#ue4-general
1 messages ยท Page 1170 of 1
what is the name of that widget then
this one
because if it's not being created at all, that's the issue
this is why I need to be solo
lmfao
fuck group projects
especially with edgy college kids
no offence to any college students here but the people im working with right now
let's just say they are not your typical people
really really weird individuals
should you store everything in the game mode?
for ue4
is that good for performance?
@drowsy snow how do i create animeset and squencename on animation? i cannot find any setting on ue4 is it ue3 setting ?
It's more on design decisions than performance
It won't matter much if it's a single player game, but it can make or break with multiplayer + networking
GUYS HELP
When I enter the vehicle and exit
It seems to be working fine
My third person character land on the box that I created
But if I enter and move the vehicle slightly then exit again
My character just teleported to other location nowhere near the box
The problem only occurs when I enter and move the vehicle
My character Bp
My ship Bp
how can i increase animation height inside animation setting i dont want to touch it ground
Hello. why when i import material function all node connections are lost?
material function needs to be saved(migrated) into the exact folder structure it was initially in, and if it relies on other custom material functions, the same goes for those.
I created it in my folder where I store materials
how can i add height on animation like this?
Ok thnx refer
guys, where in here can i restore my game
TravelFailure: InvalidURL, Reason for Failure: 'Invalid URL: /Game/EndlessRunner/LevelSelection'. Shutting down PIE.
how to solve that ...
it only happens on 1 level
@plush yew here?
What's your recommendation, Lorash?
I am a noob. I only use github desktop till i saw you mentioned not to
Never heard of anything else
What do you use?
Thank you. Will have a look at those.
#work-in-progress
anyone know how to fix the bug where the dialogue box in the blueprint editor just disappears right after you press right click?
wowzer
?
Does anyone know if there is a way in Unreal to show a solid volume for Kill Z volumes? I know I can do this with blocking volumes, but the kill z volumes just show up as outlines and I have been looking through all the menus and all over Google. Its just hard to see where they all are and what they encompass in them.
@plush yew so you did not see a way for me to recover my game in the online version or the desktop version ?
Just google how to rollback project git
That too
Its just got a gitignore
No project
@plush yewmy project2 is my real project
my project2 is the name of the project im building
I've been pressing source control every time and uploading stuff somewhere
Did you look at any guides for git or power through with hopes and prayers
Sourcetree is so good
i colleague here told me to better use source control, so i check it out downloading git and start uploading like crazy
@plush yewi will do some home work on the matter see if i come out
This still gets us no closer
If you dont do your homework it will have to be detention
Manny needs a !detention command now
^
@plush yewi understand i did not thought it was complicated like that, i thought just go online press download somewhere and bamm
I love github desktop!
@plush yewyou won't believe THIS! i went into recycle bin fond my deleted files and restored them, i mean what!!! i don't think i could be more dumber than I'm right now! either way I'm not happy with the so call source control
Learn source control cause you wont be so lucky next time
Rvill would really hate my uni course
We get marked down if we dont provide a committ log lmao
i mean i went true all the hassle of downloading git link it to unreal and press source control every time type in a description of the upload, and save it every timeee, i would not guess in a million years that it was not real, it was all a dream
Wish my college actually provided useful education like this. If left up to school I wouldn't have learned about source control until my first job.
damnnn
that sucks
i am a true believer of getting the habits down early
I wish there was a way to know the quality of an education before you get it and try to use it
Most of what I've used in my career is self taught
I agree!
you are never setting the value of primary widget
ok
how can i increase any animation z axis lvl
increasing skeleton and mesh height wont effecting animation height axis
it keep bending my leg and force to stop animation 1day gone no one yet answer is it even possible or not on ue4?
wowzer
i deleted my project but I has the aab file on google play store, is it possible to retreive it?
how are these curved style huds created
@blazing cosmosrecycle bin?
Hi!
I imported an automaterial into my landscape
and it has all of these layers, but I want to add some other layers (materials) to paint with
How do I do that?
setting it, or getting it? right now that code is getting the value of the variable
if you want to see if its not true, then compare it to false or use a not equal or a not (!) operator
Hello Guys how can i lock the app on one pc and wont work on other pc if they tried to copy it??
App = Packaged Project
Cant i do something with API
Like serial or code changes every x time
And compare it
I dont think this company smart to this level
๐
I want some trick make the crack process hard littlebit
Hi there, Actually I wan to use some c++ third party libraries, can anyone help me?
Can i make checkers with MB Serial in multiple places?
Nice
But how can i get the MB serial in UE4 ๐ 
Yes i have to dig there
Thanks Mate
is there any way to use vcpkg for installatoin in unereal?
There's a Shear setting
Is there any way to default any custom set commands in the editor? I know they are supposed to reset upon close and reopen unless its put in the config file but i wanna be sure i dont have any overrides set.
Is it possible to create a decal that masks the color separately to the normals?
Hi! I'm doing a senior project and I was wondering if anyone knows how to create a 3d Chatbot using Unreal engine?
does unreal engine 4 has currently support for exporting to m1 mac ?
Hey the Lyra Project is ignoring my game mode settings and looking for the default experiance settings, Is there a way to bypass the Lyra Experiance and just use regular ue4 game mode class?
Where are you setting the game mode, project settings or in the World Settings of the map? (Must admit, I've not worked with Lyra yet, just a guess)
hey guys
Im having a bit of an issue with AI
so basically the detection of the player and the roaming works and all
but I cant seem to activate the running animation that's in my anim bp
when the AI perception is set to true as in when the enemy detects the player
this is part of my AI controller that's connected to my behavior tree
Can someone explain me the difference between world vs level vs map
Map and level are synonymous they're the same. Each Level has a world, which is just a class of information associated with a level. With each level you generally have a world traditionally, unless you are using level streaming - in which case, a world describes overarching information (e.g: persistent level) and other levels are within that.
(sorry added more info) :3
So does a world have only 1 level associated with it? By default
By default, yes I guess so.
It depends on how you have your levels set up.
If you're using level streaming, where you have one main level (your persistent level) and a few other levels loaded. Your persistent level is the 'world',
Ok thanks
Something like this - Persistent Level is the 'world'
But in general, it is safe to assume there is only ever one "world" loaded, and that's the persistent level. If you are not using streaming (like you said, one level loaded, then there is only one world)
But there are always exceptions to the rule.
I was just watching Alex's video on gameplay framework and didn't understand the difference btw world and level. I am not not familiar with level streaming so I will look into that also
But also to be pedantic on myself: Persistent level is the actual level you have open, World is what you see in World Settings, it is information that is global in terms of how that level works and is interpreted.
Oh yeah for sure, without level streaming at all - "World" is just extra information that defines how the "level" behaves or information about the level. Everything from lightmass calcuation to navigation, to the type of game mode (deathmatch etc).
In terms of how Unreal handles it (traditionally xD). There is only ever "one world" loaded (overarching information) and you can have a number of levels working with that.
Ig that's what I needed to hear, thanks again
Not a problem โค๏ธ
Just needed one more clarification, if I load a different map the world object remains the same ri8?
Kinda. x3
It's tricky, do you mean load a different map without level streaming?
Like as in your not streaming in another map
Yes
Assuming so, then no, if you are straight up switching map - then you are changing to the new map's world settings.
Ok got it
So you're dropping both the level and the world, for a new level and world class. :3
(but generally, because no one really changes world settings it's kinda just like changing levels and defaulting)
So r u saying that a new Uworld object will be created with the same properties ri8
No, it doesn't take the properties from the last UWorld,
From the world settings
It will load a new destruct and contruct a new UWorld with whatever the new level's ones are.
Like as an example: You have two maps, one with a FirstPersonPrototype Game Mode, and one with a ThirdPersonPrototype Game Mode defined in their World Settings. If you load out of the first map, it destroys the world object with the game mode specified for FPS game mode and creates a new World with TPS game mode.
But say in a level streaming setup - if the persistent level, the one with the world settings has FPS Game mode set. You can stream levels in and out and the game mode won't change because they're all apart of that persistent level's UWorld.
Or another way to put it - the current UWorld Singleton does not get destroyed until the persistent level (top of the hierarchy) does.
Understood
You definitely helped i got to know abt thus level streaming also now
I wish I could darling, but I'm not a designer. You'll have to wait for someone with experience to help you ;3
:3
well seems like you cant connect the anim bp animations with the behavior tree
either my AI can walk normal or walk fast when seeing the third person character
what is the shortcut to view the game in unlit mode while playing in the editor?
so nobody can help me?
Maybe take it to channel for animation idk
But also note a lot of the server is asleep right now likely
have you ever worked with AI
Yes
Im trying make it so if the AI sees me he will start running towards me
for now all he does is walk
Im trying to get it from here
from my anim_bp
AI perception and a basic blackboard + behavior tree with a target actor key and move to is all you need.
even if I set it to true in my AI controller it wont work
Take it to the appropriate channep
also check the documentation
can a pc with rtx 3050 (4gb graphics), and ryzen 7 (8 cores 16 threads) handle ue4? ๐๐
should more than enough
Hello. I have been following this guide https://docs.unrealengine.com/4.27/en-US/SharingAndReleasing/Mobile/Android/Setup/AndroidStudio/ when I attempt to run the setupandroid batch I get this message " Unable to locate sdkmanager.bat. Did you run Android Studio and install cmdline-tools after installing?" As you can see from the screen shot I do have the tool installed. I am at a lose for how to proceed. One relevant bit of information is I did a factory reset on this PC . Please help me. This is just awful.
do I have to do this again? after create new project
normaly only if convert when upgrade to new version
Hello guys im trying to use GetDeviceId for windows but its not working anyone how to get it ?
in the wiki its says
If you do not have permission to call this on one or more of your platforms, set GET_DEVICE_ID_UNAVAILABLE=1 in your build step to ensure that any calls that may be made to this API will simply return an empty string.
what is build step xD
After exporting my game how can I make it easily downloadable and playable to other people?
does that mean internet and devices hacked?
tech behaves veird always corrupts data on the checkpoints
Any tutorial for glass breaking?
Upload it to the internet, or just do thumbdrive swapping with your friends IRL
Be careful with virus type malwares though if you go with the latter.
search on youtube "unreal engine 4 breakable glass" and you should find it
now, I am using the apex destruction but when I shoot on it, the glass didn't break
Can't read russian, but IP config didn't tell you much, really. It only lists networking devices that you have.
I suggest you probe for some traffic with network analysis tools like Wireshark
Try asking on #legacy-physics
ok thanks
Yes i wanted to get device id we've talked yesterday about it i thought i can add the device id as a variable and compare between GetdeviceID and the variable if its compared will start work if its not " QUIT GAME "
So basically making sure Quit Game only visible on PC?
if the Device ID not equal to the Device id i've stored before will quit the game
Rudimentary anti piracy measure?
idk what does it mean yes probably:D
Comparing device ID isn't the best way to prevent piracy, me thinks.
One can either intercept it on memory or save data, or backfire on legitimate users who do something like reinstalling Windows while keeping game files intact.
Can't think of any other situation to do so other than auth reasons
Well i was thinking to make it online login system or even the device id stored on database via HTTP Request
Login system would be better. You'd just have to concern about making sure the user put in the right credentials, and don't have to worry about where they played it.
For a beginner they're pretty similar.
Depends on how many jank can you take. UE5 is fully released, but 5.0 is kinda janky here and there.
but I've heard UE5 isn't ready for C++ dev just yet
Ue4 has a totally superior layout and im not biased at all or anything
But either is good, its just ue5 still has some teething issues
Who said that?
It's just that many part of C++ coding in UE5 changed from UE4.
The advice has previously been stick with ue4 until full 5.0 release except for testing and previewing. But 5.0 is now fully released so if I was starting out, I'd start with ue5
yeah but there isn't any tutorials with UE5 that use the C++ coding system
Do you have any experience with c++ in unreal at all?
I don't. I only have experience with C++
At the start, ue4 and ue5 are basically the same when it comes to c++. Setting up classes and so on.
Not until you dive into engine code will you really find important differences
Just follow a ue4 tutorial on it, if it doesn't work, it might be that it didn't work for the latest version of ue4 either because you're using an old tutorial.
so if I am an hobbyist game developer, not yet looking for a job (im only 13) it doesnt matter, but UE5 would be better == newer, and just use an UE4 tutorial?
right?
yea, and over time more ue5 tuts will be available. in some cases things have changes but those should be noticable. in the meantime, just have fun playing around with the engine, that is the most important part :)
not really needed, but you can if you want. it just fixes a few small (but important) things you prolly wont touch.
I don't understand where the light is coming from. I would expect this scene to be pitch black. anyone know why it isnt?
playing with exposure helped a lot but i'm curious where the light could be coming from in the first place? I was expecting to see a black void with nothing but the mesh in the scene
hey all, I'm using ultra dynamic sky. when i turn on lightning as a light source, it replaces the sun as a light source everytime it flashes. is there a way to retain the both light sources instead of it switching?
You probably arent in the context of a destructable component
but i follow exactly one guy that teach this stuff
and he is managed to have this function
Because he was likley in the context of it, or had context sensitive unticked
do you know how to fix that?๐ฌ
ooh nvm ady, i have to drag it out from the function add destructible component
Ir get the context of a destructable component
just now I just right click and search for the function
so not sure what is happening
Hey guys do anyone know if its possible to save moving images (gifs) into a pdf file while showing the moving frames in pdf ?
Hey! what is your World Settings > Tick values set at?
specifically "Max/Min Undilated Frame Time"
im stuck with spawning an actor a certain distance away and spawning flat on the ground
ue4 is it okay to have disable nodes in my blueprints? does it take disk or performance for having it?
Dont cross post especially on channels that have no bearing on the topic
Does anyone know how to make the Media Player behave correctly? Seeking almost always breaks the playback
why my glass didn't break?
Thats impossible to say
Covering:
- breakable window blueprints
- destructible meshes
- advanced window materials
- sound FX
- quick window placement
i followed exactly
i think ue5 is better as they did not change the workflow and api very much (afaik). All you need to do is learn some of the extended c++ structure and vice versa...
Excuse me, has anyone ever gotten Steam multiplayer working on Mac? Or is mac just not supported at all by Unreal Engine? While there's mac options and related gear IN the engine. You can only build for mac from a mac computer. And I have a lot of questions about how that works... Is the steam multiplayer between the mac build, and the windows build compatible? I can just build one. Send the project, and then build the other, and they're compatible? And for another, does Steam multiplayer work on Mac? I've found two reports of it NOT working, but no tutorials or learning resources, or anything related to GETTING it working. Are these just isolated reports, or does everyone have trouble doing Steam multiplayer on Mac?
And I don't believe Xcode and C++ are the same by any stretch of the imagination, do you have to do any converting for building the project through an ide so that plugins actually load?
Is there a way I can orient a pawn towards a location with the axis controls usually used for mouse inputs?
I'm using a project that has spherical gravity, so I cant really just set the actor rotation to go towards the player
Wsg
is there a way to make current level open sort to top on play? asking for when i need a one monitor solution. i press play in the graph and i want the level to focus forward. i know i can minimize the current graph as an alternative, just curious
where should i post for general UE4 help?
here
im trying to retarget a skeleton to the standard mannequin skeleton but most of the models ive downloaded are from sketchfab and their sekeletons are broken, any idea how i can fix this so i can retarget the model and use them?
Ok so I'm new to UE4, not sure if this is the right place for this but when I imported this fbx from Unity it seems that theres an invisible wall at the tunnel (the red square), how do i fix it so there is no invis wall?
I have a weird fps anomaly that I truly don't know the reason of
Facing this hall fps:
Facing away fps
profile it?
did
wait, is profiling the same as the gpu vizualizer thing?
because I did that vizualizer thing
Console commands like stat rhi may help too
is there something i need to do in the collision tab or is this more an import issue?
I don't see anything abnormal in stat rhi
that area actually has probably the least amount of triangles in the whole level
light complexity, quad, reflections, and shader complexity look all good
that will either need per poly collision enabled which is fine for blockout, or custom collision makign
how do u do that in ue4
look it up, its in the mesh settings
unless you mean custom collision which is done in external dcc
thanks ๐
np :)
Does anyone know how to take sanpshot from a UCameraComponent?
hello guys i need a help. How can i access engine source class float data and link it to a blueprint actor class so that i can increase or decrease the value from that blueprint in order to change the value in source.
@everyone
Hm, make sure the camera is used an run high-res screenshot console command?
do you mean at runtime?
Can you rephrase that? Because it's not really clear what you mean. What float data are we talking about?
I mean that console command also works runtime
I suppose, yeah
do you mean creating a C++ float uproperty that BPs can see and edit?
no
That's on you. This is not a support channel for Fortnite, let alone an old version of it.
- HighResShot command
- UCameraComponent by themselves aren't rendering anything. You may looking for USceneCaptureComponent2D and dump it to render target
:no_entry_sign: Faze Cinar#2663 was banned.
Hi, does "Full body IK" for 4.27 exist? I'm trying to find anything but all search result about 4.26 version. I want to add proper foot placement to my character without third party plugins.
Yes, it exists, and Basic IK could do some foot placement work already
My 'binding ' option is not visible near the 'Text' box. The box is set to variable.Iam opening ue4 after months and I had disabled many plugins.
-
Don't take photo of your screen, it's hard to see anything. Consider using direct screenshot instead.
-
Avoid using bind function if you aren't going to update it every single frame.
I had already created created the bindings.But the option is not there now.But the functions are visible in the graph
My binding option has disappeared.
anyone know how to spawn an actor on the ground
Sorry if no one answer you.
The invisible wall is probably the collision mesh.
In UE they are automatically generated
no its fine now ๐
Does the bind function still have any effect on the widget?
Fixed it by enabling the plugin property acces editor
Hi guys! I have a problem regarding the quixel bridge workflow. I want to model some modular house pieces and I obviously need to texture them. How can I use the bridge textures in blender?
How do you use quixel bridge? Do you apply the textures inside the engine?
You can bring them into Blender for you to process, however with Unreal licence, you can only make final renders with UE.
Thanks
Also I have some trouble when I want to use seamless textures
They aren't really that seamless as you can notice when the textures cut
Is there a way to make them less noticeable?
:no_entry_sign: KaYoXx#4330 was banned.
Hey is there by any chance someone that could help with a problem I got? I'm using the hype chamber project from unreal and there is one special sequence that i can't render out properly all other ones are working but this specific one is not rendering the whole sequence. Would be great if someone of you could help me fix this issue ๐
How to install? Using 4.27.2 and i already instaled it
for the UGC plugin, how do you package the project to be a mod kit, just like the robo recall mod kit?
anyone know a good way on how to setup wheeled vehicles in ue4?
anyone know how to spawn an actor on the ground
I do not understand how the wheels bp work like my wheel size divided by two
I did that but nothing happens
Hi is there any option to modify the Procedural foliage blocking volume basically use a custom mesh or a spline?
Is there a way to make a well organised view of mesh and transform pairs in struct?
Anyone know how to fix the Material issue when migrating? I have custom made geometry with multiple materials set up, and then converted to static meshes. All works fine. But when i migrate to a different project or whatever it only uses 1 material for the whole mesh, like the UV's are messed up or something.
Via "Migrate" ?
Yes
make a level, place all the meshes you want to migrate in that level, make sure they look as intended, then migrate the level with all references
Yeah thats what ive done, i migrated the level with everything. And all of the custom meshes i built in UE were all broken
Yeah i know all that, still doesnt work
show the source and result
Something to do with the LOD "sections" i think
Hi, not sure where to ask this question. I'm thinking about using a google analytic plugin to track user data to help balancing my multiplayer game. Do I automatically need to add a pop-up to ask users for the permission ?
If you select an object in the world outliner and unselect "visible", does it reduce processing workload when the game is built?
what are those files?
screenshots
hm...to me they look like just binary files w/o extensions
have you used mesh editing tools?
if so, you need to export the mesh and import back
that plugin breaks some data in meshes
it may even crash the editor
Noo they were built purely with the built in geometry editor, no 3rd party tools
try to export an import back.
make sure all the data is intact
you can import as a copy if you have no version control
to make a chain like a iron chain, do i need to create it as a skel mesh, or can i do it as a static object and simulate physics?
realtime? then skeleton is the only way
don't go too far with that, as long bone chains also consume cpu time
ok...then physics is out of question ๐ it tends to break often
thats good to hear, than god i did not do it that way and had to redo it
making the links rn in 3ds max ๐
if you only need few links, you can try using ue physics constraint components
hmm i heard about that never actually used it
this is a rope tutorial (chain will be the same imo
https://www.youtube.com/watch?v=hEMcr98cDJE
In this free step by step Unreal Engine 4 and Blender tutorial video (UE4 how to) you will learn how to create a rope using physics constraints and bones. This shows also how to rig it in Blender.
Rope tutorial using Cable Component: https://youtu.be/BT0jFArPtGM
All my UE4 tutorials: https://www.youtube.com/watch?v=BT0jFArPtGM&list=PLEp7216xGGI...
this channel has a lot on the topic https://www.youtube.com/channel/UCashj2epd9Urq1_5_RRuDrw
Hi, on a multiplayer lobby, I want to set a default camera for all players. Then when the game can start, switch to default character camera. I'm doing this inside the gamemode (I guess), but the first issue is I don't know how to get a reference to my world camera
there is always one camera that is attached to player controller 1...keep in mind, that every instance connected to server has main player controlled by 1st player controller, so to get that camera just get character controlled by this controller and get camera inside it (generally ue4 suggest to use camera manager along with controller)
also #multiplayer
I am new to Unreal and I am starting to learn the engine should I start learning 4 or is 5 stable with adequate resources at this point?
Whatโs the best way to export a textured model from Blender to import into UE so that it maintains the material and textures. I have a map in blender Iโm trying to get loaded in but it brings the model and materials are all white
@shadow surgestart with 5th, there will be no more updates for 4, and 90% of stuff in ue5 will work the same way as it did in ue4
Iโve had files Iโve uploaded into UE that can in properly textured. How did those work?
thanks for your reply mate, I'll have a look on camera manager class
Is the only way to manually color every mesh in UE?
When I import the textures they donโt apply to the mesh unless I automatically apply them but itโs over 200 for this model
@astral heart you may look towards datasmith importer if you want to migrate a lot of assets with materials
I want to join them as one mesh. Iโm trying to import them into UE4 for contractors VR
well, RIP VR then
this is blender, so no datasmith, sorry
but iirc there was a plugin that can sync assets
textures will be applied automatically, if the shader is simple and they have nice naming
This should work for your needs - https://www.unrealengine.com/marketplace/en-US/product/livelink-for-blender
It is free as well
Livelink is for mocap?
Cool Iโll try it. Only issue is I have to use a specific UE4.27 for the contractors VR mod
Let me know if it works ๐
Will do Iโll try tonight when I get home thank you for the help
No problem ๐
It works with both static and skeletal meshes.
Oh nice
is it possible to have a custom or capsule shaped light attenuation radius?
how can I make physics objects to not push the player, but be pushed by the player?
can i change player controller class on command?
How can I access the children of an actor in c++.
In the above image, I wan to access mySceneComponent2D
in C++
ok
xD
Almost got it believe it or not ๐ฎ
might have to split up the mesh tho into like 10 different textures >_<
your weapons do +200% damage to 3D artists
Its a learning process xD The auto Unwrap feature in substance painter breaks lol
so i got to try this in blender
i will admit blender uv mapping is not a particularly nice process
Nothing about UV wrapping is nice
idk in maya it was an alright process but blender uv mapping is a pita
everyday i got to learn something new.
going insane here lol
this is why dev teams have one person for each process.
i understand now.
yep
hey everyone
i got a question, so i currently have a blender project im working on, and for the background im using ue4 scenes that i either created, or got from the unreal engine marketplace, and i will be selling these photos as nfts, my question is, is there gonna be any copyright problems, or is it alright to use them
cz if i remember correctly i remember seeing that you're only allowed to use assets from the unreal marketplace on for games or stuff made in unreal and nothing else
It needs to be used for unreal engine only.
so i cant make a scene in unreal, take a screenshot, and use it as background in blender?
Blender is not unreal engine.
If you bring them to blender and make final renders there, it counts as made with Blender.
||Also NFT is utter shite||
Vrray is much prettier anyways for renders.
I want to put a check box in the settings section for nvida rtx in my ue4.26 project, but I want it to appear if the device supports the person playing the game, how can I do this. I did it for dllss but I couldn't solve it for rtx
my discord apparently had spam posted links earlier - changed my pass
Im trying to make material and have a texture follow a actor through a material paramater, how would I go about this
What do you mean
you can change the gamemode which will change the player controller class with it
i can't really think of an instance in which you might want to change the player controller class in the same gamemode. but if you're trying to do a separate character controller for lobby / character creator / match those would all be done best with different game modes
Guys ! Any thoughts, if i run a packaged project @ 1080 vs 1440 its fine like there is 7 fps drop , but when i run it @2160 (4k) there a huge drop like 90% of the 1080
Sorry if this isn't the right place for this, but I have two general questions about development that didn't seem to fit anywhere specific.
Firstly, how do I keep myself from constantly iterating on every asset, line of code, and level? I keep going back to redo everything from scratch (as I found a better way to do something, for example - and on rare occasions I'll scrap entire projects just to have a clean slate to redo all of it - a terrible misuse of my time). I fear I'll be stuck iterating forever if I don't find a better way.
Secondly, I don't have a consistent workflow for every step of development - it changes as I go along (which leads to more reiteration). Is that hurting me? Should I get down a clear workflow for each step and stick to it?
I'm 10000% not an expert on this, but what you could try for the first one is to have a finished project before you improve something.
Or something that is playable from start to end
does anyone know what this is and why it is happening? is this a tris issue or normal problem?
All models in unreal engine need to be converted into tris.
why????
๐ฆ
i give up tonight
lol
Hey everyone ,is there any way to integrate or use CMS with UE4 . CMS like Wordpress.
Any help would be great !!!
anything in engine is triangulate
learn.unreal ๐
Yes cuz triangles are the most performant of the shapes so game engines work with triangles
So they take less memory and faster compute time I really don't see a downside to using triangles
Anyone knows why my some parts of my mesh turns black when i light it up?
Yeah sorry, deleted that.
first thought would be flipped normals
Hi, anyone know how to Crete a texture in runtime with DDS file in C++?
Oh, sorry I didnโt see this group, thank you
All of them are facing correctly
Don't double post ;3 (See the rules)
Oh sorry my bad
my guess is the material is masking out those parts... somehow
You're sure you don't have double polygons in those areas?
Question has UE4 stoped allowing you to package your game with plugins folder because everytime i package my project it will not open and if i package my project without plugins folder it works I'm using advanced steam sessions
What errors are you getting? UE4 will only not export "editor" modules, runtime modules are fine, which means Advanced steam sessions should be too.
I get no errors when packing that is all good don't understand this at all
how can i fix it need it for university
I'm not sure unfortunately, you'll have to wait for someone who can :c
What engine version and plugin version are you using?
4.26
Because Im seeing reports of issues, the same as yours here. https://forums.unrealengine.com/t/advanced-sessions-plugin/30020/2541?u=alesssafur
Hello, I wonder if you can help. I am using your plugin for Unreal 4.25 along with the adapted Engine config file from the Online Substystem Steam document (https://docs.unrealengine.com/en-US/โฆeam/index.html). Both the advanced sessions plugins are activated along with the Online Systems plugin. However when i build/launch the game it fails to...
Maybe some searching there can help you, but that's all I can do for you ^^"
thank you for input
Anyone know of a way to open a second details tab for an actor in UE4? So I can have two actor details open at once to compare values?
Under window you should be able to open up another details panel,
Then with one open, select the actor and hit the tiny lock at the top right.
aha I see it thanks!
I checked there because it's also where we can get more content browser windows but it was in a different section. Thank you!
hehe no problem โค๏ธ
whenever i export character from blender to ue4 it always broke the axis of bone orientation and found character bend spine01 and pelvis at 90degree
i never face this issue on unity3d export issue
so frustrating to work with ue4 with blender on skeleton and physics export and ur official plugin only support for rig not for armature and skeleton
and for that blender has no setting to fix it automatically u need do manually 1 by1 rotate y axis of bone waste 30-40min bone roll doesnt roll the bone itself it just change direction of axis not the bone itself and their no way to fix it
<@&213101288538374145> is that actually approved by the mods?
yah they asked me
who solve my problem ;/
facing since 1month
do i need 1by1 bone select rotate them manually ?
It is always good to double check! Lol
hello folks!. a newbie question, a weird line occur after I build lighting. tried to increase lightmap resolution but didn't help. does anybody have idea about the problem?thanks!
Well, before I go ahead and fill it in, it would be nice to know more about these tools, e.g. what's the licence of the planned models, what's the catch of the usage, is it tied to some crypto mometisation scheme, etc.
I'm personally rather picky with those things, as I want it to be more permissive if it indeed open, and I'm heavily against cryptocurrency monetisations.
Make sure the model's lightmap UVs are built right to begin with.
Thanks!, will looking to it!
FWIW crossposting is against the rules btw
yes but you stick it in 1, crossposting against channels is against the rules
its more of a #lounge topic anyway imo
I don't know, but that sounds like kinda conflicting against my business goals, which is in the similar vein to The Witcher 3's business model. I don't want to have players pay for cosmetics, unless it's a special collaboration with other franchises.
are the prices of these cosmetics set by the developer?
Personally I'm a gamer and modder first and foremost, so I want to have something that's more consumer friendly, especially considering that my game will be a premium single player game.
Where do I ask about collision stuff? Can I ask here or?
I need some guidance or something.
Ask away
There are Attack Objects that have data about the attack. Montage, Duration, Play Rate, Move List for that Attack, Damage Points, etc.
These damage points basically have a min and a max time, and an enum that describes which bone can attack during that time. I wanted to implement it with On Component Hit, get a timestamp of the collision hit and then see which damage point it actually occurred in. However, On Component Hit never fires, no matter how I setup my Attack Hit Box Capsule Component (a separate capsule from the main one), so I had to do it in BeginOverlap. BeginOverlap does work, but it actually manages to miss even when I am close to my target. This is my approach for now.
Trying to do a beat 'em up game. Is my approach bad? Do I set up the collision on the mesh? If so, how? How do I know which bone can attack and which doesn't, even if collision is made by the wrong bone during the attack (like attacking with left elbow, but you make contact with the right elbow, that should not count as damage, etc.)? I can't wrap my head around this problem.
In other words, what I am trying to do is setup a collision for my attack system. I want to attach capsule components to the mesh (hit box, right foot, right hand) to detect the collisions.
But I can't get those capsule components attached to the mesh to fire the On Component Hit events. But I think this approach might be bad for my idea. So I want some guidance/help/something.
Is it possible to downgrade my project from v4.26 to 4.25? It's a relatively small game and I don't use any exclusive content
No.
How come? What if I manually copy each blueprint?
Because Unreal assets are not backwards compatible, blueprints included.
You could try manually copy BP nodes, but it's going to be tedious, as you're basically manually recreating the BP.
Hi, i want to know if it is possible to package a project from the command line
Guys ! Any thoughts, if i run a packaged project @ 1080 vs 1440 its fine like there is 7 fps drop , but when i run it @2160 (4k) there a huge drop like 90% of the 1080
the problem is jumping from 1080 to 1440 the FPs just droped 10% but from 1440 to 2160 it droped to 90%
Hello, who can tell me, I downloaded the ark dev kit, added a landscape, wanted to check it, pressed play and my program freezes, what should I do?
tbh that doesnt surprise me that much for 4k
Hi Everyone. I have a lighting issue that I can not seem to figure out. I am creating a symmetrical map. When I mirror one side to the other side mirroring gives the meshes a -x value. Which does not cause any issues until I merge the meshes together. After merging all the meshes with a -x value the lighting goes crazy. Ive looked everywhere and cant find how to fix this.
Yeah this was very easy to do with HardOps on blender. Fixed my model and everything. ๐ so happy
never used to tick it found the solution
Hey do you guys know any good sources about creating a 3d isometric game?
The same as top down, but the camera/spring arm is rotated 45ยฐ
I have a question. Has anyone made a game purely in Blueprints? And if so, was it relatively negative in regards to performance? Or is it managable?
I am not really great with C++, BP is something I've got a little bit more experience in, but I wanted to check if you can design a fun simple multiplayer shooter purely in BP, or not.
Managable as long as the game's not too complicated.
Also general rule of thumb is that to work with BP until you have either:
- a working gameplay and keep it in BP
- get a proof of concept working, and use the resulting BP as a basis for further development in either BP or C++
- Actually suffered performance in game thread, you need to sideload them into a C++ function
- Hit the limit of stock BP nodes, you make BP callable function in C++
So probably best to just move into C++ then?
Ah. I see.
If you're in doubt, always consult to stat unitgraph (or Unreal Insight if necessary), and test it in Standalone process or packaged build to have better idea on the performance without the Editor's overhead in PIE.
Hm. Alright, well thank you for some of the insight!
The problem is that 4K is 4 times 1080p.
Sure, 2160 is twice of 1080, but 3840 is also twice of 1920.
Oh yes, horizontal side exists ๐
Anyone know why the delete project option disappeared from the Epic games launcher?
Hello, I don't understand why a anim notify is playing twice. Any idea?
looking for someone to help me with a ue4 project on screenshare, will pay via paypal as there is quite a lot that needs done (tonight)
any idea how ive locked the event graph behind this box? I cant click anything or pan around in the viewport
Just move around another tab.
If still the nothing, just the reopen
many thanks!
how do i make a camera follow a 2d sprite player, but it doesnt move up/down with the character when jumping. only horizontally
hello , ididnt recieve a answer to this question, but frankly speaking can i use the unreal engine 4 assets i get form the market place in unity or game engine?, a follow up question, can i use assets from unreal engine 4 market place or from the engine itself in a movie id make for free or without copyright infringment?
hey guys how can i increase the screen percentage in the cinecamera view?
looks blurry
tag me
Hello, does any know why the post process is not rendering properly with EXR and PNG format with the movie render queue? It comes with noting in the file (all transparent) but the right file size. It looks fine with JPG, I guess it's to do with the Alpha. Thanks.
I guess you figured it out already ๐
Not sure how PNG specifically does that in MRQ tho, at least with legacy sequence exporter PNG sequence doesn't exhibit those issues
You did get an answer, if it is someone elses content, e.g. meshes, and isnt epic games or affiliate, e.g. megascans then yes
If its just random static mesh pack by someone then you can
If its made by epic or one of their partner companies then no not even for non commercial
does anyone know how to fix my games lighting gradually getting brighter once i start the game?
the sky box just turns white
over the span of 10 seconds
Adjust auto exposure settigs
wheres that
Post process settings
fixed with a
post process volume
idk if thats what ur on about
how do i make a camera follow a 2d sprite player, but it doesnt move up/down with the character when jumping. only horizontally
Ye post process volume
is 100k polys too high for a player model?
Its on the higher side definitely but not the worst ive heard of
what about 47k?
follow up question, where can i find the end user license agreement, unreal engine 4 promoted "we have lots of free stuff to use for commercial use" but i need to read the fine print.
Thats good for a char
Unreal engine 4 marketplace license agreement should get ya somewhere
is each FEngineLoop::Tick equivalent to 1 fps, or is it a higher level function than that's running multiple times every frame?
hi i need tutorial to create weapon selection like ( pubg 4V4 ) or ( COD ) but i can't find this in youtube anyone can help me ?
how do i make my camera spring arm not move up/down with the characters movement?
Here you go: https://www.unrealengine.com/en-US/eula/content
All of the content and what you choose to do with it also falls under the Unreal Engine EULA also though. So read that one too.
https://www.unrealengine.com/en-US/eula/unreal
@pine remnant To be extra clear, any Epic content not to be used outside of the engine is marked: UE-Only content in their Content Details on the Marketplace.
And falls under Section 5a of their Content License Agreement :3 Hope that helps.
Thanks a lot!
Heads up. Pluralsight is having a free week. Sign up for the week and get access to tons of courses and project files as well. I recommend checking out both the ai tutorials by Patrick Haslow. Best i have seen on ai behaviour states and in the second tut you build a system perfect for stealth games
I have a C++ class I made and on compile i get an error that its generated.h could not be found. No Such file or directory
all other c++ classes in that same location all work.
Just a question, how often do people experience crashes? I get like 5 a day...
Far too many
Though I had more crashes from my C++ code than freak engine accident really lol
I just change a parameter in a material, try to delete an asset... just crashes sometimes (a lot) lol.
Is it a good idea to submit multiple bugs in one bug report?
For example, I would like to submit a bug for decorator composite graph nodes and there are a few issues in it
Best to just submit each bug individually.
And certainly don't expect speedy fix unless you're part of UDN tier support
Thanks for the advice. ๐
Hi everyone! don't know if this is correct place to ask this question. Are there any plugins for UE4 editor in marketplace which allows to collapse editor tabs, like in UE5 editor, or any IDE?
No. UE4's UI is built more like "bento" grid than collapsible drawers like UE5's. Adding such function means pretty much overhauling the editor code that governs the tabs.
Can Anyone help me ??
Suddenly I can't open my project file.
Please do not crosspost unless redirected.
i need some help, Im totally beginner
that's a shame:( Blueprints editing on laptop is painful:(
In this case yes:)
Though UE4's UI is far less cluttered even in 1366x768 resolution with small icons, compared to UE5's.
Is anyone familiar with pitch black shadows problem in UE4 when you're trying to run a game in full screen ? I'm using moveable lights, I have global illumination on, when the game is running windowed it looks fine, but as soon as I try have it full screen the shadows go pitch black
https://forums.unrealengine.com/t/shadows-just-black-even-with-skylight/295173 very similar to this
Hello, I have some Problems with the environment shadows. Even if I add a SkyLight to the Map the shadows are just black. You canโt the the character in the shadows and It just looks awful. I tried it with adding a SkyLight but it wonโt change anything. So Whats the problem with my shadows?
Another thing I found out is that having global illumination set at 3, or above, makes it work the other way around. So shadows are fine in full screen but are pitch black in the windowed. This looks like some sort of a engine error
can line traces trigger on begin overlap events?
Question in regards to model imports and animations. Do I have to make sure to keep specific parts of the model separate if I want to have them be animated? I.E Wheels and the turret. Or can I link all the parts together into one model and animate it that way? I want the wheels to move when I move, turn when I turn, and the turret to point where I am pointing. So I wasn't sure if I should keep them apart, or have it all be linked together and just add a skeletal bone to the model for animation.
Hi, my Unreal Insights file is missing?
Rotating parts on models with bones are the same as character heads or limbs, no need to separate them.
But if use wheels and suspension system, wheels should be separated.
Attach turret as child to car body and make blueprint to rotate it depending on user input.
anyone know where to get fonts for commercial use?
engine?
Mostly will use wheels, no suspension system as they are just Roombas, problem right now I am facing is that I can't bone my model, in the sense that it simply won't let me apply the mesh to the bone, I've been following various tutorials on how to do it, but I just can't seem to make it work.
Probably you can make your model just solid body + turret + 4 weels, without bones at all, and control all rotations with blueprints.
Like in this tutorial https://www.youtube.com/watch?v=PWTCM6sZ6OE
In this free step by step Unreal Engine 4 tutorial video (UE4 how to) you will learn how to make a wheel with suspension used for making vehicles (using physics constraints).
All my UE4 tutorials: https://www.youtube.com/watch?v=BT0jFArPtGM&list=PLEp7216xGGILh3i2BZe2E0ZEuiIGa-VQT&index=1
Join me for Live Streams: https://www.twitch.tv/lusiogeni...
So if i do it that way. It's best I keep the parts separate then? The Wheels and the turret?
Bump :)
Show your code
The header for the class should be sufficient.
Also do you get this error in the compiler output log or just a red squiggle on your screen?
Compiler output log
this is the entire h file that is giving the error
Never screenshots.
why not just C&P the Code here?
It seems fine.
thought it was more readable but alright
#pragma once
#include "CoreMinimal.h"
#include "UObject/Object.h"
#include "OWF_BaseJob.generated.h"
USTRUCT(BlueprintType)
struct FJobParameters
{
GENERATED_BODY()
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Goal Data")
AActor* Bool;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Goal Data")
int32 Integer;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Goal Data")
float Float;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Goal Data")
FVector Location;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Goal Data")
AActor* Actor;
};
DECLARE_DYNAMIC_MULTICAST_DELEGATE(FOnJobCompleted);
UCLASS(BLueprintable)
class NPCSYSTEM_API UOWF_BaseJob : public UObject
{
GENERATED_BODY()
public:
UOWF_BaseJob();
UPROPERTY(BlueprintReadOnly)
ACharacter* ControlledNPC;
UPROPERTY(BlueprintAssignable)
FOnJobCompleted OnJobCompleted;
UFUNCTION()
void Initialize(ACharacter* NPC);
UFUNCTION(BlueprintCallable, BlueprintNativeEvent)
void StartJob();
UFUNCTION(BlueprintCallable, BlueprintNativeEvent)
void CompleteJob();
UPROPERTY(BlueprintReadOnly)
FJobParameters JobParameters;
};
didnt think you needed to read all of it thought you were just checking to see if the #inclkude was good
And what is the exact list of errors from the Output Log
OWF_BaseJob.h(7): [C1083] Cannot open include file: 'OWF_BaseJob.generated.h': No such file or directory
possibly important info is that this is actually a plugin with 2 modules. This is in one of those modules
fatal error C1083: Cannot open include file: 'OWF_BaseJob.generated.h': No such file or directory [G:\UnrealProjects\MarketplaceAssets\OWFExample\Intermediate\ProjectFiles\OWFExample.vcxproj]
yea thats the only one
Are you compiling with the editor running?
i've deleted that intermediate folder and regenerated a couple times
(random guess?!)
no
I can't see anything wrong. ๐ฆ
I take it your module is called NPCSystem?
Try taking out the api macro ?!
im trying now to build using VS in case that was weird for some reason
waaaaaaat? really i mean i can try that seems wrong though haha
It's not essential. At this stage.
If the class isn't compiling I doubt you're using it outside the module already!
haha okay yea i just figured that would lead to more compiler errors
i'll try it
nope same error:(
is there a way to see log out put for Generating the Project Files? Maybe theres an error there when it tries to generated that .h
It doens't generate the .h when it generates project files
"Project files" aren't even used to build your game.
They are purely IDE files.
It generates the .h file when you build using the UBT.
oh so when are they generated?
(that's generally when you hit built in your IDE)
Does somebody have experience with high res screenshot missing objects? The level runs fine, but when I make a screenshot (both in game and in editor), the objects are missing.
Example from the editor - one is what I see and what is in the game, the other is the result of the high res screenshot
anyone know how to fix my 2d sprite game not working? once i start the game it doesnt let my character move and the camera connected to the player doesnt open
hey man sorry to keep bugging you. Just all on my own here. Do you know, if i don't include the module in the .plugin file, would it still try to be compiled?
cause i removed the module that the .h file is in completely from the .plugin file and it still gives me that compiler error
fixed ^
What order does the engine read a landscapes components? Left to right, top to bottom or any other way?
Hey guys.. I have a level that has very bad FPS in a certain area but I can't make out what is tanking the FPS. Is there a good way to find out?
Has UE4 been keeping every autosave it's made? how is this 7GB when my entire game is barely double that?
Is there a smart safe way to clean that directory?
Hello friends, just a small question. Did you have any bad experience using enhanced inputs with shipping projects? thank you so much for your help!
HYa! do you know where is the origin of the oculus quest 2 headset ?
i need to map the physical location of the headset with the virtual location of player start.
right now i'm kinda guessing and sorta works, but i need precision#
I'm having a super annoying issue with the editor. For some reason after 5 mins or so my right click menus start to close by themselves right after opening them. I have looked up this issue and appearntly there's a lot of people having this issue and there's a fix from Nvidia, but it doesn't work. Does anyone know how to fix this? ๐ฆ
can I some how make player controller class toggle on command?
Just delete the Autosave folder
i have a main menu for my game, and when i open the game it also opens the ui that is inside the game on the main menu screen too. any ideas how to fix it?
Do you have the main menu as a separate level?
yeh
do you guys know of any tutorials online for a fluid feeling boxing-style combat system? mine is better than it used to be just through cleaning up but its still a little janky
just set up the create widget bp in the level bp so it only does it for levels you want
wdym
is your create widget bp set up in your character bp?
and no
its not
no like go into your character bp and find the "create widget" node it will be connected to the "Add to viewport" node
just move that to the event begin play in the level bp
no worries
Is there a tool or plugin for Unreal that functions similar to the light lister in Max/Vray, something that allows me to bulk edit, turn off/on lights etc?
You could just make an Actor Blueprint with array of reference to point light actors, and for each loop through the array to toggle Affects World bool.
Does anyone know how or if I can add attenuation settings for sound played in a sequence?
God damnit. UE4 crashed during saving and now my project wouldn't load anymore. I just get this error:
Assertion failed: SerializeNum >= 0 [File:D:\Build\++UE4\Sync\Engine\Source\Runtime\Core\Public\Containers/Array.h] [Line: 1182]
Any idea how to restore?
Yeah. I should probably use git. Something in a level seems to have gotten corrupted. So far I made a new Project and reimported my content. Just lucky that it's not a huge project.
so I have a combat system set up, and I am trying to implement multiplayer into it, but when I lose health, my opponent loses health and vice versa. Any tips?
it makes sense to me why it is hurting me aswell but I dont know another option
Look into the built in damage interface, it should take care of net replication.
Hey, I am so sorry for the bother but does anyone have the UE4 GitHub version? For some reason it is not working for me, I completed all the steps but I still don't have access to it, plus the Epic Games version is crab, I want to implement my Dedicated Server to it. Thanks ๐
can someone help me with this error trying to build for mobile
when i export some mesh some of my bone get overstretch if weight paint is red on blender how can i have stretch without getting stretch ongame issue i put some stretch bone lock but i lose some stretch property byitself
If it fails, rinse and repeat
@drowsy snow
Yes but I linked my Epic Games Account to GitHub
And I still don't have access to it!
๐คท
How can I get access
Check your e-mails first for invitations to the group
Unlink, then link it again
I tried it!
10 times and I get emails but not for joining
Like in other YT videos
I just get that I linked it and unlinked it
I don't have this
@drowsy snow I got access I think, thanks!
u cant answer hard question cr_makoto
my bone get stretch on ue4 via blender
unless i lock stretch
but it lose stretch property
Coolio!
I've never heard of this to be honest, I am expert in UE4, but not with Blender and bones sorry!
First time hearing this to be honest
๐คท
ue4 is really abnormal with blender
I agree
ue4 only work with autodesk 3dmax
For me it works fine
it doesnt work for us
we are not 3dmax people
lack of UE4 documentation of blender
i really hate that part
doesnt ur some bone get stretch if ur weight paint red ?
I don't understand sorry
i think u new to ue4
ur github first time link
True
I was using Epic Games
But I need GitHub for Dedicated Server
Otherwise I cannot package it
I need to enter the same Build Version, which is a thing Epic Games version lack
GitHub version is being used for this
the reason i want to switch back to ue4 to unity3d cause of this bone issue with so long issue on blender
Why not go oldskool with listen server?
Well the problem is security
I already did it
The security would be up to the host, but I can see the problems.
Though with dedicated server you'd be responsible for all the clients connected
True true
The only thing that is left
Is to try and make like a whitelister
So I can only accept connections, by my logic not possible
๐ค
And a login system would require backend, I only know C++/C# coding
For games like GTA Online, dedicated server is necessary (and it's still baffling that they use listen server for it to this day, considering it's pseudo-MMORPG)
For games like CSGO, community run listen server is less of a problem, as clients only stay for the remainder of the match.
I indeed have a BR game, which is fine with a listen server, but the problem is I want to check their IPs (I am doing this through Hamachi tho) so I can only know who is coming! But yeah, Listen Server is the oldschool MP ofcourse ๐
holding myself from posting starter pack meme
Finally got it ๐
๐
hi nooby here, was looking how to determine in playerstate how to say that player 2 has won the game session and player 1 has lost the game session
I never use them tho
It is simple, BR game?
what ia br game
BR is far from simple but I digress
no haha it a simpel 2d game
It is simple but, true different for everyone
๐
it is writen in gamestate right?
Do you have your own GameState?
yes
i imported the same character on unity3d their is no issue even a single bit
Ah sorry, Unity, I don't know
ue4 has 2 more really frustating issue stretch bone - bone revert axis roll -orientation break the mesh cause of that root and spine bone get reverted
@pallid olive
DM me my friend, I will show you in details
It is really simple
would be a pleassure
๐
i dont think u used blender may be u export it as rig not as skeleton and armature format
i dont know how u develop game without that when u mention
I don't understand the problem man
Screenshot so I can know?
I've never had this problem before?
There is a first time for everything
i dont think u can solve the issue when u not use blender bones deep
I use
But how would I know the problem without a screenshot
I use Blender all the time
u will understand
I'm having constant crashes report in sentry due to d3d in my packaged apss, is there any way to handle this from unreal?
Unreal Engine is exiting due to D3D device being
has any 1 build for mobile here ?? having a hard time with the sdk or the api just trying to get ball rolling game on google play store
is there a console command to check a random variable that was set during runtime without having print to string on tick constantly?
yep its very struggling some times, there is no secret, try and error
lol my tiktok been getting a ton of videos LOL and thats what ive been doing
Hello !
I have a big problem on my Unreal since this morning and I can't fix it at all:
In the editor when I move my mouse over menus (so basically everywhere but the viewport), my whole screen blinks in black
I'm working on a laptop, and for the moment the only solution I've found is to connect another screen with HDMI, on which for some reason I don't have the bug.
So I can still work, but in a less comfortable way, so if anyone has an idea of a fix... ๐
Is it an NVIDIA GPU?
Yep !
I've been told to use a fixreg like this but it doesnt work
have you restarted your computer after applying the registries?
Eh it was worth a shot
Yeah haha
Does anybody know how I can take a pawn set up to use player axis controls and make it continuously go forward? i tried to just make the axis a custom event and then set the forward delta move to be 1 but it doesnt just go straight forward.
i tried that but thats the one where it doesnt go in a straight line
So I'm using a project with spherical gravity which is why im doing things weirdly, no matter where I place the pawn on the planet it will go to the exact same spot and stay there, and if it's pushed out of the way it will go back even though all im doing is repeatedly calling the "move forward" code. I've changed literally nothing else
okay iโll look at it when i get home
So the source of hte gravity isn't the centre of the planet?
It is in the center, it still behaves fine as well as the player gravity wise but the pawn moves there.
What happens when it hits the surface?
I assume it falls towards the planet and then moves around it?
Yes, it's not allowed to move until its hit the ground
That isn't what I meant. So the gravity isn't moving it to a single spot, your movement code is?
Oh, yes. The gravity is always in the center of the planet
If the gravity is offset by a small amount, it can cause things to go around the planet to the place where it's closest (without appropriate friction)
I thought maybe that was happening.
What happens if you don't call "move forward" ?
I can rule that out since the player is moving fine. I think it could be a problem with it just being set up to use axis controls.
It will stay put
hi all, i'm experiencing weird stuttering in the viewport after pressing simulate/play. the issue persist in all projects using 4.27. i've tried reinstalling the engine version, and tried rolling back nvidia drivers as i've heard that could have been a cause... i dont know whts going on...
the stuttering is pretty random but frequent, after i click the mouse trying to move the camera around at some point the viewport freezes for like half a second then pick it backup
What is your movement code then?
what is going onnnn
What do you mean? If I dont call the movement code then it wont move.
It takes axis controls and gets the delta from it then sets a variable for a separate piece of code to turn into a vector for the movement direction and then it combines it with the gravity so that itll move around fine on the sphere
Are you using Actor's ForwardVector and RigthVector?
Or rotating the axis input by the actor's rotation?
Does your actor even "face" a direction?
Yes, it uses forward and right vector but I checked and the right vector never does anything. The actor does face the direction and I already set up a debug arrow to show which way its facing.
Some video of it failing would be helpful, including that debug arrow.
You should also debug output the final movement vector
Already have that set up, I'll try to get a video of it later today since I just got to school but its literally the weirded bug I've seen.
Hey ๐ I know this is very extraordinary topic but maybe someone knows something about it and can lead me in the right direction. I am trying to get Satisfactory (UE4 based) running on my Mac through CrossOver.
Crossover provides patches to make DirectX and Vulkan Windows Games playable on Mac. For this to work it uses
- Wine: Translates Windows calls to Mac calls
- MoltenVK: Translates Vulkan calls to Metal calls (Metal is Macs base Graphic library)
- DXVK: Translates DirectX calls to Vulkan calls
...
๐คฏ
However I faced an issue where I don't know how to proceed.
I just started Satisfactory with the start parameters -vulkan -log on CrossOver and encountered the following error: EPixelFormat(36) is not supported with Vk format 4
Does somebody know what is going on or how it can be fixed?
I would really appreciate your help ๐
Sounds like an integral display setting or asset issue.
Check the ue api for EPixelFormat, find the 37th one in the list (first is 0) and see what it is.
Thank you I will have a look ๐
IMHO you're stepping into the dark here, as that'd be more of the issue of the compatibility layer than engine fault.
I'd suggest try other UE4 games or any other non-UE games with either graphics API and see if it fails.
At least I see Linux had more success with compat layers more than Mac (which uses Metal), minus anti cheat protections.
Hi, is it possible to tweak node wires to not stick together? So they will go in parallel lines?
Electronic Nodes is an Plugin for it when i remember correctly, thats rly Good.
Anyone know what this warnings means?
It always crash on AR when I'm trying to scan the environment.
When creating UMG for mobile do you need to rotate your buttons etc for portrait or does it automatically rotate?
Hello
It's been a long time I don't talk here
I don't know much about this community, I did a game jam using Unreal 4 and it went pretty well I did an RTS
But the thing is I only did Cubic models
In Blender
@arctic pebble ๐
Reroute nodes.
Hi all, I've been trying to get this problem solved for the last hour, but can't seem to find anything solid;
Essentially, I'm adding a sorta 'quick-turn' mechanic where the player can turn around a corner by attaching a 'web' to a corner point;
I've got the movement all worked out but I can't, for the life of me, figure out a solid way to detect when to end the 'turn move';
I was originally calculating the dot product between the rope direction ([rope loc - actor loc]*normalized) and the initial wall normal (N1), and checking when that value went <0; This works 95% of the time but isn't too well in all geometry cases, and the trace sometimes doesn't return a hit due to the player moving at a high speed
Super sorry if this isn't relevant or anything, had no clue where to put it
https://i.gyazo.com/ff48bb829f3c7965d998dd8dacf9e0df.mp4
Anyone have some general advice for converting distance meshes to a texture on a plane
https://shaderbits.com/blog/octahedral-impostors
(the plugin in question is already built in)
sweet, thank you
Is there a resource for how to setup/organise your blueprints and such ? A tutorial I used to follow kept going back and changing stuff and keeping everything in separate components, but I don't think that's the best practice
I guess it's not sus enough
lol
I've got a shit problem. I have a C++ base class, a bp child, and a bp grandchild. Unit Base -> Unit -> Human.
The Unit Base has a component. a GAS ability component system but it doesn't really matter. This is reflected on the Unit in the BP editor. As well as any children I make for the unit. But the human seems to have some sort of null copy of it. That is, it appears in the editor, but has no details in the details panel. At runtime it is not instantiated, so a lot of stuff breaks.
It seems like I can fix this by reparenting the Human to be an actor, and then reparenting back to a Unit. I'm wondering if this is likely to have any breaking side effects though... Any ideas? Not sure how this happened to begin with.
fudge. yeah nvm it clearly broke a lot of events that were previously inherited. grrrrr
Sorry that took so long
Nvm, I fixed it with some tinkering. The camera which it was getting the direction to move from doesnt move with the actor rotation, so it was staying the same relative to the world but not relative to the planet, and eventually when it moved enough the camera would be facing directly up and the pawn wouldnt be able to move any more so I just set the rotation to be that of the character
is anyone able to help me with some ai collision and blocking collision stuff in a screen share session? its probably simple but im new to blueprints and dont really understand it yet. id really appreciate the help!
Is 21k polys a good amount for a character model? i think it is because the ue4 mannequins is 23k, but i just wanna be sure
Sounds okay
21K is okay, it's more on the mid-end number
great! i just wish i could retopo it without it adding artifacts between the fingers
just started unreal today. Watching tons of YouTube videos. Do yall have any basic tips?
use source control and save often
Yes, you should activate the "Ribbon" feature in the Electronic Nodes settings ๐
Take your time, don't start making Battle royale or MMORPG, use source control, and have fun.
Log None FUdpSocketBuilder: Failed to subscribe UdpMessageMulticastSocket to multicast group 230.0.0.1 on interface 0.0.0.0
Log None FUdpSocketBuilder: Failed to create and initialize socket UdpMessageMulticastSocket (last error: 0)
Warning LogUdpMessaging StartTransport failed to create multicast socket on 0.0.0.0:0, joined to 230.0.0.1:6666 with TTL 1
Warning LogUdpMessaging UDP messaging encountered an error. Auto repair routine started for reinitialization
does anyone know a fix for this? ๐ it's spamming my logs
I think im having a stroke. I have 2 vectors and want to rotate from one to the other, but only up to 5deg per frame. If the angle is less than 5deg then great a = b. But if not how do i rotate only 5deg towards the other?
hey guys. yk how the housing system in animal crossing works, where you interact with the house, and get sent into another level with the interior of the house. how does one do that in ue4?
Just use Open Level node.
Point it to the interior level you want to load. If it's more procedural, you can have the generator BP inside the level and have the seed or list of furnitures in memory/GameInstance.
thank you kind sir
i was tempted to just make a new level and try to find out a way to tp in there
but im new as hell, so im a bit lost
this is awesome thank you I never knew abt this
I'm still early into my project but I don't want to head the wrong direction. Is this okay to have my player's movement speed?
is there a way to stop this from clipping? the rail is set up as a static mesh with complex as simple collision. the flag part is a skel mesh with cloth simulator added
Do you really need the cloth sim to be as accurate and reactive as possible for that?
I mean, if you're lenient with it, you can just have a simpler vertex displacement or (chained) morph targets.
its positioning in the level itself is fairly focal so would need it to be quite accurate, ive managed to mess around with some settings and the overall positioning of it that has reduced the clipping by quite a bit. it will do for now, but i was curious if there was a way to make it better
If accuracy and reactive isn't upmost priority, fake the cloth sim. At least IMHO it's not something that's important enough to have realtime cloth sim going
hey im trying to learn c++ but im getting an error
this literally the first time im touching c++ lmao
Hey all, my editor in my second monitor keeps intermittently flickering and I see other windows behind it come into focus. It is going to give me a stroke. Does anyone know whats up?
This is not a C++ support discord in general, this is a UE discord
But anyways, it looks like a 1 in at the end when it's supposed to be a l
L
endl = end line
Iโm having an issue with c++, does anybody know what I should do?
you might need ; after GENERATED_BODY() @unborn dawn
im not good at coding but try it anyways
Have you tried building it?
anyone know how i can take a vector and constrain it along a given delta?
Anyone know if its possible to change the default size of lightmaps when importing a mesh in some config file or something?
Was curious myself, so I went searching - answer is seems so, I haven't tested it yet but - In BaseEngine.ini in Engine/Config line 1590, under StaticMeshLODSettings:
Installed UE4 on a new windows 11 machine, however the windows context menus (eg. for generating the Visual studio project files etc) seem to be missing...
Is there another way to regenerate the VS project?
Or is there a way to add those context menu options back?
Hi all, i have a technical question. Has anybody ever had an issue with project files whereby they seem to have wiped themselves? Like all files reduced to just 1 main blueprint and 'starter content' ?
I am using Nvidia Developer Caustics edition btw
Ignore it. Error list is nonsense. Intellisense is even more nonsense
Always use the output log, not errors list.
You can use the Error List, but set the filter to just Build.
Output log would still print the full text tho
Hi, Matt!
Did you find the solution for your issue?
I am trying to render in runtime using ThirdPersonMap, but have the same error. But when I render inside empty Level, render is success
Is it possible to implement kill cams (that shows the last 5 seconds of killer player's pov) in multiplayer games with DemoNetDriver? Apparently it loads another level to play the replay, hence disconnects the player from the GameServer I believe. Is this something to be handled by the developers to change levels for this or is there another way to do it?
Hi all would anyone know how to make refelctions work for groom??
I have a plane mirror and a character with groom asset in front of it
But the character is rendered bald in the mirror
Would you guys know how to fix this ?
@lavish sinew i know what version controll was i was just kidding. version controll is how people manage multiple versions of the project so multiple people can work on it at once,and so that there's backups if it ever goes bad
guys don't be like mw and make jokes
you'll lose contracts
Yes I did and it give me this error
Does it actually compile?
Do note that Intellisense sometimes have no idea about the generated headers and macros, and also Super class.
is there a tool to multi select textures and change there maximum texture size?
I have a large amount of textures that I'm working on reducing there current size on to gain some performance
Yes, use Bulk Edit Via Property Matrix. Texture files supports it.
And if that is too tedious for you - can whip up a tool that handles it for you in like an hour-ish most likely.
Sweet, I'll try to handle it in the bulk edit
@drowsy snow bulk edit was fast enough, I always forgot about using it
Can someone help me
@quartz ore Can you help?
Okay good
So
I am trying to make a inventory/crafting system and I followed the exact steps but used a third person camera instead of a first person
I watched this video
And nothing is popping up in debug
In this series we go through how to create a crafting system where you can collect resources and spend them to craft useful items.
Download the project files here: https://www.patreon.com/posts/project-files-32789634
Part 3 goes through how to pick up items off the floor and add them to your inventory we made in the previous episode.
Support ...