#ue4-general

1 messages Β· Page 1169 of 1

stone stump
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tag me

surreal eagle
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blender or something

stone stump
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?

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i just need to figure out how to add my model to unreal and make it work

oak patio
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Youll find tutorials on flying movement

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But if you want a specific tutorial youre probs outta luck

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Youre definitely gonna have ti figure out some things on your own

stone stump
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i found a tutorial about Flying movement which is really good, trying to figure out how to make a rotar move

oak patio
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Thats probably gonna be an animation, or you could make it a separate object and rotate on tick

normal basin
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Can anyone help me figure out how to do a day and night system where a quest done will change the morning to afternoon and another quest done with change the afternoon to evening. (Note: I am new to unreal)

lime musk
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My friend sent me a group project so i can work on the code part of it but whenever i open it, it crashes my pc. The game works perfectly for him but just not for me. Other people also tried to open the game but it crashed for them too. is there any fix to this?

woeful haven
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guys, what do you think about this setup???

lusty scroll
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Hey does anyone know what this error is and how to fixd it?

"Failed to save the map. The filename 'C:/Users/spenc/AppData/Local/MordhauSDK/Saved/Autosaves/Game/Mordhau/Maps/HPR_Test/HPR_Test_Auto1.umap' is not within the game or engine content folders found in 'C:/Program Files/Epic Games/MORDHAUEditor/InstalledBuild/Windows/'."

oak patio
plush yew
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how might someone feed wheel torque back to a simulated engine?

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right now every vehicle drifts because it has high torque to move but the tires are slipping because the engine only outputs. no feedback from the wheels.

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mathematically speaking?

woeful haven
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@oak patio add food take food regen on pickup,

oak patio
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I dont get why your setting the variable 3 times but

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apart from that, youre just adding some numbers, theres not much setup to analyze

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the clamp is good so you dont go over

indigo barn
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I dunno if I can actually get help here or not, I think the UE4 I'm running is a like... hacked together remake of one since we use it to mod a game, but I'm having physics issues that may or may not be something common enough to get help with.

Is there a good channel to post my issues in?

fierce tulip
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if you are using it to mod a game, prolly better to find the community that does it, as our discord does not condone game-modding unless officially supported by the devs.

oak patio
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it is free afterall

indigo barn
oak patio
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oh i apologise

indigo barn
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I think even the Tekken modding community doesn't have answers at the moment lol

oak patio
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its currently being used for modding

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i read used to mb

indigo barn
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yeah x.x

violet heart
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Hey I'd love some help, I have a python script that generates NPC dialogue, how could i fire it at runtime and get save the output as variable?

oak patio
plush yew
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pardon me if that comes off rude but genuinely wtf lol

oak patio
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which is not allowed

plush yew
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well indirectly i am

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reverse engineering isnt illegal

oak patio
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modding isnt frowned upon, its just generally better to go to the specific community

plush yew
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it generally against TOS for software but not illegal. in fact its because of reversing that we get security bugs discovered before they turn into nightmares

plush yew
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the heck does it matter if this discord discusses modding?

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overzealous. extremely

oak patio
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but i mean in a forum full of indie devs, and companies, discussing how to break other companies TOS is not a good look

plush yew
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this is nonsense.

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<mild outrage>

oak patio
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i sensed that bit lol

indigo barn
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lol

cloud patrol
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Hey guys, I'm using the openAI plugin for unreal 4.26 https://github.com/KellanM/OpenAI-Api-Unreal, but I'm wanting to use the newer and better engine versions that are out now which the plugin doesn't have included. If anyone knows how, or would be willing to look through the c++ files to see how I could modify it for newer engines like davinci-001 that would be a life saver.

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Unfortunately my C++ skills pretty much just consist of copy paste at this point...

distant totem
drowsy snow
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And I've been doing underground modding for like, what, a decade now?

oak patio
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I too am a modder, by that i mean i returned the dart gun in ttw to its former fallout 3 glory in fnvedit

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Im not smart enough to integrate my code into existing games lol

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Thats wizard magic

plush yew
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anyone know how to get rid of this weird box thing I have on my viewport? I can't seem to move around

drowsy snow
# oak patio I too am a modder, by that i mean i returned the dart gun in ttw to its former f...

I understand why the rule exists though.
Underground modding is unauthorised modification, and not every single developer likes it. Chances are this server had such developer that don't like it and may found it insulting, even though it's not their game.

That's not getting into implications of EULA or copyright violations, where some games explicitly disallow reverse engineering the game files

drowsy snow
oak patio
plush yew
oak patio
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I personally like modding, unless its for nefarious means like mod menus in cod, or injectors for cs

But that doesnt mean everyine likes it, least of all people wanting to make games for people to enjoy the way they see it

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I understand the argument against modding, but unless it is officially endorsed, then its not the best place to discuss it on an all-but-officialy-acquired unreal discord

drowsy snow
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Me and Lorash were the ones who brought it up to amend the rules to mention it, especially at the time there was a brief surge of question of underground modding FNAF Security Breach. One argued it's not piracy because they own the copy/end-user licence to the game.

rose tapir
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hey Question im tying to fix/add a icon for my game (has the stead app id set) and all that but when i package and upadte my project the icon dont show up for me or anyone else i set the size to256x256 and used a onlione ico convrter HElp anyone

charred stratus
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NEW to 3D - looking to Start a simple AR project where i can see lable when seeing a specific image

jade swallow
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Does anyone know a solution for this?

bleak zodiac
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just a primitive mesh or character?

jade swallow
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Idk but this happen

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The animation is playing tho

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But the arms and head shrinked

real heath
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only time i've heard of that is if there is a scale keyframe set on bones/joints. But i'm no animator, so no idea

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but that's the first place i'd look

drowsy snow
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I don't use Maya, so yeah

near glen
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People, help me please. (UE4) I got an error that didn't exist before. I did not change the project, everything worked perfectly. Tell me what to do?

UATHelper: Packaging (Android (ETC2)): ERROR: Unable to instantiate module 'UnrealEd': Unable to instantiate UnrealEd module for non-editorn targets.
PackagingResults: Error: Unable to instantiate module 'UnrealEd': Unable to instantiate UnrealEd module for non-editor targets.
PackagingResults: Error: Unknown Error

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Sorry for writing about it here

drowsy snow
near glen
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no

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I seemed to compile normally, and then bam and some kind of error

near glen
drowsy snow
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Movies tab
What

near glen
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Movies

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In project settings

near glen
scenic fox
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quick question but who is lorash

near glen
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What lorash

summer plume
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Hello, would it be considered "bad practice" to create multiple material instances to change out simple parameters? It's a megascans material and I need different tiling for different walls in my game. Is this an optimal way to do things in regards to performance or not so good?

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Of course, I could fiddle around with uv maps for each mesh, but that'd be a ton of work. With this method, I can have the same texture resolution really easily, but I'm worried it might be a really inefficient/expensive way to do it.

bleak zodiac
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no, is normal to have instances material instead of create new material, i also preffered the instanced material, except override material blend for situations πŸ™‚

humble rivet
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Does anyone know how to Connect a NFT project to a UE4 project?

drowsy snow
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If anything, using MIs to make few param adjustments can reduce shader permutation count the engine has to build.

summer plume
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Hmm, interesting! One thing I'm wondering about is how expensive the individual instances are. For example, if I only had one material compared to one master material and 10 instances, how big of a difference would this make in a bigger project where you have to think about scalability.

drowsy snow
drowsy snow
summer plume
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For my particular case at the moment, I'm only trying to have similar visual texture size on different meshes. Large wall, pillars, ceiling stuff like that.

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That's a corner with a pillar

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3 different instances with different tilings.

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Okay, I think I get it. Was mostly trying to prevent myself from setting things up in an easy but inefficient way long term.

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Wait nvm, one more question... So I have a master wall concrete material and one instance for lets say the pillar. Is that instance basically causing me to double my memory load? Compared to if I only had the one material but adjusted the uv maps for scaling.

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Lets say my material has a 2mb cost (or whatever, I have no clue) and I create an instance, does creating the instance have any upfront cost (2mb+1mb) with each following use of that instance being negligible (2mb+1mb+0,01mb+0,01mb...) or is it more like (2mb+0,01mb+0,01mb... no upfront cost)

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Idk if that makes sense

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I might look like a dumbass lmao

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Obviously, if I use the instance like 50 times, even if there's an upfront cost, it wouldn't matter because of the efficiency, but if I only used it once and there is an upfront cost, the efficiency of using it is much lower.

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I understand how little of a cost instances have if you use them, but idk if there's an **upfront ** cost of **creating ** the instance.

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Oh so that's the upfront cost

drowsy snow
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For the storage on disk, even then it'll get compressed on packaging anyway

summer plume
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Yeah ofc, makes sense

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Okay, I think I have a pretty clear understanding now! Thank you for being patient with me πŸ˜„

cursive sky
tiny grove
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I cant open my ue4.26 project in 4.27

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please help

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Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Core/Private/GenericPlatform/GenericPlatformMemory.cpp] [Line: 197] Ran out of memory allocating 74446102016 bytes with alignment 0

UE4Editor_Core
UE4Editor_Core
UE4Editor_Core
UE4Editor_Water
UE4Editor_Water
UE4Editor_Water
UE4Editor_Water
UE4Editor_Water
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor
UE4Editor
UE4Editor
UE4Editor
UE4Editor
UE4Editor
kernel32
ntdll

drowsy snow
tiny grove
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we are using ue4`s default water

tiny grove
drowsy snow
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Edit the .uproject file in text editor and get rid of the entry for the Water plugin

See if it no longer crashes.

tiny grove
drowsy snow
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Just open it in a text editor, no backward conversion necessary

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.uproject files are basically JSON text file

tiny grove
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well actually everything is been done in 4.26 and we are upgrading to 2.27

wanton terrace
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How can I create categories in the world outliners like this?

spice ruin
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The add folder button at the top-right?

storm parcel
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how can I know my dedicated server's IP so my friend can join it from his client build? I already tried "whats my IP" on Google and then using "Open x.x.x.x" with :7777 at its end but it doesn't work

spice ruin
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Do you have the port open?

storm parcel
spice ruin
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It'll be an option on your router.

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I'd suggestion googling it!

storm parcel
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I will do it immediately

spice ruin
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You need to forward that port (and probalby several more) to your local ip.

storm parcel
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temporarily

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My router doesn't let me forward ports

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Oh nvm just found the option.

storm parcel
spice ruin
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You'll have to find out exactly which ports you need. There might be different ports for different stuff.

storm parcel
spice ruin
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Good luck

storm parcel
obsidian cedar
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I have a question but i am unsure where to ask about assets

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Mostly from someone who has experience with RTS game development

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My question is what's a acceptable poly range for assets when making a RTS as i feel the poly count needs to be low due to the amount of units on the screen at a given time.

harsh jungle
oak patio
obsidian cedar
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But i really wanna make a game inspired by 3 games Team buddies, Z steel soldiers and factorio to round it off.

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The team buddies aspect will be focused on unit importance the Z steel soldiers will focus on hijacking and factorio will be what is required for buildings to function when it comes to material and modification by adjacent buildings.

woeful haven
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guys i have a solid 9 hours trying to figure this out! my arrows spawns in the good location but go side ways, what m'i missing ?

stone stump
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hey do you guys know how to make the camera isometric ?

drowsy snow
stone stump
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game

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the camera should follow the character

proven aspen
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Is there a trick to getting opacity masks to work with grooms?

teal schooner
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guys is it normal to think that your own game is garbage after working on it for so long?

oak patio
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ye

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impostor syndrome

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get other's opinions

teal schooner
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sounds easy, but ok

chilly geyser
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Is there something obvious I'm missing? The regular Input works (below) in this Character but the Enhanced Input Action only works on the Controller?? Am I doing something wrong or forgetting something?

floral girder
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I downloaded this 90 degree turn from Mixamo, the problem is the character animation turns 90 degrees physically, so when I turn, both the programmed turn and the animation turn play at the same time, completely screwing with the animation.
Seeing as it is impossible to stop the animation from rotating, I was thinking should I socket an arrow component to her chest, and rotate the capsule in relation to which way the arrow is pointing? That way when we stop rotating, she will face the correct direction
https://www.mixamo.com/#/?page=1&query=turn
I'm using the right turn animation with a female in a red blouse and black pants.
https://cdn.discordapp.com/attachments/221798806713401345/964623815596466216/PlayStationTMNow_2022-04-07_20-21-41.mp4 Trying to get something like this

ruby ingot
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@floral girder Mixamo also has in place turning animations named the exact same as the regular turning animations, just gotta search around a bit.

floral girder
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They dont look good/realistic

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As it isn’t possible with animation software to get a turn like that without moving the entire body around

ruby ingot
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@floral girder Whatabout using blnder/maya/houdini to take a turning animation from mixamo and delete/flatten the root/hip transform?

floral girder
cinder stirrup
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Root motion animations aren't like normal animations, you have set them up correctly

pure glen
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Hey question, whats your opinion on length for an indie fps shooter game?

thorn sapphire
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is anyone able to look at my packaging log- im getting an error but idk what the fix is

balmy pelican
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Hi.. Does anyone know of a way to get UE_LOGs working in shipping build for 4.26? I added bUseLoggingInShipping but it raises many more errors like LogTemp not found. Any ideas would be helpful in resolving this. Thanks!

spice ruin
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Are you using LogTemp? Or is it an engine error?

frosty dune
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Hello
i can't open my epic games launcher

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What should i do

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A shield type icon has came on it

balmy pelican
frosty dune
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I want to delete unreal engine and epic games launcher plz help

spice ruin
spice ruin
balmy pelican
frosty dune
spice ruin
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That's what add/remove does, generally.

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@balmy pelican honestly no idea.

frosty dune
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I want to delete but it is not happening

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This thing comes

frosty dune
spice ruin
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Learn some patience!

frosty dune
spice ruin
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Eventually.

frosty dune
# spice ruin Eventually.

And yeah one more thing
When i try to delete it from C folder it says launcher is running on another program when there is nothing running any thing other

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I mean C drive

spice ruin
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It's probably running as a service or sitting in your system tray.

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tasklist / taskkill

cloud aurora
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hi i have made a niagara ribbon (purple) come out of my gun when i shoot it but it does not go far at all, i was wondering why this could be because i have its end point be where the line trace ends, the line trace hits the wall, this purple line does not. ty πŸ™‚

drowsy snow
west jewel
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I am trying to use procedural foliage volumes in a map that is made of of 16 levels. I do not seem to have a "landscape" per say so no foliage gets painted. It does get painted on my roads because that seems to be static meshes. How would I get procedural foliage to work on such a map - I have never had a map with no landscape (only landscapestreamingproxies)

floral girder
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The root doesnt turn

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The feet do

drowsy snow
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Just add a boolean input for the function.

plush yew
plush yew
drowsy snow
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Though Epic launcher usually don't need to be run as admin

plush yew
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Africa had some snow not too long ago

drowsy snow
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Remind me why do I press the magic button again?

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Yeah, that's as disgusting as unintentionally seeing shit pic while eating

misty field
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Does anyone know why my cursor input randomly clicks through a 3d widget combobox, it works fine on the buttons. "Back" and "Apply" both work

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If I blow up the window to 4k then suddenly I can click the comboboxes but not in 1080p

oak patio
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Click the plus on the inputs section of the function, i reccomend doing a course on the editor basics

wet briar
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If I have a ton of unused assets in the content browser, and I package my project, will those affect the size of the packaged project?

tender ember
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Hello. I connected my texture and mixed it with macrovariation setup but I don't see any visible changes to tiling.

fallow ferry
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you need to change tile size of your UV's

tender ember
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I did that and this size suits my needs. that's not the problem

fallow ferry
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your macro variation is happening in each tile

tender ember
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hmm lemme try

fallow ferry
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here is an example

tender ember
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just bigger tiles

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here's my Layer Blend details

woeful haven
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guys, when i duplicate my ai enemy they both shoot at the same time, whats the proper way for duplicating ai bp?

marsh glacier
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Hello guys I have a question. So I want to make some UI for my game. Most people make there UI on Adobe Photoshop but I dont have that. Do you guys know some free apps?

woeful haven
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@marsh glacier windows in build paint 3d

marsh glacier
shrewd pewter
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Anyone know why my viewport is on the piss?

ornate bobcat
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Has the swag already come to anyone?

stone stump
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hey guys any mixamo users here?

pallid olive
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hi guys does someone knows if you can make your 2d tilemap a static mesh?

woeful haven
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@stone stumpme

stone stump
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i had this issue with the site it was not downloading the character i uploaded now its fine, thx for replying

gilded lichen
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Is there a way to solve this shadow issue?

woeful haven
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@gilded lichen build lights?

gilded lichen
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I cant, it causes my engine to crash so I've had to set the lighting to moveable

bleak zodiac
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check your far cascade shadow count

random forum
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Anyone have any clue as to why all my "Browse to Asset in Content Browser" buttons are not working anymore?? I've been troubleshooting this for an hour and nothing is working.

bleak zodiac
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try "Ctrl" + "B" in content browser

random forum
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Does nothing.

left marsh
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ok so how do I reextract the sprites from an image and overwrite the original ones generated previously so this doesn't happen?

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I'm supposed to know the sprite's original size from aseprite and use that to make the sprite extraction from a grid instead of auto, but I previously did it on auto

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someone please help

drowsy snow
short obsidian
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hey i have a question,
I was thinking about making space game and i was wondering what should i go for.
Im good at art so 3d,2d all that stuff, but im bad with programming. And im thinking should i try to make first game as 3D or 2D? i expect that 2d game will be easier to make but if i want to make 2d should i stick with UE or should i jump to unity?

drowsy snow
short obsidian
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umm i never said i want to make elite or no mans sky

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i want to make horror space game

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think like darkwood

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but in space

drowsy snow
short obsidian
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no problemo

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so, should i go for unreal engine still if it suppouse to be 2d? or should i go for unity?

drowsy snow
left marsh
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ok I tried editing manually the source region of the sprite so it takes up higher space in the original image texture, but it still looks like it floats in the air

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how am I supposed to make the sprite get grounded in the actual ground?

steady depot
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Hi everyone!

Is it possible to have multiple sphere mask in a single material, but have separate controls for the radius and hardness independent of each other?

lapis ore
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Unrelated question: Is it possible for a Dynamic Material Instance to us lightmaps?

soft crystal
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Quick question. When I got a convex mesh (Normals facing inwards), do I need to manually place collision objects in it? Auto convex collision just creates trash.

fierce tulip
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^ that is considered concave because you can get in

soft crystal
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Oh true. Thx for correction. Any idea of how to auto generate them?

fierce tulip
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cant really, either create a custom collision, or if its super-low poly, set collisions to use complex as simple

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depending on polygons, generally the latter is more expensive

soft crystal
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Okay. Probably will just manually placing the collision boxes. It's not high poly.

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104 triangles

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Ah yeah Use Complex as Simple also works just fine. Thanks again @fierce tulip .

fierce tulip
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np :)

steady depot
flint dagger
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Oh snap, I see you've already done that XD

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I am sleepy.

soft crystal
patent wren
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anyone else having trouble with the latest nvidia driver for the RTX 2080? As soon as I click on anything in Unreal it just locks up so I cannot do anything... everything else I have open works fine

thick loom
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Was thinking of posting, but also wasn't sure if anyone wanted spoilers on what the swag is

drowsy snow
thick loom
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I should note, another member of my household did not get their swag yet

drowsy snow
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Well, guess it's only for US and Canada inhabitant

thick loom
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Maybe. I'm in the US

drowsy snow
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Yeah, lucky you.

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Anyone outside US or Canada might as well forget about it

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The grief of living outside US/Canada as always smfh

thick loom
# drowsy snow Yeah, lucky you.

Seeing the contents of the swag, I have a conspiracy theory for the delay. Marking the contents in spoiler tag: ||Some of the swag is UE5 related, making me think they delayed the swag for the launch||

lapis ore
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Is there a way to force an actor to use lightmaps, even if it gets moved by a blueprint?

true ridge
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Is there any negative to using the object reference version of OpenLevel as opposed to the name version?

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I've been using the name version, but I've had one or two instances of level renaming breaking OpenLevel and not realizing until later. Using the object reference version would seem to solve that.

drowsy snow
thick loom
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Oh I wasn't aware of that

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That does shoot down my theory

drowsy snow
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I swear to God (that's capital G), if they only send it to the US/Canada or major western European countries, I'd be pissed as hell.

From what I know there is no fine print on regions that they can't send the thing from.

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Not even in their e-mails nor the forms do they mention only countries listed are eligible.

At least give me a damn tracking number, as it'd be int'l shipping

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But even in this point I consider it a lost cause already.

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<rant over>

ornate nymph
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Morning all!!! total noob here, been mincing around with EU4/5for a month or so now. anyone know how many CPU threads UE uses out of the box? if its less that 12 is there a config file I can change to represent my system?

urban basin
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the plug in tab dissaprread HALP

urban basin
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fixed it xd

urban basin
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so how do i export import materials and assets across my projects uassets files

late field
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Hi folks ! I’m 3D generalist from Ukraine and have been doing graphic design for about 3-4 years. I have good knowledge of unreal and blueprints, I also love hardsurf modeling in CAD or Blender. I'm very interested in automotive and aerospace rendering, but I can't find any information or tutorials on the subject of car rendering, only that seems a little different to me. Has anyone seen any hardsurf or spaceship tutorials in UE 4 or 5? All the best ✌️

fierce tulip
amber shuttle
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how to stop preloading textures at standalone/shipped

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takes about 5min to start the game..

lilac cipher
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Hi
I use dozen meshes from bought assets with my project. But when I migrate it from original asset I get a lot of folders and make a mess. Is any way or plugin that can make order eg create a folder named like mesh, inside make folders textures, materials and move files inside the folders?

fierce tulip
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not afaik, as it would also have to make, fix, and clean redirectors.

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what I sometimes do is export it to an empty project, create a decent folder structure, move everything around, clean up redirectors, and then move it to its final destination. but yea, costs time.

lilac cipher
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I'm doing the same. But it is a lot of work. I'm looking for automated solution πŸ™‚

fierce tulip
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sadly, none as far as I know.

tame marsh
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It seems like every developer has their own way of packaging it

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And lots have good intentions making sure their plugins are awell packaged with all dependencies included but that often ends up with me having five different SK_Mannequins and corresponding skeletons in my project lol

woeful haven
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what would be the cause of everything playing in the editor but not in the shipped game? like dead function works fine in editor but it's absent in shipped game!

lament sonnet
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is their a way to increase animation height without touching the skeleton

ancient rock
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i have a mesh i have convert it into actor and i want to export it with textures

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how textures can be exported with u asset file

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any one

fierce tulip
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afaik cant, really.
Would need to export them separately

ancient rock
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oh but there are like many textures \

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and they all are conected from diff folders

frozen stratus
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Is there a way to remove blooming affecting reflections while keeping it on light sources?

left sphinx
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Is there a way to change a keyboard shortcut (ctrl _ Shift_ ,) into a button press in a widget

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Sorry for the bad pic but that's where I want it to be haha πŸ˜‚

ancient rock
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how to export uasset file with materials and textures ?

fierce tulip
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I just told you, you cant

ancient rock
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so i have made a level and i want to export the specific part with textures and materials just to give to other artist how to do that

fierce tulip
#

either use version control, or create a content folder somewhere, and migrate the assets to that folder. (folder needs to be named "content") zip it up, send to artist.
but really, look into setting up version control.

tender ember
#

Hello. I'm trying to achieve texture variation but although everything looks fine there's no macrovariation at all. I'm following a lesson and I don't understand why it's not working.

fierce tulip
#

instead of blending two textures together, all you are doing is multiplying a near-white combination of math. iow, no variation

tender ember
fierce tulip
#

he's probably lerping between two materials or so. because ^ that, doesnt do anything besides slightly darkening a few pixels

tender ember
fierce tulip
#

no, that is not the problem.

tender ember
#

so I should replace all the multiply nodes with lerps?

fierce tulip
#

no...
you basically use those noise textures to lerp between two textures/math to blend between them to create more variation.
I'd suggest to either post the teachers setup, or re-evaluate what he did.

tender ember
#

here's what the teacher has

#

as you can see everything is the same

fierce tulip
#

that literally only darkens/lightens some parts of the texture. nothing more.

#

it even oversaturates them

tender ember
#

you see those splotches of different color

fierce tulip
#

waste of texture-fetches, but yea that is basically all it does. and poorly.

autumn flame
#

So creating a "macro" variation by tinting the texture?

fierce tulip
#

thats also not something i'd call texture variation

tender ember
#

well this is one of the methods and before I go on with the course I wanna understand why it doesn't work I do everything as he says

#

here's what I get

#

no color variation

autumn flame
#

He probs scaled the mask up and tinted over the smaller textures like that

fierce tulip
#

yea. regardless its a very bad approach imho

#

and since there is no clamp/saturation being used, its being oversaturated.

rain basin
#

Hey guys, just joined and was wondering where I could get some assistance with ChunkDownloader Patching.

fierce tulip
#

anyways, the "adds" are overkill, but besides changing the X/Y of your texture-coordinates to increase or decrease the noise to add a bit more contrast, you wont get much better results.

tender ember
#

I set ''adds'' to 0 and it darkened everything but still no color variation

fierce tulip
#

there is no color variation, only contrast variation

tender ember
autumn flame
#

Multiplying something by white aka 1,0 does nothing, while it being darker darkens it

fierce tulip
#

change the values in the noise texture's "texture coordinate node" to lower values

autumn flame
#

So that's how the effect is achieved

#

You combine that with bigger mask compared to the normal texture one and tada

autumn flame
#

No

#

UV of the "noise"

tender ember
#

ok I'll experiment with those I think I kinda start to see some results not sure tho

fierce tulip
#

please do tell me this is an online course thing, and not an actual teacher at a college or uni.

#

because if it is an actual teacher, tell him texture bombing is a thing :p

autumn flame
#

So the pits of hell

tender ember
#

I've also seen this technique a million times on Youtube from different guys

fierce tulip
#

doesnt mean its good though, and udemy really is a hit or miss, with mainly misses.

tender ember
#

and I know that this just covers the tiling and not gets rif of it

autumn flame
#

I've seen on YT a loading screen by just adding a delay, lol

tender ember
#

yeah I didn't like udemy stuff either but it's the only thing I can afford atm

autumn flame
#

Coulda bought brushify and looked into its shader code

fierce tulip
tender ember
#

I'm just trying to learn the fundamentals of landscape materials and then to understand auto-landscape materials. I tried Ben Cloward but didn't work for me either although he's clearly a master

fierce tulip
#

and under "topics" tick materials

autumn flame
#

You can tick materials!^?!

tender ember
fierce tulip
tender ember
#

tick what sorry?

autumn flame
#

When dark mode

tender ember
#

Can't seem to find what you mean

fierce tulip
#

doesnt it say "materials" with a tickbox next to it right there?

tender ember
#

yeah I ticked that one but I see a bunch of courses should I pick some of them?

#

sorry I just went through so many courses and videos so I don't one waste time on another ''wrong'' one

fierce tulip
#

there are some better material-learning tuts there yea. that one from udemy seems outdated or made by someone who... barely knows what they are doing.

tender ember
#

I wanna find a comprehensive beginner course for a complete landscape material creation and explanation of every node that we use

tender ember
fierce tulip
#

good luck!

clear bronze
#

Does anyone know why my raytracing keeps staying on after I turned it off in the settings

#

I deleted the config folder, and restarted the engine but it still keeps happening

#

with lights off

unique kraken
#

anyone can tell me how i can show bones while playing in viewport

#

i know there is the debug ShowDebug Bones but its not showing me the bones

bleak zodiac
#

developer > bones

unique kraken
#

elaborate pls

random summit
#

Anyone know how to setup a decal where the normals are masked separately from the base color?

fickle talon
#

has anyone been able to get steam online subsystem to work with 4.27?

#

how did you get this to work? i'm using advanced sessions and i have done everything i can think of to get steam online subsystem to connect in 4.27, with no luck

leaden hawk
#

Retargeted my model & animations from the default model to the Metahuman. my game is now running in slow motion. what could have caused this?

plush yew
#

hey peeps

leaden hawk
#

global time dilation set to 1.0x...everything still in slow motion...?

upper maple
#

Hey guys, so I have a C++ character class and I have a capsule component that is a child of the capsule component the character class gives us by default. The reason for this is that I want to use a delegate in the class for on component hit. I have all stuff in the class and I noticed if I set physics to true for the component, my event hit gets triggered fine. When I disable physics since I don't want the comp rolling around everywhere (just follow the player as usual), it doesn't trigger it anymore. Any clue how to resolve this? I suspect it's an issue with the rootcomponent overriding collision presets or something but I am not well versed enough to truly know

umbral badge
#

I have one question: I have systems that are updated over time when they are active and saved when I close the game. That works fine. I want to leave the area and stream them out, but they should be progressed further when I return.
Is there an efficient way to do it because saving the state when I leave the area I have already implemented?
I only ask for a small description to do this efficient in Unreal before I start implementing an inefficient way. Thanks.

oak patio
#

?

bleak zodiac
#

😊

feral drum
#

Hey there I'm making a project myself and I would this type of navigation system

#

Where the lines are showing you the wayb

#

Does anyone here know how to do that??

oak patio
#

that looks like some variation of A*

feral drum
#

Do you know how I could start in creating it

#

?

spice ruin
#

I mean, the video you linked seems to literally be a tutorial video.

#

Maybe?

pure verge
#

Question, have you ever used timecode to sync the body and face data in sequencer?

proper stump
#

Hey, looking for an easy way to handle lighting in the white blocking stage... working on a house, a few rooms, i dont want to start placing lights.. is there a quick lighting fix?

grim violet
clear tinsel
#

any useful free plugins you would recon?

umbral badge
# oak patio Like the inactivity resource gathering thing in mobile games

Not like in mobile games. More like Plant growth or Marketplace refill after some time in Open World Games or that Mission System of Assassin Creed.
It only runs while you are playing the game, but I want to update every process that has this on the map or can not while I am in another level/area/map.
I currently can only save the states while I unload these. When the area loads, it progresses. In the end, it is multi map/open-world orientated.
I am happy with many things, even when it is, for example, a teachable course or a marketplace asset.

oak patio
umbral badge
oak patio
#

why are you ticking 100 objects?

untold yacht
#

hey guys question for a newbie, what dose the "launch" option do ?

oak patio
#

even for shops there is no reason to do that

umbral badge
oak patio
#

ok just track time passed in the gameinstance

#

then do some maths to figure how many times x would have happened

umbral badge
maiden swift
#

can anyone think of why "enabled" prints but "pressed" does not? its the exact same setup I have in another blueprint which works but for some reason its not registering the input when I press it

#

and I know the key is correct because when I press it to open doors, it still works

clear bronze
#

So I turned raytracing off everywhere, redid the entire lighting, and it still seems like it's on

#

there is this bloomish haze everywhere, if anyone knows any fixes for this, ping me please

quartz ore
austere parcel
#

How can you see the Y value of an EXR doc?

#

without doing the sum everytime?

clear bronze
clear bronze
#

The final render doesn't look bad at all, but the bloomish effect is still there

quartz ore
austere parcel
#

looks like u has a point light by the window

clear bronze
#

Yee there is a point light there, still working on it

clear bronze
austere parcel
#

it looks like the source of your problem

#

remove that light and see

quartz ore
clear bronze
#

If you see the rotation thingie, even that casts the shadow

clear bronze
austere parcel
#

remova da pointa lighta

clear bronze
#

Lemme grab a better example

clear bronze
quartz ore
austere parcel
#

the blue is coming from them window

#

its bouncing blue over your scene

#

hence i said throw out the point light

clear bronze
clear bronze
#

and raytracing like reflections everywhere

austere parcel
#

so not the color blue? Just the bloom?

clear bronze
#

even being cast from the rotation sphere

clear bronze
#

sorry for the missunderstanding

austere parcel
#

oh, just remove it in PP

clear bronze
#

I have a better example

quartz ore
clear bronze
#

This is the scene I rendered couple of days ago

#

this is how it looks like now in engine

austere parcel
#

Try this. Remove Bloom from PP and disable volumetric fog, then nothing can bloom

quartz ore
#

That's why he's thinking it may be RT.

austere parcel
#

this sounds like black magic

clear bronze
#

Yeah It popped up after RT, luckly it doesn't affect my actual job/work, it's only for my personal stuff

#

but it's bothering me like crazy

quartz ore
#

And it's UE4 so it's not like you accidentally set up Lumen lol.

clear bronze
#

This is again fog and bloom off, and there is this crazy reflection

austere parcel
clear bronze
#

Yeah the bloom is gone, but it was never this crazy even with the fog on

quartz ore
#

The gizmo is all wacked out, though, it's super bright and casting reflections into the scene.

austere parcel
#

concurred

#

select nothing πŸ˜„

clear bronze
austere parcel
#

press G

#

its weird that RT would light according to gizmos

clear bronze
#

Yeah if I turn it off it's not there

clear bronze
#

I'm waiting for the fix to be the dumbest thing ever haha

austere parcel
#

but if u hide the gizmo... is that yellow still there

#

just coming out of the abyss

clear bronze
#

Nope it's gone

#

when gizmo is on, it casts that wacky reflection

#

I'll have a look in a moment, I'm pretty sure I tried that as well but I'll give it another go

#

I had it on, but it wasn't that

#

And it seems like it's only in engine, since the final render looks fine

leaden hawk
#

Can you set custom time dilation for specific actor or skeleton?

#

Like 1 character matrix mode. And the other normal speed and gravity

obtuse beacon
#

whatup people. Not sure the difference between 4 and 5 but I am new and need help setting up for the quest 2 with unreal 5 and android sdk is giving me issues. Any help?

obtuse beacon
grim ore
#

did you try #mobile ? besides that tho, whats the issue

ancient rock
#

help plz ue 4

grim ore
#

whats the problem?

mystic vigil
#

Hi! I have been doing work with car models using the variant manager. I was wondering, for an actual game what woudl be a better implementation than a variatn manager

#

wondering what people usually use to "configure a character"

#

that is resource efficent

soft crystal
#

Do you also get that UE4 Bug from times to times, where context menus immediately close upon opening them? I need to restart the entire editor when that happens.

fluid lance
drowsy snow
soft crystal
#

Thanks for replying. Seems like it's a known issue then.

#

Will do

lament star
#

what's the difference between a LinearColor curver and a VectorCurve?

fluid lance
peak gazelle
#

Hello

soft crystal
alpine fractal
#

hey guys , need some help on unreal engine, are someone able to a little help?
LogNet: Error: UEngine::BroadcastNetworkFailure: FailureType = ConnectionTimeout, ErrorString = UNetConnection::Tick: Connection TIMED OUT. Closing connection.. Elapsed: 60.00, Real: 60.04, Good: 60.04, DriverTime: 58463.86, Threshold: 60.00, [UNetConnection] RemoteAddr: 76561198816924363:57779, Name: SteamNetConnection_2145722775, Driver: GameNetDriver SteamNetDriver_2147472446, IsServer: YES, PC: NULL, Owner: NULL, UniqueId: Steam:[unknown] [0x1100001330F92CB], Driver = GameNetDriver SteamNetDriver_2147472446 @here

soft crystal
alpine fractal
soft crystal
#

@alpine fractal No need to apologize (: It's not enabled here anyway.

#

@alpine fractal Sorry mate I'm just a beginner myself and probably can't you help any further, but I can read log messages and stack traces and this looks like to me that UE is trying to do a broadcast to something and thats not responding.

fierce tulip
#

@alpine fractal at-here-ing, and offering payment is frowned upon, i'd suggest to read the #rules and please try to be a little more considerate :)

alpine fractal
obsidian wadi
#

Why are all of these disabled?

astral walrus
#

does anybody know how to record a gameplay in unreal engine with audio and trigger blueprints included

jade hawk
#

I was having troubles packing after installing both VS19 and VS22 at the same time. I removed 2022 and just had 19, but it was still having issues. It would not let me access even the Android menu to look at settings. I tried a repair on VS and it throw an error while trying to repair UnrealEngineV1.

Package β€˜UnrealEngineV1,version=1.0.2’ failed to repair.

After looking around at the VS help it said to remove the following folder. C:\ProgramData\Microsoft\VisualStudio\Packages\UnrealEngineV1,version=1.0.2\packages\UnrealEngineV1
https://developercommunity.visualstudio.com/t/couldnt-install-unrealenginev1-1/1478843

So I removed this folder and ran repair again. During this repair it hung a bit longer than normal than kicked out the same error. I went to go back into my project to see if at least the settings were accessible again found out that VS during the repair had removed Epic Game Launcher, along with all my engine versions. Has anyone else ever encountered this type of thing before. Not exactly sure where I went wrong here or why all my engine versions are now gone. I checked file location and it's not just a case of needing to relink them to launcher, they are gone form the drive.

mint umbra
#

Hmm, I can't find stat.uobject in UE5 console, has it been changed or am I typing it wrong? πŸ˜†

upper maple
#

Got a quick question, how often are looping timelines in BPs called? Every tick? Second? Trying to impl a feature in C++ but not sure best approach (not using a fCurve since I'm stopping on a func call)

#

From what I've read C++ tick is a whole lot more efficient than blueprint tick so not sure if it's best practice to use tick for what are originally used as looping timelines in blueprints

oak patio
#

you gotta monitor delta time every second to be able to do one

#

so its gotta be tick based

upper maple
#

Gotcha, was just a bit apprehensive since I'm essentially checking if my player should continue wall running but seems to be the best method

tardy basin
#

guys

#

how can i set the parent class of existing actors

#

i have a pickupParent blueprint and I want it to become a child of a decoParent blueprint

#

without redoing the actors entirely

oak patio
#

You cant

#

Not in bp afaik

toxic lily
#

Question, when i export my game i keep getting this error but im not entirely sure how to fix it, i have never messed with this array value, as far as im aware, but im not even sure how to edit it anyway,

#

(top weapons stored is what its referencing)

drowsy snow
#

Does anyone else encounter issue where volumetric cloud would make the sky light/reflection blindingly red in UE4.27 in desktop Vulkan? This doesn't happen when I hide the VC away, nor does it happen in either DX11 or DX12.

#

Even with low exposure things looked like hell

obtuse beacon
#

Is it usual that you have to wait a half hour to open a project? Every time I open one it gets stuck on initializing 39 percent for a long time

drowsy snow
obtuse beacon
worldly lynx
#

does anyone know a good environment pack inside the epic marketplace for hack and slash game? I want to buy a good pack

#

price is not important , just I want it big enough for demo

plush yew
#

I cant make my doors work any help?

#

can someone make template of their door so i can look the bp

#

And see whats wrong in mine door

minor badge
#

anyone know how to package to linux version on window PC?

minor badge
#

thanks, let's try

obsidian wadi
#

Hi!

#

I currently have this landscape ^

#

It's massive, but obviously the problem is

#

there is only 1 material in it

#

how do I change this

#

How do I make this landscape more realistic?

harsh saddle
#

help, I tried to animate this in blender and imported it per FBX file into Unreal. Why did it import so many animation things? wich one is the one to use?

tranquil pumice
#

So I bought asset pack from synthy store and... I have a little problem with materials.
When I use their materials on simple shapes, then it is just a pallete of random stuff. Is there a way to specify which thing I want from those materials and textures?

modest trench
#

that's a texture atlas designed for meshes with UVs that are handmade to use them

#

I assume

tranquil pumice
#

so there is no way to use them on meshes other than those made by synthy?

modest trench
#

your best bet is checking their documentation etc

#

they probably show how they set it up

#

or even just the static meshes they provide

#

you could definitely use this, just might take some workarounds on your part

bleak zodiac
#

i like static mesh, best friend to level blockout πŸ‘πŸ»

plush yew
#

Does the pawn blueprint

ancient rock
#

how to load autosave in unreal engine

blissful trail
#

so i was bored

unique kraken
#

anyone here willing to help me out with some math?

#

well did a few times soo~ but sure

#

bone space on mesh to map texture

#

so, my thought, bone- absolut world pos in mat = done

#

but apperently doesnt work like that im guessing bcs depending on the rotation, it changes what of both is further away

#

any ideas?

#

im well aware of decals, decals are not what i want to use, i specifically need this to work

arctic depot
#

Is it possible to fix weird (zeroed) livelink bone scale?

flat spear
#

I need some insight on how to solve this, i have been toying around with custom depth and everything to get the sprites to always render in front because unreal has no render order system for god knows what reason.
How would i get the prompts (paper sprite components) to always be rendered in front??

#

custom depth's limitation of not being able to use scene color is frustrating.

drowsy snow
# unique kraken bone space on mesh to map texture

Unfortunately it goes as far as the object/mesh as a whole, not affected by bone space.

Though I recall this article talking about wound, but even myself still lost on where the hell does he do the transformation on
https://www.tomlooman.com/unreal-engine-render-character-wounds/

Earlier this week I tweeted about hit-masking characters to show dynamic blood and wounds. Today I’d like to talk a little about the effect and how it came to be. I’ll talk a little bit...

unique kraken
#

hmmm

drowsy snow
plush yew
drowsy snow
plush yew
drowsy snow
plush yew
#

character creation i want to do

meager badger
#

good evening

#

i have a little issue where i don't know how to lock the position of my left motion controller in VR after grabbing an object with two hands

#

the idea is that i want to hold a Cue Stick for (billard/pool game) and then make the Cue go in it's forward vector (Arrow direction)

drowsy snow
#

No.

#

Certainly not here - we're just developers using Unreal Engine and doing our own things.

meager badger
#

So anyone has an answer to my question?

drowsy snow
meager badger
#

thanks man

drowsy pulsar
#

noob question here. Is there a way to click/drag the Transforms in the Details pane like a slider similar to Maya? Or can you only manually enter values there?

drowsy snow
drowsy pulsar
#

Oh, I see. I'm actually in the Control Rig editor and I guess it's not enabled there. In the regular editor I see the little arrows that allows that. I guess you can't in the control editor

storm radish
#

It can do normal assets for static actors, skeleton rigs, lights, cameras, blendshapes and timecode.....

https://youtu.be/5iTbnk5Zmak
https://youtu.be/gPnGbtAWAl0

Stream data from Maya to Unreal in real-time with Autodesk new Unreal Live Link plug-in for Maya.

The Unreal Live Link plug-in makes it possible to stream object, lights, camera, animation and timecode data from Maya to Unreal in real time. And is the result of a close collaboration between the Maya development team at Autodesk and the Unreal t...

β–Ά Play video

The Unreal Live Link plug-in makes it possible to stream object, lights, camera, animation and timecode data from Maya to Unreal in real time.

This video is Part 2 of 2 videos explaining the basics of using the plugin to stream data between Maya and Unreal. In this video we will cover the following topics

  • Initial Setup
  • Establish a Live Con...
β–Ά Play video
unborn dew
#

how would i something like this

oak patio
#

Rotate the gun mesh 360 degrees over time

plush yew
#

anybody know what this node is and what to search up so I can put it in my graph

#

?

desert verge
plush yew
#

its not actually in my graph

#

its a screenshot

thick herald
unborn dew
drowsy snow
sturdy thunder
#

ty

oak patio
unborn dew
soft crystal
#

I'm trying to lower a landscape with the sculpt tool, but it doesn't seem to work. According to the tooltip pressing CTRL+SHIFT+Left Mouse Btn should lower it, but it still just raises it for me. Any idea why that is?

modest cloud
#

I'm using 4.27 with the SkyLight set to real time capture but I'm getting a lighting pop about halfway through the animation. Is there a way to not have it do this?

cinder bloom
#

guys Δ± tryied package but Δ± got this error pls hlp

fiery flax
#

Hi

My texture's transparent parts aren't transparent, does anyone know how to fix this?

flint dagger
sage coral
#

Does anyone know if its possible to take the UTCnow node and have it use the hours, minutes, and seconds nodes to make a real 24 hour day/night cycle.

soft crystal
#

Figured it out. I apparently need to wiggle my mouse cursor around to lower the terrain. If I leave the cursor in place, it just raises it. Weird mechanic.

#

I'm probably better off. Creating the initial height map with a different program.

soft crystal
#

I feel like there is a lot missing there.

soft crystal
# fiery flax

Does your texture have an alpha channel? If so you need to utilize the Alpha channel in your texture sample.

dawn gull
#

I am procedurally generating planets in my world, I've gotten lighting to look decent on the side of the planet that is in front of the light source but the back of the planet and literally anywhere with a little bit of shadow is completely pitch black. I have a directional light and a sky light, both with default settings. How do I make the lighting not so harsh? Can I decrease the amount of shadows that there can be in general?

flint dagger
# fiery flax

You want the alpha plugged into Opacity (the A off the Texture Sample. Assuming you do have an Alpha channel in your texture like @soft crystal suggested), and in the details panel of your material set the Blend Mode to translucent or masked. Masked is less expensive but will give you a sharp fall off/hard edge.

soft crystal
#

Ah just found out, that the landscape edit Layer setting Alpha to negative also works for lowering terrain.

orchid scarab
#

Trying to download the Medieval Game Environment that was made with UE 4.26 and Quixel. And its showing unavailable on the the Epic Games Launcher. It's taken down?

soft crystal
#

Is it actually possible to have multiple levels loaded at the same time? Or do I need to place all actors in the same level in order to interact with them.

#

Wanted to have an interior level and an exterior level to control a camera from the interior level which is placed in the exterior level .

bleak zodiac
# fiery flax

if possible also visit learn.unreal to understand the material editor

knotty inlet
#

Has anyone ever encounter the error "Attempt to use a deleted constructor"? I am trying to get the LODRenderData from SkeletalMesh but it gives me this compile error

desert verge
#

Can you open the mesh?

#

that might indicate the issue

knotty inlet
#

this i use actor->getskeltalmeshcomponent() and get its pointer

#

and then i try to get its buffer by skeletalmesh->getskinweightedbuffer(0)

#

i am only wanting to get all its vertex by using the getskinnedvertexposition function

copper coyote
#

Hi here, I'm working on my first unreal project.
Where do you guys put your SoundMix class volume initialization on startup ? I added my volumes variables to the GameUserSettings class (not sure if it's good practice though), but now I'm not sure if I should override ApplySettings to init the soundmix volumes in C++ (is it too early in engine initialization ? and I don't like hard-codding asset path in C++) or is there some blueprint running on startup that would be better ?

soft crystal
#

Trying to recreate that really grainy look from the camera on the game "Iron Lung". It starts to look like it (:

lament sonnet
#

how can i export these grey bone on blender?

#

it only exporting the current white bone not the grey one

light thunder
#

this structure appears twice when searching for it in variable details - what are these two different symbols?

left marsh
#

ok so quick question: I'm using the iggy and scorch flamethrower effect here from Paragon, but it looks like this crappy from this view emitting from there, how the hell do I make this not look this crappy, like, actually looking like it shoots the tons of flames it's supposed to shoot?

#

it looks nearly invisible, that is

#

it's supposed to look like this in around the same perspective

#

it might have something to do with how the material is done, right?

oak patio
drowsy snow
fierce tulip
lament sonnet
#

what is this ball name ?

#

ball is bone?

#

where i can find the guide no one on youtube or any tutorial advance setup

#

crazy name convection cant even find docs and those bone

drowsy snow
#

Don't ask why, just deal with it :P

lament sonnet
#

where i can find reference skeleton with that name?

drowsy snow
#

Yes, even though ball bones is a toe and not, well...

lament sonnet
#

but what about root bone

#

i still get stuck their as well

#

ik rootl ik rootr

#

their only 1 root on center

drowsy snow
#

Personally I don't bother with IK bones. They're useless in my practical cases as I use Control Rig now.

lament sonnet
#

i am modding i need to be more specific with them

drowsy snow
#

Also I added extra bones for weapons in gameplay

lament sonnet
#

so far trouble with this animation on some game

odd wyvern
#

are there any alternative ways to draw lines on the screen for widgets? what I'm doing calls for a curved line and making each line in photoshop/xd would be a huge pain

woeful haven
#

guys its hearth breaking ! a good project that play perfectly in viewport, is missing a bunch of stuff on phone, i mean when does this fight ends ? any thoughts

drowsy snow
woeful haven
#

@drowsy snow it's typical to get phone package problems?

#

@drowsy snowhow does this big guys do it? like pub g and stuf?

drowsy snow
oak patio
woeful haven
#

@oak patio basic guide, I've packaged my game regularly but suddenly certain events quit working, and then certain levels glitches, you don't have any problems ?

oak patio
#

i dont do mobile games

drowsy snow
#

hashtag #PCandConsoleMasterRace

light vigil
#

What does the Installed flag do in a .uplugin ?

desert verge
midnight bolt
#

can you map "mouse left click/select" functionality of unreal to a key in the editor?

plush yew
#

Hi everyone I am currently making the transition from UE 4.25 to UE 4.27 until now every thing worked fine, but I would like to know if there is a way to bring the Custom Launch Profile over to the new version? So I don't have to push the entire Project at the next update. Or is there a different solution to make a patch after upgrading the engine version?

real heath
#

A few things can affect this.

  1. In your static mesh build properties (not the actor, the actual static mesh asset) make sure you tick "Use High Precision Tangent Basis"

  2. In your project settings change gbuffer format to "High Precision Normals"

#

try one at a time until it's good for you

plush yew
#

bro help i cant download unreal engine

#

since the plus mark is not colored

#

pls help fast

#

this is fucking annoying pls help

woeful haven
#

hi guys, deleted my game by mistake, how to use source control to get it back?

plush yew
#

Is it possible to install UE4 through the epic games launcher?

#

Or will it auto go to 5?

plush yew
autumn flame
woeful haven
#

@autumn flamecan you elaborate a little ?

autumn flame
#

git checkout <commithash>

green light
#

uv map I would expect

green light
autumn flame
#

There's git reset and git revert too

orchid heron
#

Getting a runtime error when getting a widget ref to check a button press boolean from an Event tick, no error when it's off of a branch, *when branch is not connected to a tick that is

#

Doesn't seem to affect game play........yet

daring schooner
#

Hey everyone! I’m hoping someone would be able to explain what is going on here after building the lighting? The path and the road are both lighting weird. They are made from splines. This is for a university project which is due next week. Any help is much appreciated 😊

urban basin
#

can you rescale 4k texture to 2k and 1k inside the engine

drowsy snow
urban basin
#

so if i shiped a pack only include the higher resulotion

#

oki

#

thank you

autumn flame
#

There's Max Resolution too

#

Which packaged the texture directly in that lower resolution

woeful haven
#

@autumn flame do i find git commit on the desktop version or in the online site?

autumn flame
#

Wherever your repo is stored

oblique pelican
#

so when I move folders elsewhere for organisation reasons it moves fine but then the old folder stays there and I can't delete it, it doesn't contain anything but its just annoying seeing it there any way to fix it?

drowsy snow
oblique pelican
#

I initially tried to delete it dunno if that messes with it

fierce tulip
#

that can mess things up significantly

#

always clean up redirectors.
the content browser has some filters that can show redirectors alongside other files, and only redirectors.

oblique pelican
#

oh well guess i'll not do that in the future then

kindred depot
#

i have an issue i can not figure out. maybe one of you 3ds gurus can help with. When i imported this mesh into unreal engine, i had it broken down in 5 parts. So the issue that is happening, when i export the model from unreal engine as FBX and import into 3ds max, it has the model as one mesh. Does anyone know how to separate it again to the way i had it?

drowsy snow
kindred depot
drowsy snow
#

Oooohh, I don't know about 3ds Max but at least in Blender skelmesh preserve split meshes.

kindred depot
#

yeah oh well. guess i will keep trying. the issue i am having is in substance painter its making 30+ texture sets, and I only need 5. I wanted to remap out the texture layers.

rugged fjord
#

Does anyone know how long a Lighting build can take?

edgy gulch
#

Does anyone know how to use third party libraries in c++ in unreal engine?

drowsy snow
drowsy snow
shadow surge
#

As a beginner with Unreal after I learn the basics of the UI and the API what should I learn next?

cedar wave
#

Make games. You'll learn as you go.

oak patio
#

Start simple imo

#

Short levels, basic concepts

#

Will introduce you to all of the aspects but on a smaller scale

shadow orchid
#

I have a really weird issue

#

I have some strong screen tearing

#

but it doesnt show up in videos

#

only during gameplay, but I cant record it if I record my screen

#

started happening today

#

doesnt happen in editor either

#

only happens in windowed full screen

tacit fern
#

Hi i am relatively new to unreal engine. I want to download assets from a server during runtime. What is the way for doing this in unreal engine.

oak patio
#

With a custom link to your server likely

#

What assets di you need to download at runtike

#

Runtime*

tacit fern
#

Character models

oak patio
#

Why not have them in the game

#

Is there a specific reasoj they must be downloaded at runtime

tacit fern
#

Also some maps

oak patio
#

Yeah this is gonna be difficult

tacit fern
#

Players first register their account in our website and choose their character as we have hundreds of different models we dont want to ship them during build

oak patio
#

You will need to write your own method of downloading the files, ajd the maps, and integrating them with the engine

late loom
#

is there anyway to render only one object from a scene to a transparent background??

oak patio
#

This sounds way more easily done with a charcter creator

tacit fern
#

Afaik in unity they do it with assetbundle is there an equivalent in unreal engine

oak patio
#

Ik i for one wouldnt wanna junp through these hoops to play a game

#

Bit again

#

Unless you find a magic plugin

#

You are gonna need to write this from scratch

tacit fern
#

Isnt this a common need for many games and still there is no system in place for that?

oak patio
#

No

#

I have never played a game that needs this

#

And ive played a lot of games

#

Again its a lot of hoops to jump through for an indie game

#

In fact even if you did have a character maker on the website, i would just use it to pass down the values to the game

#

Rather than an entire mesh and map

tacit fern
#

Basically what my team did was they shipped only gameplay logic and downloaded assets during runtime to keep the size small. Now they want to shift to unreal engine and want to do the same thing here. Thats y im looking for a way to implement that

oak patio
#

Ah

#

Well again youre gonna need to write the system from scratch

#

Unless you can find a way ti integrate then as individual packaged files

#

See if you can integrate the .pak files easily, but either way this seems like a complex system

#

And one that i do not have the qualifications to help with unfortunately

#

I hope there is some simple solution, but it isnt one i am aware of

tacit fern
#

Writing from scratch seems it takes some effort, I will spend some time looking for a plugin that does this. Hopefully i can find one.

oak patio
#

Again you may find better luck trying to integrate the packaged files, sort of like downloading dlc

#

Maybe start there

#

If you manage it like dlc it kay be easier but i have no clue how to do that in ue4

tacit fern
#

Okay thanks

oak patio
#

This may help

#

Although unsure

#

Yes it does seem you can chunk out the individual assets

tacit fern
#

Will definitely look into it

oak patio
#

Yeah the chunkdownloader section appears to be exactly what you need so a custom system wknt be necessary πŸ˜…

tacit fern
#

Although i didnt completely read it yet,
I have been searching about this issue for the past 10 hours. I guess i should talk with ppl more

#

Thanks again

oak patio
#

No problem :)

And good luck on your project

rugged fjord
#

But

#

It's still at 0%

fossil ridge
#

if anyone is experienced with ue4, particularly 2d design i need some tutoring and will pay

#

dm

oak patio
#

Just ask your questions here. Bonus is its free!

#

@fossil ridge

fossil ridge
oak patio
#

Ask bit by bit

#

Learn with the courses

#

Come here when you get stuck :)

#

This isnt really the channel for fi dign tutors, you can post on the job board but you have every chance if finding someone that also doesnt know what theyre doing that well

fossil ridge
# oak patio This isnt really the channel for fi dign tutors, you can post on the job board b...

I am basically creating a rip-off of a game called Big Head Football for a college assignment. I have got features such as the character sprites, background, timer and stuff done but i need the following:

  • Scoreboard
  • Football (that has physics which reacts to the character)
  • Kicking mechanic
  • Kick offs after a goal
  • Sound effects such as: crowd chanting, full time whistles, background music
  • Main menu
  • Mute music/SFX
#

its my first actual

#

project in ue4

oak patio
#

Break them down into small parts

#

If you are paying someone to give you the specific answers anyway thej that could be viewed as academic fraud

#

Muting music and sfx ik there are guudes on

#

Same with a main menu

#

Just learn the smaller parts

fossil ridge
#

im not wanting anyone to make me the game

#

or do anything

#

just teach me how to do it

#

theres nothing wrong with that

oak patio
#

Learn basic umg and then you can make your menu

#

Well a lot of those resources there are available online already

fossil ridge
#

its just particular things which i cant really find on tutorials, such as making a 2d ball that can be kicked with space bar for example

#

i dont have any luck finding those

oak patio
#

Again theres probably guides on 2d physics, you just need to adapt it to your use case

#

If you can find out how ti apply impulses to a 2d object in general

#

Then you can do the same for your case by tweaking the numbers

#

A scoreboard just shows 2 numbers

#

Thats really basic umg

fossil ridge
#

i can find out the ui

#

im alright with that

#

its mainly just the gameplay mechanics

oak patio
#

Seems like a normal physics system to me

#

You just ignore y

late loom
#

If you are making 2d game its better to go with unity

oak patio
#

Theyve already got the groundwork done so no point

#

And its not mecessarily better

late loom
#

its way better

oak patio
#

Thats entirely opinion based

#

If they were asking the best way to approach a potential idea theb sure reccomending a different engine is good. But when they want to solve their problem, saying just switch engines doesnt solve anything

#

Cause then theyre in a different engine with even less idea of whats going on

fossil ridge
#

in college

#

we are doing unity next year

late loom
#

they should have gone from unity to UE4

oak patio
#

Why

#

They work in different ways it doesnt really matter

fossil ridge
#

id say ue4 is easier to learn

#

blueprints are easier

oak patio
#

Ue4 is certainly more veginner friendly

#

But both engines work differently so you cannot adopt 1 workflow for the other

#

The onky stuff that carries over is basic principles

fossil ridge
#

@oak patio

#

ive got this already

#

i just need a ball

#

which can be kicked

#

by the player

oak patio
#

Then look at the guide and apply the concept to the ball

fossil ridge
#

ive added a sphere, which when walked into it moves

#

but thats a 3d object

#

yeah but idk how to make it a mechanic

#

do i make the ball a sprite then

oak patio
#

When you kick the ball you need to apply an impulse that forces it away

fossil ridge
#

so basically, make it a sprite and toggle physics

oak patio
#

So slightly under and in the direction of the kick

fossil ridge
#

then

#

make a blueprint on my character

#

with space kicking the ball

oak patio
#

Yes

fossil ridge
#

ill give it a go

fossil ridge
#

someone showed me this

#

idk if thats right

oak patio
#

Does it work

#

Have you tried it

fossil ridge
#

no cos i didnt use a sprite

#

i was told to make a sphere

#

idfk

#

ima try it when im on

#

but idk if that bp goes into the sprite ball or the character

#

@oak patio

oak patio
#

Thats not making a sphere

#

Thats making a trace

#

In the shaoe of a sphere

#

Basically look up 3d ball ohysics

#

Then convert it to 2d

ebon condor
#

Hello

fierce tulip
#

hi

orchid heron
#

Trying to figure out if there is any way to see if there are more visemes that OVR looks for other than the morph targets that Melindatar uses in the ovr demo. There are about 24 morph targets with viseme names, curious if there are more that could be assigned to morph targets

lament sonnet
#

why i cannot able to select that skeleton

#

i exported that mesh from ue4 which used that bone and added animation

prisma dirge
#

Hey I have a question about live link for Maya to Unreal
Im encountering a problem where I import my mesh and control rig into UE, following that I set up LiveLink add the subjects and im able to get a livelink preview but the rig is connected. How can I troubleshoot this?

#

If anything I can supply screen captures or screenshots, or vc

plush yew
#

wowzer

kindred depot
#

substance painter to ue, do you need to do something new for the textures?

#

thats how its importing.

orchid heron
#

Do I need to worry about run time errors that don't affect my ability to package?

muted iron
bleak zodiac
kindred depot
plush yew
#

anyone know how to open this interface in game

prisma dirge
# kindred depot

Did you connect textures after the import and also how are your UV's set up?

kindred depot
prisma dirge
#

from Substance painter

kindred depot
#

thats what i thought, baking mesh maps from high poly rn

#

yeah for some reason its not working as expected

#

i set it up exactly the same.

thick herald
# plush yew

The clue is in the yellow text πŸ™‚ Press apostrophe.

drifting valley
#

Is Niagara in UE4 just as powerful as it is in UE5? or is it different?

drowsy snow
#

I'm inclined to think they're reproduceable to UE4 - automatic backporting won't be possible, had to be recreated by hand

lament sonnet
#

anyone know how to extract skeleton only not the mesh and physics

#

it only creating COPY and t3d file which are hopeless

drowsy snow
lament sonnet
#

i cannot able to export skeleton from ue4

drowsy snow
lament sonnet
#

how in the world u want me to export this ?

#

ue4 even getting hanging

#

i tried to export t3d very old plugin

#

is their no uassets converted into data ?

#

i tried the fmodel not allowed me and umodel deleted the bone after rename

#

i have the uassets file how do i get my data back from it?

#

manually export skeleton is not allowed on ue4 no idea then how do we manually take out our skeleton

#

@drowsy snow u should ask them to put fbx export button on skeleton as well

#

these are very outdated export i dont know why it even not updated on ue5 as well // t3d can never be extracted nor the COPY extension is still unknown on google search

plush yew
#

anyone know how to open this interface in game

plush yew
#

clearly didn't work

#

as I stated before

#

that's why I'm reposting my question in hopes to someone else knowing the answer

drowsy snow
#

FYI, apostrophe is '

#

` is backtick; ~ is tilde

drowsy snow
plush yew
#

I did

drowsy snow
#

The one to the left of Enter

lament sonnet
#

how do i add squence and animset name on ue4 animation?

pine remnant
#

i have a question

#

can i use unreal engine 4 assets without using the unreal engine 4 once i own the assets?

oak patio
#

like marketplace?

winter zenith
#

I'm trying to setup Proximity Voice Chat, the voice chat works but it's global and not proximity, what could I be doing wrong?

plush yew
#

lets say my widgets interface disappears on my screen where do I need to check to see the problem?

#

because im not too familiar with widgets and I didnt do that part in my project

#

we have to transmit a build of our progress and the guy that did it is away

#

this is what should appear on my screen

#

when I click play

#

idk why its not appearing anymore

light prairie
#

are you drawing/creating the widget on your client

plush yew
#

yes its all on unreal

#

I think he created it

light prairie
#

can i see how you're showing the widget to the player?

severe frigate
lapis beacon
#

Not sure if this is the right place, but does anyone have any ideas on why majority of (about 90%) UE4 games hard crash my PC requiring a restart while none UE4 games work fine?

plush yew
#

this is what i found

light prairie
#

is this singleplayer or multiplayer

plush yew
light prairie
#

and ah yeah

#

nvm

#

that's it lmao

#

it gets created and then immediately hidden

plush yew
#

why

light prairie
#

idk