to where i am know has been months

oak patio
#

I'll see if i can throw something together in a bit :)

green light
#

i tried so many different tutorials and they all do it different at times, that would help, I appreciate that

green light
oak patio
#

Yeah definitely dont give up, i mean the way you have done it works, it just seems like a pain to add colours. Clothing and rigging can be a nightmare tho so good job on that

green light
#

it is and also it slows my stuff down and trying not too, I am almost there do need to learn how to enter a load on other side of door, depending on where they enter, but that's for later

green light
plush yew
#

Hello, can I get some help with leap motion here?

fierce tulip
#

odd's of people using leap here is small.

#

i got one for many years, but never used it XD

warped falcon
fierce tulip
#

but yea, might be best to ask on the forum.

warped falcon
#

hey so these are two viewports, the one which is little blurry with the reflection surface is mine right now. The clean, accurate reflection is of tutorial i'm following. all the environents are same.
anyone know how to make an accurate mirror using planar reflection, I have increased the prefilter roughness and screen percentage. I've enabled the option in edit--> project settings--> support gloabal clip lane for planar reflections but for some reason i am not getting the expected results as of right now. I'm following a tutorial and the reflections looks much better and accurate in the tutorial with all the same settings
Maybe render distance or something to tweak?

maiden swift
#

anyone able to offer any tips/help on how to use an interface to set a variable in an actors BP that can be used in the animation blueprint? Ive tried a couple tutorials but cant figure out the general idea on how interfaces work/how to use them. I have the animation blueprint setup to have idle and jogging states, trying to add an attacking state that is activated based on a variable that gets set in the actors events

green light
bleak zodiac
#

You can try learn.unrealengine first hour in animation

iron wadi
#

Do you guys have any must have editor plugins that you cannot live without?
Things like Electric nodes, or Blueprint Assistant?
Anything to recommend?

tame marsh
#

Is there a way to check where an input action is refrenced?

fallow jackal
#

what is control rig? when would you use it

cedar wave
#

Especially if you don't even like the look of the electric nodes

torn fractal
#

Hi

grim ore
#

@maiden swiftpart of the anim bp event graph is normally getting the controlled pawn that the animation bp is on, and then doing stuff with it (like getting variables). If this variable is set on the controlled pawn then you would do it the same way

#

the default third person character for example does this to determine if the player is falling or not

fluid cave
#

Tf Am I Looking At?

maiden swift
green light
#

That is nice but would be nice to know what they were

#

not mine, wish I knew exactly what i was doing mine looks like a spiral graph ๐Ÿ™‚ but not sure how to make a function out of it, and how are you covering all the items when posting?

#

zoomed out and cant even see half of mine ๐Ÿ™‚

#

mine is using widget button and onclicked events someone said they would try and see if they could work something out, for me I am lucky I got it working @grim ore tutorials have put a lot together for me then scouring every inch for any tidbit I could get i got it to fuction

#

that is an issue i don't think like a programmer, never coded anything but old apple graphics which i enjoyed and was fairly good at, hline vline hplot vplot cos tan, old school

#

I have a need for something like that must be 10000 buttons so that's a bit of spaghetti, there is a lot

#

i have to look that up

#

In this video tutorial, i explain how you can do a loopable or not loopable scroll box menu in the widget. That feature will help to add a lot of buttons in the scroll box with a loopable or not loopable scroll feature.
If you like that content please like the video, subscribe, and write comments with ideas for the feature tutorials.
To save yo...

โ–ถ Play video
#

๐Ÿ™‚ figured the thumbnail would tell

#

and i don't blame you cant tell you how many I watched only to have what i need fail ๐Ÿ™‚ but still trying

grim ore
#

you can use a list view if you need that many items, it only creates what is needed from your list

#

and that many items is not really an issue using proper coding, you would keep the data and visuals seperate

green light
#

sorry wrong one

green light
thick loom
#

Is there an easy way to make the listview scroll by dragging the view itself rather than the thumb knob?

hardy quartz
#

why is the texture stretching across the object and not tiling properly

tepid haven
#

What is more efficient (using in vr on quest) participle system for a small quick explosion or making 3 low poly models that look like an explosion and turn them on and off sequential to make a anim in a way?

pure slate
green light
#

@grim ore googled "list view Ue4" did find an hr. long one on it but it's Unreal in French, and I don't speak it, I checked your WTF series and didn't see one, you know of like the french one but in english? or your you tube not much as for ue in seach results using that

#

LOL croissant for French Nice play

green light
# plush yew thank, now i can be happy

That's Awesome I am a noob and shocked I actually knew something! was just messing with it because walls would paint both wall and trim same color, send me a link to check it out

#

I am gonna start doing this function library thing

exotic thicket
#

Ugh, why is the sequencer api so awkward to use, even just trying to compare if it's currently at the end seems you have to compare current frame to duration - 1 because ????

#

I mean am I missing something lol

plush yew
#

hey guys

rose sleet
#

Hey question here, as you can see in the ss my FrontMessageText has a target under it but when i add a new set FrontMessageText it only shows the pink circle for the FrontMessageText and not the target. How do i get the target to show up?