#ue4-general

1 messages ยท Page 1170 of 1

light prairie
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i didnt make it

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change the visibility to visible

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and try it out

plush yew
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oh

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thats to imforn the player to press a key when you are close to an item

light prairie
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what is the name of that widget then

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this one

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because if it's not being created at all, that's the issue

plush yew
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this is why I need to be solo

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lmfao

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fuck group projects

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especially with edgy college kids

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no offence to any college students here but the people im working with right now

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let's just say they are not your typical people

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really really weird individuals

compact flare
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should you store everything in the game mode?

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for ue4

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is that good for performance?

lament sonnet
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@drowsy snow how do i create animeset and squencename on animation? i cannot find any setting on ue4 is it ue3 setting ?

drowsy snow
paper sinew
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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

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My character Bp

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My ship Bp

lament sonnet
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how can i increase animation height inside animation setting i dont want to touch it ground

tender ember
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Hello. why when i import material function all node connections are lost?

fierce tulip
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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.

tender ember
lament sonnet
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how can i add height on animation like this?

spice ruin
lament sonnet
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Ok thnx refer

woeful haven
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guys, where in here can i restore my game

humble rivet
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TravelFailure: InvalidURL, Reason for Failure: 'Invalid URL: /Game/EndlessRunner/LevelSelection'. Shutting down PIE.
how to solve that ...

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it only happens on 1 level

woeful haven
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@plush yew here?

rancid jay
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What's your recommendation, Lorash?

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I am a noob. I only use github desktop till i saw you mentioned not to

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Never heard of anything else

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What do you use?

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Thank you. Will have a look at those.

plush plinth
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#work-in-progress

oblique pelican
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anyone know how to fix the bug where the dialogue box in the blueprint editor just disappears right after you press right click?

plush yew
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wowzer

oak patio
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?

broken frost
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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.

woeful haven
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@plush yew so you did not see a way for me to recover my game in the online version or the desktop version ?

oak patio
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Just google how to rollback project git

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That too

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Its just got a gitignore

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No project

woeful haven
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@plush yewmy project2 is my real project

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my project2 is the name of the project im building

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I've been pressing source control every time and uploading stuff somewhere

oak patio
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Did you look at any guides for git or power through with hopes and prayers

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Sourcetree is so good

woeful haven
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i colleague here told me to better use source control, so i check it out downloading git and start uploading like crazy

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@plush yewi will do some home work on the matter see if i come out

oak patio
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This still gets us no closer

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If you dont do your homework it will have to be detention

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Manny needs a !detention command now

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^

woeful haven
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@plush yewi understand i did not thought it was complicated like that, i thought just go online press download somewhere and bamm

spice ruin
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I love github desktop!

woeful haven
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@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

oak patio
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Learn source control cause you wont be so lucky next time

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Rvill would really hate my uni course

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We get marked down if we dont provide a committ log lmao

woeful haven
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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

thick loom
oak patio
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that sucks

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i am a true believer of getting the habits down early

thick loom
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I wish there was a way to know the quality of an education before you get it and try to use it

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Most of what I've used in my career is self taught

unborn dew
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how do i disable a viewport in ue4

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anyone know whats wrong with my code

oak patio
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you are never setting the value of primary widget

unborn dew
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ok

lament sonnet
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how can i increase any animation z axis lvl

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increasing skeleton and mesh height wont effecting animation height axis

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it keep bending my leg and force to stop animation 1day gone no one yet answer is it even possible or not on ue4?

plush yew
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wowzer

blazing cosmos
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i deleted my project but I has the aab file on google play store, is it possible to retreive it?

tardy hedge
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how are these curved style huds created

woeful haven
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@blazing cosmosrecycle bin?

obsidian wadi
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Hi!

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I imported an automaterial into my landscape

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and it has all of these layers, but I want to add some other layers (materials) to paint with

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How do I do that?

grim ore
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setting it, or getting it? right now that code is getting the value of the variable

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if you want to see if its not true, then compare it to false or use a not equal or a not (!) operator

runic fern
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Hello Guys how can i lock the app on one pc and wont work on other pc if they tried to copy it??

runic fern
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Cant i do something with API

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Like serial or code changes every x time

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And compare it

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I dont think this company smart to this level

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๐Ÿ˜ƒ

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I want some trick make the crack process hard littlebit

edgy gulch
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Hi there, Actually I wan to use some c++ third party libraries, can anyone help me?

runic fern
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Can i make checkers with MB Serial in multiple places?

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Nice

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But how can i get the MB serial in UE4 ๐Ÿ˜‹ kappaross

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Yes i have to dig there

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Thanks Mate

edgy gulch
autumn flame
slate vessel
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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.

random summit
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Is it possible to create a decal that masks the color separately to the normals?

wild dragon
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Hi! I'm doing a senior project and I was wondering if anyone knows how to create a 3d Chatbot using Unreal engine?

obsidian mist
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does unreal engine 4 has currently support for exporting to m1 mac ?

tardy hedge
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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?

flint dagger
plush yew
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hey guys

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Im having a bit of an issue with AI

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so basically the detection of the player and the roaming works and all

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but I cant seem to activate the running animation that's in my anim bp

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when the AI perception is set to true as in when the enemy detects the player

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this is part of my AI controller that's connected to my behavior tree

tacit fern
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Can someone explain me the difference between world vs level vs map

flint dagger
# tacit fern 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.

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(sorry added more info) :3

tacit fern
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So does a world have only 1 level associated with it? By default

flint dagger
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By default, yes I guess so.

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It depends on how you have your levels set up.

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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',

tacit fern
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Ok thanks

flint dagger
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Something like this - Persistent Level is the 'world'

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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)

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But there are always exceptions to the rule.

tacit fern
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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

flint dagger
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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.

flint dagger
# tacit fern I was just watching Alex's video on gameplay framework and didn't understand the...

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.

tacit fern
flint dagger
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Not a problem โค๏ธ

tacit fern
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Just needed one more clarification, if I load a different map the world object remains the same ri8?

flint dagger
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Kinda. x3

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It's tricky, do you mean load a different map without level streaming?

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Like as in your not streaming in another map

tacit fern
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Yes

flint dagger
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Assuming so, then no, if you are straight up switching map - then you are changing to the new map's world settings.

tacit fern
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Ok got it

flint dagger
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So you're dropping both the level and the world, for a new level and world class. :3

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(but generally, because no one really changes world settings it's kinda just like changing levels and defaulting)

tacit fern
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So r u saying that a new Uworld object will be created with the same properties ri8

flint dagger
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No, it doesn't take the properties from the last UWorld,

tacit fern
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From the world settings

flint dagger
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It will load a new destruct and contruct a new UWorld with whatever the new level's ones are.

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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.

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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.

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Or another way to put it - the current UWorld Singleton does not get destroyed until the persistent level (top of the hierarchy) does.

tacit fern
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Understood

flint dagger
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I hope I've helped!

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(sometimes I worry I complicate things more XD)

tacit fern
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You definitely helped i got to know abt thus level streaming also now

plush yew
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can somebody help me with my issue?

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pls

flint dagger
desert verge
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:3

plush yew
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well seems like you cant connect the anim bp animations with the behavior tree

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either my AI can walk normal or walk fast when seeing the third person character

mellow turret
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what is the shortcut to view the game in unlit mode while playing in the editor?

oak patio
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f2

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can switch between em all with the function keys

plush yew
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so nobody can help me?

oak patio
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Maybe take it to channel for animation idk

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But also note a lot of the server is asleep right now likely

plush yew
oak patio
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Yes

plush yew
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Im trying make it so if the AI sees me he will start running towards me

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for now all he does is walk

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Im trying to get it from here

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from my anim_bp

plush yew
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I have it set as a boolean

winter gate
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AI perception and a basic blackboard + behavior tree with a target actor key and move to is all you need.

plush yew
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even if I set it to true in my AI controller it wont work

oak patio
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If i could help you i would have

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Take it to the appropriate channel

plush yew
oak patio
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Take it to the appropriate channep

desert verge
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also check the documentation

rotund nimbus
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can a pc with rtx 3050 (4gb graphics), and ryzen 7 (8 cores 16 threads) handle ue4? ๐Ÿ‘‰๐Ÿ‘ˆ

bleak zodiac
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should more than enough

latent stream
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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.

How to set up your Android development environment for Unreal 4.25 and later

shrewd orbit
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hi

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how to make custom games ฤฑ like fortnite how to modding game server lan

silver osprey
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do I have to do this again? after create new project

bleak zodiac
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normaly only if convert when upgrade to new version

runic fern
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Hello guys im trying to use GetDeviceId for windows but its not working anyone how to get it ?

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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.
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what is build step xD

wanton terrace
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After exporting my game how can I make it easily downloadable and playable to other people?

wooden cairn
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does that mean internet and devices hacked?

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tech behaves veird always corrupts data on the checkpoints

junior urchin
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Any tutorial for glass breaking?

drowsy snow
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Be careful with virus type malwares though if you go with the latter.

idle pelican
junior urchin
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now, I am using the apex destruction but when I shoot on it, the glass didn't break

drowsy snow
junior urchin
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ok thanks

runic fern
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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 "

drowsy snow
runic fern
drowsy snow
runic fern
drowsy snow
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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.

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Can't think of any other situation to do so other than auth reasons

runic fern
drowsy snow
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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.

ruby steeple
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as a beginner, should I learn UE4 or UE5?

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(with C++ development)

spice ruin
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For a beginner they're pretty similar.

drowsy snow
ruby steeple
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but I've heard UE5 isn't ready for C++ dev just yet

oak patio
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Ue4 has a totally superior layout and im not biased at all or anything

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But either is good, its just ue5 still has some teething issues

drowsy snow
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It's just that many part of C++ coding in UE5 changed from UE4.

real heath
ruby steeple
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yeah but there isn't any tutorials with UE5 that use the C++ coding system

spice ruin
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Do you have any experience with c++ in unreal at all?

ruby steeple
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I don't. I only have experience with C++

spice ruin
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At the start, ue4 and ue5 are basically the same when it comes to c++. Setting up classes and so on.

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Not until you dive into engine code will you really find important differences

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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.

ruby steeple
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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?

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right?

fierce tulip
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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 :)

ruby steeple
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alright!\

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do i install the 13gb 5.0.1 hotfix?

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currenttly at 5.0.0

fierce tulip
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not really needed, but you can if you want. it just fixes a few small (but important) things you prolly wont touch.

ruby steeple
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then I won't

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thanks a lot everyone!

random summit
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I don't understand where the light is coming from. I would expect this scene to be pitch black. anyone know why it isnt?

random summit
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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

glad breach
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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?

junior urchin
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anyone know why this function disappear from my list?

oak patio
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You probably arent in the context of a destructable component

junior urchin
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but i follow exactly one guy that teach this stuff

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and he is managed to have this function

oak patio
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Because he was likley in the context of it, or had context sensitive unticked

junior urchin
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do you know how to fix that?๐Ÿ˜ฌ

oak patio
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Do either of the things i suggested

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Untick context sensitive

junior urchin
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ooh nvm ady, i have to drag it out from the function add destructible component

oak patio
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Ir get the context of a destructable component

junior urchin
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just now I just right click and search for the function

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so not sure what is happening

untold yacht
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Hey guys do anyone know if its possible to save moving images (gifs) into a pdf file while showing the moving frames in pdf ?

leaden hawk
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Hey! what is your World Settings > Tick values set at?
specifically "Max/Min Undilated Frame Time"

unborn dew
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im stuck with spawning an actor a certain distance away and spawning flat on the ground

compact flare
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ue4 is it okay to have disable nodes in my blueprints? does it take disk or performance for having it?

oak patio
storm venture
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Does anyone know how to make the Media Player behave correctly? Seeking almost always breaks the playback

junior urchin
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why my glass didn't break?

oak patio
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Thats impossible to say

junior urchin
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i followed exactly

oak patio
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Well ya likely didnt

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And i cannot possibly know where you went wrong there

velvet bloom
finite ocean
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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?

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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?

dawn gull
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Is there a way I can orient a pawn towards a location with the axis controls usually used for mouse inputs?

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I'm using a project that has spherical gravity, so I cant really just set the actor rotation to go towards the player

plush yew
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Wsg

inland coral
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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

plush yew
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where should i post for general UE4 help?

oak patio
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here

plush yew
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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?

earnest condor
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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?

crisp marsh
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I have a weird fps anomaly that I truly don't know the reason of

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Facing this hall fps:

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Facing away fps

modest trench
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profile it?

crisp marsh
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did

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wait, is profiling the same as the gpu vizualizer thing?

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because I did that vizualizer thing

modest trench
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Console commands like stat rhi may help too

earnest condor
crisp marsh
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I don't see anything abnormal in stat rhi

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that area actually has probably the least amount of triangles in the whole level

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light complexity, quad, reflections, and shader complexity look all good

oak patio
oak patio
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look it up, its in the mesh settings

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unless you mean custom collision which is done in external dcc

earnest condor
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thanks ๐Ÿ™‚

oak patio
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np :)

edgy gulch
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Does anyone know how to take sanpshot from a UCameraComponent?

outer swift
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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.

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@everyone

regal mulch
modest trench
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do you mean at runtime?

regal mulch
regal mulch
modest trench
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I suppose, yeah

modest trench
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no

drowsy snow
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That's on you. This is not a support channel for Fortnite, let alone an old version of it.

drowsy snow
buoyant graniteBOT
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:no_entry_sign: Faze Cinar#2663 was banned.

restive garden
#

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.

drowsy snow
scarlet folio
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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.

drowsy snow
scarlet folio
scarlet folio
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My binding option has disappeared.

unborn dew
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anyone know how to spawn an actor on the ground

floral cliff
earnest condor
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no its fine now ๐Ÿ™‚

drowsy snow
scarlet folio
violet yoke
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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?

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How do you use quixel bridge? Do you apply the textures inside the engine?

drowsy snow
violet yoke
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Thanks

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Also I have some trouble when I want to use seamless textures

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They aren't really that seamless as you can notice when the textures cut

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Is there a way to make them less noticeable?

buoyant graniteBOT
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:no_entry_sign: KaYoXx#4330 was banned.

fleet nova
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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 ๐Ÿ™‚

vagrant hornet
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How to install? Using 4.27.2 and i already instaled it

waxen harbor
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for the UGC plugin, how do you package the project to be a mod kit, just like the robo recall mod kit?

compact flare
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anyone know a good way on how to setup wheeled vehicles in ue4?

unborn dew
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anyone know how to spawn an actor on the ground

compact flare
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I do not understand how the wheels bp work like my wheel size divided by two

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I did that but nothing happens

plush yew
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Hi is there any option to modify the Procedural foliage blocking volume basically use a custom mesh or a spline?

next badger
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Is there a way to make a well organised view of mesh and transform pairs in struct?

fickle helm
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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.

fickle helm
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Yes

next badger
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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

fickle helm
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Yeah thats what ive done, i migrated the level with everything. And all of the custom meshes i built in UE were all broken

next badger
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ofc, you can only migrate to Content root

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i.e. no chnages in locations can be made

fickle helm
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Yeah i know all that, still doesnt work

next badger
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show the source and result

fickle helm
inner fiber
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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 ?

oak patio
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yes

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if you are tracking data you need permission otherwise you breach the gdpr

fallow jackal
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If you select an object in the world outliner and unselect "visible", does it reduce processing workload when the game is built?

next badger
fickle helm
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screenshots

next badger
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hm...to me they look like just binary files w/o extensions

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have you used mesh editing tools?

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if so, you need to export the mesh and import back

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that plugin breaks some data in meshes

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it may even crash the editor

fickle helm
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Noo they were built purely with the built in geometry editor, no 3rd party tools

next badger
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try to export an import back.

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make sure all the data is intact

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you can import as a copy if you have no version control

kindred depot
#

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?

next badger
kindred depot
#

thats what i thought

#

_< more work to do

#

each link needs to be a bone.

next badger
#

don't go too far with that, as long bone chains also consume cpu time

kindred depot
#

oh its for a weapon cham

#

2 small links

next badger
#

ok...then physics is out of question ๐Ÿ™‚ it tends to break often

kindred depot
#

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 ๐Ÿ™‚

next badger
#

if you only need few links, you can try using ue physics constraint components

kindred depot
#

hmm i heard about that never actually used it

next badger
#

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...

โ–ถ Play video
kindred depot
#

Sweet!

#

Im glad someone had this knowledge lol

next badger
woeful fern
#

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

next badger
shadow surge
#

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?

astral heart
#

Whatโ€™s 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 Iโ€™m trying to get loaded in but it brings the model and materials are all white

next badger
#

@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

astral heart
#

Iโ€™ve had files Iโ€™ve uploaded into UE that can in properly textured. How did those work?

woeful fern
astral heart
#

Is the only way to manually color every mesh in UE?

#

When I import the textures they donโ€™t apply to the mesh unless I automatically apply them but itโ€™s over 200 for this model

next badger
#

@astral heart you may look towards datasmith importer if you want to migrate a lot of assets with materials

astral heart
next badger
#

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

coarse wigeon
#

It is free as well

oak patio
#

Livelink is for mocap?

astral heart
coarse wigeon
astral heart
coarse wigeon
#

No problem ๐Ÿ™‚

coarse wigeon
oak patio
#

Oh nice

slate vessel
#

is it possible to have a custom or capsule shaped light attenuation radius?

little breach
#

how can I make physics objects to not push the player, but be pushed by the player?

timid merlin
#

can i change player controller class on command?

edgy gulch
#

How can I access the children of an actor in c++.

#

In the above image, I wan to access mySceneComponent2D

#

in C++

drowsy snow
edgy gulch
#

ok

edgy gulch
#

I deleted a component but the mesh is still there

#

anyway to remove it?

kindred depot
#

nice unwrap job! well thank you... The unwrap...

oak patio
#

oh my god

#

is that a 0-1 UV space?

kindred depot
#

bro

#

i duno how to do this lol

oak patio
#

oh my lord

#

i think i just died a small amount lol

kindred depot
#

xD

#

Almost got it believe it or not ๐Ÿ˜ฎ

#

might have to split up the mesh tho into like 10 different textures >_<

oak patio
#

your weapons do +200% damage to 3D artists

kindred depot
#

Its a learning process xD The auto Unwrap feature in substance painter breaks lol

#

so i got to try this in blender

oak patio
#

i will admit blender uv mapping is not a particularly nice process

drowsy snow
#

Nothing about UV wrapping is nice

oak patio
#

idk in maya it was an alright process but blender uv mapping is a pita

kindred depot
#

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.

oak patio
#

yep

glossy vault
#

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

kindred depot
#

It needs to be used for unreal engine only.

glossy vault
#

so i cant make a scene in unreal, take a screenshot, and use it as background in blender?

kindred depot
#

Blender is not unreal engine.

drowsy snow
#

If you bring them to blender and make final renders there, it counts as made with Blender.
||Also NFT is utter shite||

kindred depot
#

Vrray is much prettier anyways for renders.

junior solstice
#

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

stark condor
#

my discord apparently had spam posted links earlier - changed my pass

tiny valley
#

Im trying to make material and have a texture follow a actor through a material paramater, how would I go about this

oak patio
#

What do you mean

robust tide
#

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

white bridge
#

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

tough hazel
#

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?

potent goblet
#

Or something that is playable from start to end

kindred depot
#

does anyone know what this is and why it is happening? is this a tris issue or normal problem?

kindred depot
#

All models in unreal engine need to be converted into tris.

#

why????

#

๐Ÿ˜ฆ

#

i give up tonight

#

lol

cosmic lotus
#

Hey everyone ,is there any way to integrate or use CMS with UE4 . CMS like Wordpress.

#

Any help would be great !!!

bleak zodiac
heady dirge
#

So they take less memory and faster compute time I really don't see a downside to using triangles

oak patio
#

Anything converts to tris

#

In fact if you import the fbx back in blender it is tris

jade swallow
inland gorge
#

Yeah sorry, deleted that.

real heath
serene quest
#

Hi, anyone know how to Crete a texture in runtime with DDS file in C++?

oak patio
serene quest
#

Oh, sorry I didnโ€™t see this group, thank you

jade swallow
flint dagger
#

Don't double post ;3 (See the rules)

jade swallow
modest trench
#

my guess is the material is masking out those parts... somehow

flint dagger
#

You're sure you don't have double polygons in those areas?

alpine elm
#

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

flint dagger
alpine elm
flint dagger
#

You're missing a plugin called SteamShared,

#

which is weird.. It's native to UE4.

alpine elm
#

how can i fix it need it for university

flint dagger
#

I'm not sure unfortunately, you'll have to wait for someone who can :c

#

What engine version and plugin version are you using?

alpine elm
#

4.26

flint dagger
#

Because Im seeing reports of issues, the same as yours here. https://forums.unrealengine.com/t/advanced-sessions-plugin/30020/2541?u=alesssafur

#

Maybe some searching there can help you, but that's all I can do for you ^^"

ebon osprey
#

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?

flint dagger
#

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.

ebon osprey
#

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!

flint dagger
#

hehe no problem โค๏ธ

lament sonnet
#

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

drowsy snow
#

<@&213101288538374145> is that actually approved by the mods?

modern root
#

yah they asked me

lament sonnet
#

who solve my problem ;/

#

facing since 1month

#

do i need 1by1 bone select rotate them manually ?

coarse kindle
hybrid owl
#

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!

drowsy snow
#

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.

drowsy snow
lament sonnet
#

an old post never got solved

hybrid owl
oak patio
#

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

drowsy snow
#

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.

oak patio
#

are the prices of these cosmetics set by the developer?

drowsy snow
#

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.

quasi moat
#

Where do I ask about collision stuff? Can I ask here or?

#

I need some guidance or something.

oak patio
#

Ask away

quasi moat
#

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.

viral carbon
#

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

viral carbon
drowsy snow
tacit fern
#

Hi, i want to know if it is possible to package a project from the command line

white bridge
#

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

white bridge
#

the problem is jumping from 1080 to 1440 the FPs just droped 10% but from 1440 to 2160 it droped to 90%

drowsy vigil
#

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?

oak patio
modern furnace
#

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.

kindred depot
alpine elm
plush yew
#

Hey do you guys know any good sources about creating a 3d isometric game?

drowsy snow
spring wigeon
#

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.

drowsy snow
# spring wigeon I have a question. Has anyone made a game purely in Blueprints? And if so, was i...

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:

  1. a working gameplay and keep it in BP
  2. get a proof of concept working, and use the resulting BP as a basis for further development in either BP or C++
  3. Actually suffered performance in game thread, you need to sideload them into a C++ function
  4. Hit the limit of stock BP nodes, you make BP callable function in C++
spring wigeon
#

So probably best to just move into C++ then?

drowsy snow
#

Not really

#

It's more of a balancing act than just yes or no.

spring wigeon
#

Ah. I see.

drowsy snow
#

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.

spring wigeon
#

Hm. Alright, well thank you for some of the insight!

drowsy snow
#

Sure, 2160 is twice of 1080, but 3840 is also twice of 1920.

#

Oh yes, horizontal side exists ๐Ÿ˜

shrewd pewter
#

Anyone know why the delete project option disappeared from the Epic games launcher?

woeful fern
#

Hello, I don't understand why a anim notify is playing twice. Any idea?

fossil ridge
#

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)

sweet isle
#

any idea how ive locked the event graph behind this box? I cant click anything or pan around in the viewport

drowsy snow
bleak zodiac
sweet isle
#

many thanks!

fossil ridge
#

how do i make a camera follow a 2d sprite player, but it doesnt move up/down with the character when jumping. only horizontally

pine remnant
#

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?

stone stump
#

hey guys how can i increase the screen percentage in the cinecamera view?

#

looks blurry

#

tag me

still kayak
#

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.

drowsy snow
oak patio
#

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

fossil ridge
#

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

oak patio
#

Adjust auto exposure settigs

fossil ridge
#

wheres that

oak patio
#

Post process settings

fossil ridge
#

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

oak patio
#

Ye post process volume

wary gyro
#

is 100k polys too high for a player model?

oak patio
#

Its on the higher side definitely but not the worst ive heard of

wary gyro
#

what about 47k?

pine remnant
#

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.

oak patio
#

Thats good for a char

#

Unreal engine 4 marketplace license agreement should get ya somewhere

tranquil grail
#

is each FEngineLoop::Tick equivalent to 1 fps, or is it a higher level function than that's running multiple times every frame?

winged sedge
#

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 ?

fossil ridge
#

how do i make my camera spring arm not move up/down with the characters movement?

flint dagger
#

@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.

sweet axle
#

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

kind dew
#

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.

steep steeple
#

Just a question, how often do people experience crashes? I get like 5 a day...

drowsy snow
steep steeple
#

I just change a parameter in a material, try to delete an asset... just crashes sometimes (a lot) lol.

hushed marten
#

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

drowsy snow
#

And certainly don't expect speedy fix unless you're part of UDN tier support

hushed marten
#

Thanks for the advice. ๐Ÿ‘

fossil hull
#

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?

drowsy snow
frank forge
#

Can Anyone help me ??
Suddenly I can't open my project file.

drowsy snow
frank forge
#

i need some help, Im totally beginner

fossil hull
fossil hull
drowsy snow
#

Though UE4's UI is far less cluttered even in 1366x768 resolution with small icons, compared to UE5's.

clear bronze
#

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

#

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

main fox
#

can line traces trigger on begin overlap events?

spring wigeon
#

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.

plush yew
#

Hi, my Unreal Insights file is missing?

restive garden
twin beacon
#

anyone know where to get fonts for commercial use?

bleak zodiac
#

engine?

spring wigeon
restive garden
#

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...

โ–ถ Play video
spring wigeon
spice ruin
#

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?

kind dew
#

Compiler output log

kind dew
spice ruin
#

Never screenshots.

sturdy smelt
spice ruin
#

It seems fine.

kind dew
#

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

spice ruin
#

And what is the exact list of errors from the Output Log

kind dew
#

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

spice ruin
#

That's every error from the Output Window?

#

Not the "Errors List"

kind dew
#

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

spice ruin
#

Are you compiling with the editor running?

kind dew
#

i've deleted that intermediate folder and regenerated a couple times

spice ruin
#

(random guess?!)

kind dew
#

no

spice ruin
#

I can't see anything wrong. ๐Ÿ˜ฆ

kind dew
#

๐Ÿ˜ฆ thanks for the help anyway

#

its a doozy

spice ruin
#

I take it your module is called NPCSystem?

kind dew
#

another thing is that im using rider

#

yessir

spice ruin
#

Try taking out the api macro ?!

kind dew
#

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

spice ruin
#

It's not essential. At this stage.

#

If the class isn't compiling I doubt you're using it outside the module already!

kind dew
#

haha okay yea i just figured that would lead to more compiler errors

#

i'll try it

#

nope same error:(

kind dew
spice ruin
#

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.

kind dew
#

oh so when are they generated?

spice ruin
#

(that's generally when you hit built in your IDE)

kind dew
#

and when does it build using the build tool? just when i build my solution

#

ah okay

proper comet
#

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.

proper comet
fossil ridge
#

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

kind dew
#

cause i removed the module that the .h file is in completely from the .plugin file and it still gives me that compiler error

fossil ridge
#

fixed ^

wispy heart
#

What order does the engine read a landscapes components? Left to right, top to bottom or any other way?

clever axle
#

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?

split jasper
#

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?

mild sedge
#

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!

coral folio
#

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#

prime tulip
#

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? ๐Ÿ˜ฆ

timid merlin
#

can I some how make player controller class toggle on command?

drowsy snow
fossil ridge
#

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?

drowsy snow
clever marsh
#

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

clever marsh
clever marsh
#

is your create widget bp set up in your character bp?

fossil ridge
#

and no

#

its not

clever marsh
#

no like go into your character bp and find the "create widget" node it will be connected to the "Add to viewport" node

fossil ridge
#

yes

#

it is

#

@clever marsh

#

mb

clever marsh
#

just move that to the event begin play in the level bp

fossil ridge
#

the main menu or

#

oh

#

i gotchu

#

worked, thank u @clever marsh

clever marsh
#

no worries

muted iron
#

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?

drowsy snow
cyan cargo
#

Does anyone know how or if I can add attenuation settings for sound played in a sequence?

soft crystal
#

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?

oak patio
#

you have just learned the source control lesson

#

check for auto saves or temp saves

soft crystal
#

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.

clever marsh
#

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

drowsy snow
timid cloak
#

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 ๐Ÿ‘

rose tapir
#

can someone help me with this error trying to build for mobile

lament sonnet
#

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

drowsy snow
#

If it fails, rinse and repeat

timid cloak
#

@drowsy snow

#

Yes but I linked my Epic Games Account to GitHub

#

And I still don't have access to it!

#

๐Ÿคท

#

How can I get access

drowsy snow
timid cloak
#

Yes I don't have them

#

That is the main case

drowsy snow
#

Unlink, then link it again

timid cloak
#

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!

lament sonnet
#

u cant answer hard question cr_makoto

timid cloak
#

What is the case

lament sonnet
#

my bone get stretch on ue4 via blender

#

unless i lock stretch

#

but it lose stretch property

drowsy snow
timid cloak
#

First time hearing this to be honest

#

๐Ÿคท

lament sonnet
#

ue4 is really abnormal with blender

timid cloak
lament sonnet
#

ue4 only work with autodesk 3dmax

timid cloak
#

For me it works fine

lament sonnet
#

it doesnt work for us

#

we are not 3dmax people

#

lack of UE4 documentation of blender

#

i really hate that part

timid cloak
#

I always use Blender with UE4, works fine

#

Maybe the problem is with your character

lament sonnet
#

doesnt ur some bone get stretch if ur weight paint red ?

timid cloak
lament sonnet
#

i think u new to ue4

timid cloak
#

I don't understand that sentence tho

lament sonnet
#

ur github first time link

timid cloak
#

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

lament sonnet
#

the reason i want to switch back to ue4 to unity3d cause of this bone issue with so long issue on blender

drowsy snow
timid cloak
#

I already did it

drowsy snow
timid cloak
#

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

#

๐Ÿค”

#

And a login system would require backend, I only know C++/C# coding

drowsy snow
#

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.

timid cloak
#

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 ๐Ÿ‘Š

drowsy snow
#

holding myself from posting starter pack meme

timid cloak
#

Finally got it ๐Ÿ™

timid cloak
pallid olive
#

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

timid cloak
#

I never use them tho

pallid olive
#

what ia br game

timid cloak
#

BR = Battle Royale

#

Cause for what else you will need that

#

๐Ÿคท

drowsy snow
#

BR is far from simple but I digress

pallid olive
#

no haha it a simpel 2d game

timid cloak
timid cloak
pallid olive
#

it is writen in gamestate right?

timid cloak
#

Do you have your own GameState?

pallid olive
#

yes

timid cloak
#

Then here

#

Wait

lament sonnet
timid cloak
lament sonnet
#

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

timid cloak
#

DM me my friend, I will show you in details

#

It is really simple

pallid olive
#

would be a pleassure

timid cloak
#

๐Ÿ‘

lament sonnet
#

i dont think u used blender may be u export it as rig not as skeleton and armature format

lament sonnet
timid cloak
#

Screenshot so I can know?

#

I've never had this problem before?

#

There is a first time for everything

lament sonnet
#

i dont think u can solve the issue when u not use blender bones deep

timid cloak
#

But how would I know the problem without a screenshot

lament sonnet
#

use and do is different thing

#

i will give screenshot later

timid cloak
lament sonnet
#

u will understand

timid cloak
#

But without it, I am not able sorry

#

๐Ÿ‘

coarse jetty
#

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

rose tapir
#

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

winter marsh
#

is there a console command to check a random variable that was set during runtime without having print to string on tick constantly?

coarse jetty
rose tapir
supple gyro
#

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... ๐Ÿ˜…

supple gyro
#

I've been told to use a fixreg like this but it doesnt work

dawn gull
dawn gull
#

Eh it was worth a shot

supple gyro
#

Yeah haha

dawn gull
#

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.

spice ruin
#

Turn if off and on again. 3 times.

#

Add movement input on tick?

dawn gull
#

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

clever marsh
spice ruin
dawn gull
spice ruin
#

What happens when it hits the surface?

#

I assume it falls towards the planet and then moves around it?

dawn gull
spice ruin
#

That isn't what I meant. So the gravity isn't moving it to a single spot, your movement code is?

dawn gull
#

Oh, yes. The gravity is always in the center of the planet

spice ruin
#

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" ?

dawn gull
#

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.

dawn gull
coral folio
#

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

spice ruin
coral folio
#

what is going onnnn

dawn gull
spice ruin
#

So what is the movement code?

#

Standard Character code?

dawn gull
# spice ruin Standard Character code?

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

spice ruin
#

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?

dawn gull
spice ruin
#

Some video of it failing would be helpful, including that debug arrow.

#

You should also debug output the final movement vector

dawn gull
waxen stirrup
#

Hey ๐Ÿ™‚ 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
    ...
    ๐Ÿคฏ

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 ๐Ÿ™‚

spice ruin
#

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.

waxen stirrup
drowsy snow
restive garden
#

Hi, is it possible to tweak node wires to not stick together? So they will go in parallel lines?

sturdy smelt
azure reef
#

Anyone know what this warnings means?
It always crash on AR when I'm trying to scan the environment.

humble rivet
#

When creating UMG for mobile do you need to rotate your buttons etc for portrait or does it automatically rotate?

arctic pebble
#

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

bleak zodiac
#

@arctic pebble ๐Ÿ™‚

oblique tangle
#

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

fallow hornet
#

Anyone have some general advice for converting distance meshes to a texture on a plane

fallow hornet
#

sweet, thank you

fading wolf
#

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

drowsy snow
#

I guess it's not sus enough

fallow hornet
#

lol

grizzled carbon
#

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

dawn gull
#

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

digital holly
#

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!

wary gyro
#

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

autumn flame
#

Sounds okay

drowsy snow
wary gyro
scenic halo
#

just started unreal today. Watching tons of YouTube videos. Do yall have any basic tips?

oak patio
#

use source control and save often

cinder minnow
drowsy snow
tawdry python
#

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? ๐Ÿ˜… it's spamming my logs

sturdy thunder
#

does anyone know if deep linking works on Bluestacks?

#

in UE4?

rich goblet
#

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?

plush yew
#

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?

drowsy snow
plush yew
#

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

clever marsh
fading wolf
#

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?

proud abyss
#

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

drowsy snow
#

I mean, if you're lenient with it, you can just have a simpler vertex displacement or (chained) morph targets.

proud abyss
#

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

drowsy snow
timber zenith
#

hey im trying to learn c++ but im getting an error

#

this literally the first time im touching c++ lmao

minor grove
#

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?

autumn flame
oak patio
#

endl = end line

unborn dawn
#

Iโ€™m having an issue with c++, does anybody know what I should do?

devout whale
#

you might need ; after GENERATED_BODY() @unborn dawn

#

im not good at coding but try it anyways

drowsy snow
oblique tangle
#

anyone know how i can take a vector and constrain it along a given delta?

dense coyote
#

Anyone know if its possible to change the default size of lightmaps when importing a mesh in some config file or something?

flint dagger
analog shuttle
#

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?

exotic pine
#

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

safe shoal
spice ruin
#

Always use the output log, not errors list.

drowsy snow
#

You can use the Error List, but set the filter to just Build.

Output log would still print the full text tho

carmine saddle
#

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

lost niche
#

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?

tawdry shadow
#

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 ?

surreal eagle
#

@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

unborn dawn
drowsy snow
#

Do note that Intellisense sometimes have no idea about the generated headers and macros, and also Super class.

fallow hornet
#

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

drowsy snow
cedar wave
#

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.

fallow hornet
#

Sweet, I'll try to handle it in the bulk edit

#

@drowsy snow bulk edit was fast enough, I always forgot about using it

cold blade
#

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