#ue4-general
1 messages ยท Page 1171 of 1
also, next time. please read the #rules, because posting the same thing in multiple channels can result in strikes and/or a ban.
:triangular_flag_on_post: Kiser#2156 received strike 1. As a result, they were muted for 10 minutes.
Never mind itโs working now
Does anyone know a good way to go about recreating dry areas like this in UE4 without vertex paint? I.e. using a decal to remove the roughness from a material? ๐ค
anyone know why i can walk through the static mesh i create from Geometry shapes ? like i created a house with geometry and converted it to static mesh ... but now my character walks through like a ghost
any idea how to fix that? https://www.youtube.com/watch?v=kjxdVwJ_eOY
@kindred fieldwhen you convert a brush/geometry to a static mesh, it does not generate the collision for you. You need to open the meshes and do that yourself.
ohhhh thank you thank you
๐ my blueprint logic is very rusty. I have a use case that I'd like to pick your brains on.
In my scene I have some houses, and I'd like to be able to disable the roofs with one button press. My first thought was to add a tag to the roofs, however most of them are children of a house actor, and as such they don't get picked up by GetAllActorsWithTag. How would you approach this feature?
Hey everyone- I'm trying to make a green screen in Unreal, but putting a giant green block into the scene (obviously) messes up my reflections. Is there a way to remove an object from being captured by reflections, or a way to create a material that doesn't show up in reflections?
One of my coworkers told me I could make the material unlit but that didn't work
I'm building a cinema for VR. I've created one single row of chairs then duplicated it to fill the room. Can someone give me any tips on making this as cheap as possible? Does Unreal auto instance for example? Cheers
Unreal does have auto instancing, so you better up having each chairs its own static meshes.
so better to have more single chairs than one long static mesh row?
Also do I have to do anything to turn on auto instancing or does it happen automatically when you copy a mesh? thanks
Yes. It can also helped with view frustum culling.
You can try enable auto instancing with console command r.MeshDrawCommands.DynamicInstancing 1
Thank you. I tried the command but nothing came up so not sure if its created instancing or not
I followed this basic tutorial on damage and death and it was working but now it doesnt seem to be. The health reaches 0 and I can see the death event firing but nothing happens. Also when I check the HP (per player) its still at 100 despite being damaged. I think Its because the server needs to tell the client that their HP is going down but im stuck ๐คทโโ๏ธ
is there a way that you can make a box trigger only trigger from a certain direction? im making a skate game map, and have a trigger to make some npc's cheer after you land a trick in a certain spot, but it also triggers them to cheer if you were to run in from the other sides to
Has anyone else encountered this problem:
1>------ Build started: Project: UE4, Configuration: Development_Editor x64 ------
1>Using 'git status' to determine working set for adaptive non-unity build (F:\UnrealEngine).
1>Creating makefile for UE4Editor (no existing makefile)
1>Creating makefile for ShaderCompileWorker (no existing makefile)
1>Building UE4Editor and ShaderCompileWorker...
1>Using Visual Studio 2019 14.31.31107 toolchain (C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Tools\MSVC\14.31.31103) and Windows 10.0.18362.0 SDK (C:\Program Files (x86)\Windows Kits\10).
1>Building 2 actions with 4 processes...
1> [1/2] UE4Editor.exe
1>LINK : fatal error LNK1104: cannot open file 'F:\UnrealEngine\Engine\Binaries\Win64\UE4Editor.exe'
1>C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\MSBuild\Microsoft\VC\v160\Microsoft.MakeFile.Targets(45,5): error MSB3073: The command "..\..\Build\BatchFiles\Build.bat -Target="UE4Editor Win64 Development" -Target="ShaderCompileWorker Win64 Development -Quiet" -WaitMutex -FromMsBuild" exited with code 6.
1>Done building project "UE4.vcxproj" -- FAILED.
========== Build: 0 succeeded, 1 failed, 2 up-to-date, 0 skipped ==========```
trying to build the source for 4.26
Set colision to blockall
By any chance has anyone got a copy of this https://unrealcommunity.wiki/character-wing-suit-controller-z3zokoqk from ages ago... sadly the images are missing and i'm curious to see their BP's.. as i'm hunting down an example of a wingsuit in unreal but am struggling to find more details on this subject.
The part i am stuck on the most is pitch increase/decrease... that is to say I can make my character glide and fall at a rate .. but when they pitch down or up i want to increase/decrease that rate of lift (using lift to determine gravity decay of 9m/sec). .. the tricky part is when you bank Left/right while holding up down i need to make it feel like resistance/force is pushing you in directions.. like say you bank top-left then depending on speed will result in either hard decay in altitude and/or backflip....
Overview Author: This tutorial will walk you through how to create a wing suit flight system for the character controller with multiplayer support. We will be observing proper practices and integra...
i could program this for you maybe
or just use like
the internetarchive
website
Can anybody tell me why the UE Mannequin has his IK bones oriented this way?
Is there any way to make something only collide with something that has a specific tag
Actually I just want them to collide with walls and floors but not the player
Custom collision in the properties of that object
I'll show you where you can find it on blueprint
@fresh pulsar
Play with these parameters
Doesn't work it still just clips through everything
paper2d moment
Set it to this
Report results
I'm not familiar with 2D stuff but try it and see
Hm okay
Okay it's being weird @native creek it says physics enabled is not compatible with the collision
But it's set to ignore only pawn
i would love an example on this, as it has me stumped for days so far.. so if you know how to pull it off i'd love that!
wayback doesn't appear to have this one archived when i checked ๐ญ
Can anybody help i cant open epic game launcher
Hi, I am having real problems getting Unreal Insights set up, could anyone help? I want to do some performance profiling
When making a game, do you need to think about graphic settings beforehand or does UE have graphic settings that can be applied at the end of development?
I'm having collision problems aaa
normally decide the art style, the engine has some feature to help improve the final and to optimize and check for issues
I mean like graphic settings for users, low, medium , high etc
there are settings you'll need to take care off yourself. unreal does a lot already under the hood, but there are things you'll need to set up yourself.
Particularly with post process settings, typically you want it to be as granular as possible
same with materials, textures, effects
Speaking of which, the underrated Scalability Switch should be used to have more fine tune on the material's complexity.
Also scalability switch on per actor basis
I just want to get rid of unreal engine and epic games launcher is not opening
Plz help
๐ญ
Just... Get rid of it?
You can just delete the engine folder into oblivion safely
And maybe install Unity in the process :P
If I set print string duration to 0 does that mean infinite?
No, it's just printing for a frame.
If you do so, you should disable printing to output log.
I know you can just click delete and it will delete it
But its not working
I tried to delete it from file location too
But still not working
Yeah why not
I will download it if my potato laptop can handle it
kinda stucked, this strange square apparead and now i can't do nothing, what i can do for fix ?
this square is located in the main viewport, in the middle of software
I'm new to ue4
I know how to use it sort of, though I need to learn blueprints and how to create meshes etc
Where should I learn? (Easiest way)
Move around another tab to the viewport, and bring it back once it disappears
Scratch that, confirmed it
Changed ddc path but still going to local dick c. Do I need to do something different?
Anyone know how to include third party libraries in a plug-in project?
just dm me
if i want an AI ennemy to deal damage to the player on contact do i need to add a collision capsule to both of them?
Does anyone know if sound is outputted to the player camera IE the one in the character blueprint or does it output to whatever camera the player is looking through like a security camera or something like that
running into this really weird issue
Is their a way to merge actor in a non destructive way ? Like, they are merged on package, but not in editor.
yo
I just started unreal engine 4
and it's confusing asf
especially since I come from unity, which I have all my experience in
why use unreal engine 4 when 5 just came out
My pc is trash
Did you hop in here just to say that or...?
nah ima 100% need help in the future
cause 5 is buggy, some feature deprecated, and cost more on performance side.
anyone can give me some info on what "rig vm" is?
Basically Control Rig's blueprint VM
uuuh?
It's not the same as the one used by Actor BPs
well
Virtual machine is basically interpreter for scripting languages.
well im not using scripts. i stick to bp i was just wondering bcs i think i earlier had a node like "set parameter rig vm" or so
just wondered if its possible to directly set variables now
Control Rig's BP isn't as expansive as Actor BPs, but in terms of performance, it's more lightweight than AnimBP, so overhead is pretty slim.
I haven't checked into that yet, I usually just pass vars to Control Rig via anim BP. Maybe that's something to do with Control Rig component?
well that whole part is relativly confusing but. what i had was.
- bp->animbp->ctrl rig
- to creat animations bp with ctrl rig component and do stuff directly in the bp
though 2. is really not convenient
The former is definitely more convenient and offers more granular control in anim BP.
yea but for some things (if i remember right) you have to use the component.
ill soon get back into ctrl rig
gotta do some setups for my shapekeys
I never used the component, it's hard to get working compared to just have inviso but ticking proxy skelmesh
yea just looked at my old setup. i scred the component to and just passed things through
im really sorry to interrupt anyone or anything but is this the "help" channel?
nvm im really slow
So I know you can see if a widget button was clicked by using the event clicked node but is there a way to differentiate left clicks and right clicks? I want to do something only if I right click the button and another thing if I left click it
General help, yeah
so are the channels for specific things under the content creation tab or is that just an area kinda like a share and tell?
im sorry im just very very confused at the moment
theyre for more specific questions, so try to ask your question there first. So if you're having a problem with audio stuff you ask the question in #audio but for a quicker general answer you ask here
ah. alright. thank you sir/ma'am
lord im fried. i apologize if i have offended you with that statement
nah youre good, im a dude
phew. dodged a bullet there
i never mean to do that but every once in a while i forget and get "yelled" at
Ive got what is probably a really simple question, how do I get the lighting to not be crazy high on my level?
It seems like when I start playing, its almost bouncing so much it gets incredibly bright
add a post process volume if i understand your question correctly, turn on infinite extent(Unbound) and then play around with the exposure bars until you find the right bright
Kinda, and I appreciate the response. It seems to just get this bright no matter what?
That floor material is suppose to be near black lol
Found a quick video that turned off the crazy exposure amounts using the post process volume, thanks!
Has anybody successfully imported .pskx files into blender?
I exported ue4 files via UModel Viewer but when I try to import the pskx it is a mess and there is no skeleton.
Importing the .uasset into UE4 for FBX export isnโt an option either, because when I click on the asset it gives me an error that it canโt load itโฆ
The mesh gets inside blender but I canโt do anything without its armature
Hey all. Awesome to be here. Thanks for the invite. Any other Photogrammetrist in the house ๐
Thank you! Yeah, straight from RC to UE4 with literally no manual process. Does the LODs, insane decimation from raw photography, retopology, fills in missing gaps, removes noise, removes floatersr, delights, and we'll soon have roughness and other such maps computed. Takes about 14 hours on a Threadripper 16 core and a P6000
hahahahaha. Yeah. Alleyways, rocks and shoes are our rright of passage ๐
Damn that's an insane WorkFlow
Started on Agisoft Photoscan way back in 2014. Its a good package.
๐ my poor i5 4460 died to do that one rock
Yeah, and its completely automatic. We just added LiDAR noise removal last night, so when its finished, literally just hit reimport.
Sheeesh
Literally tackles straight frorm the .raw 4Bn. None of this decimation to 60m / zBrush Decimation Master shiz.
So your rreprojection of textures is that much better as its super shrinkwrapped.
The LOD is pretty powerrful too. We got the scene at about 30m but you can get easily only 400-600k polys showing on screen at any given time.
Damn
Anyhoe. Feel like I'm bragging now. But yeah. Virtual Textures are doing good, need a hand with tweaking though. Don't quite get it, use to use Granite, was a fair bit easier. If theres any Virtual Texture wizards in the house that and anyone whos good at OpenXR level design. Would love to colab.
Awww. Damn! Rough man.
Tbh I made a mistake with it too I used my phone as a camera with the 48 megapixel mode little did I know it had AI enabled and added a lot of stuff that wasn't there and ruined it a bit
Hey so basically I wanna mod this game called hello neighbor 2 and idk how to. Is there a way to get the unreal project of the game so I can mod it and stuff?
Yeah you dont just get the source files like that, this isnt a server for discussing unsolicited modding
Oh man. Do you know of one I could join?
Nope and i wouldnt advertise it here anyway, sorry
So I downloaded the ue4 binary source from github and I'm trying to load a project but I need the plugins. I tried copying the specific plugin folder to my plugins folder within the engine plugins folder but it still says it's missing so I regenerated the project files and built again but it still says the plugin is missing
Any idea what I would be missing
You have to copy the Plugins to the specific project's Plugins folder
How can you change your BP code so that the load is spread across multiple ticks. You get only one event tick per actor. Can you duplicate the tick function and call it Tick2 then use it. So you have two per actor.
were you able to figure this out?
does anyone know how to see if the ai can reach a location from it's current position (pls ping to repsond)
Yeah, do you mean setting up custom tick functions?
Or conceptually decoupling logic from rendering?
how do i check if an ai can reach a location from it's current position
i have a world vector that says the ai's intended destination,and i would like to check on the navmesh if it has a valid path to reach the location.
there's a "navmesh valid" but it returns true every time. for an example,i'm trying to see if the ai is on a platform or something and the player isn't on the same platform. this would make it unable to reach the player,and [i'd like to tell the ai to stop trying to move,and just stand still in a pose so that it can use long range mode.(i don't need help on telling it how to shoot,just to stop trying to walk)]
does anyone know how to make a boss battle or if you can send a video because i can not find one that helps me
Do you already have a working combat mechanics?
no
Then work on that first.
Hi, couldnt find a troubleshooting channel so thought id ask here
I have attacks in my game but I dont want the animation/function to repeat everytime I click the button, I want each animation to end first before allowing me to attack again
basically if I click repeatedly my character looks like he's having a seizure
instead of punching once ๐
let me share my screen with you ๐ฎ
does this help?
ok sorry im really new started relearning unreal last week, so I right click and create variable, then put it in between the red mouse click and the anim play
oooh cool!
does this look better now?
punching makes me feel goood
ill probably end up adding a slight delay too afterwards
think i found it ๐
what is notifies haha
Paragon greystone is on marketplace right?
can I just copy the code from paragon greystone and use it as my own?
after making changes ofc
๐
awesome thanks for your time
dw ill be back soon (im noob)
hey anyone know how to import Metahuman to Unreal Engine 4.25 version
the files appear in my file explorer however in content browser its not
Sup Guys I Have A Question I am Working On A Multiplayer FPS Game, And I got everything working decent, but one thing. Once I Connect to a lobby, the multiplayer names duplicate in two so they are basically the same . Can Someone please help me thank you
you mean character name ?
Yes
in lobby they have to type a name ?
the name variable in replicated ?
I guess so let me check again wait a sec
So basically this is the variabe at the right
Entered PlayerName
is it replicated ?
oh try enabling it
Is that the only thing that I need to do than?
yea probably
alr
Not ready is the name ?
See its still the same
The chat updates it good
But the players dont sync well for some reason
Sorry Im not that smart how do i do that ?
hmm leme try to do it
You can send ss how you do it or i will send you my project if you want
i will try and send you screenshot
leme try
Okay ill wait
Been given a project and Iโm trying to move the sun but ctrl+L isnโt working. Any ideas how I can get this to work?
do you have the sky sphere in?
So i have a multiplayer replicated health system and everytime i throw a punch it takes health from me. I suspect this is because the colliders from the hands are hitting myself. Is there any way to run a branch to make sure the collider isnt taking damage from the client when they punch
its only a small amount i guess whenever the hand clips me
@clever marshmaybe try adding an branch before giving damage to check if hit player = self then do nothing
wdym
how would I run a branch checking if it is hitting myself
what would i connect the self node to
wait i will show
okay thanks
yeah but if i do that it wont hurt the other player
you tried ?
it wont connect to the target though
Maybe try getting the is overlapping from that
glad to hear that
Hey everyone, in need of some help please! So I have a triangle that I am trying to apply a border material to, but its not applying to the triangle in the right way, any ideas how I could resize the mat/texture so it fits the border of the triangle? Thanks!
Guess it's got something to do with the UV's right?
Hi all! Hope everyone is doing alright, is it possible if I could get some feedback on this? Something feels off about it to me, but I can't tell if that's just me being pedantic - still needs some polish + vfx/sfx, and some web effects are missing whilst zipping forward https://www.youtube.com/watch?v=LEkx5-I6I74&ab_channel=gibb0
Hello everyone! Hope it's the right channel to ask this question: I know that there is an option to export physics asset, but how to import it back? I have to copy physics asset from one skeletal mesh to another, but joint names are different, even though the structure is similar. I though about exporting physics asset, changing names in exported text file and import it back. But there is no import button!
When I set my target SDK to 30,opening Google play leaderboard shows this message.Leaderboard works fine when target SDK is 22.Any solution?!
can someone help me spawn an actor on the ground without using gravity
u know any tut on that
Anyone know how to fix the fortnite plugin error, I get this but I don't even have fortnite?
hey guys i followed a tutorial on how to add helicopters and the issue is when i press my key my player wont get in anyone know why?
I mean, is plastering Freddy Fazbear pic like it's a malware even necessary?
guys I need help he's looking right at me, I need this fixed man...
Show the code for that part.
I'm not completely against Discord roleplay, but plastering Freddy Fazbear pic all over the screen, and obscuring the editor, is not helpful for us.
CR is sent SS
i just like fnaf at freddy's ok
Is it like my thirdperson blueprint is not the one actually playing @drowsy snow ?
:triangular_flag_on_post: Breeze#0001 received strike 1. As a result, they were muted for 10 minutes.
Not entirely sure how this is going, can you debug the part that doesn't work?
how can i do that iam a bit new to the engine
๐
one more thing bro allthough my transforms(pivot point) is good in my 3d software after i import it gets messed up why is that?
Make sure to set the debug object to the correct actor instance in the BP editor when playing, and then see the flow on the code when you try to enter the vehicle
What tool are you using?
blender
Okay, then you need to reset location transforms first
the mesh is alright but when in unreal the pivot point messes up
ok
let me try that
the button on top right when importing right?
Actually it's Alt+G (at least with default hotkeys)
For some reason the world transform in the scene got applied when exporting to FBX and bringing it to Unreal, not sure which end caused this
do you think the world transforms is affecting the player enter to the helicopter?
Not sure. You haven't said anything about what's going on with the code when you debug it.
i have to send you the message log right?
Not the message log, but what happens with the code itself. Does it stop in the validation branch? Is one or more nodes triggers but does nothing?
how can i check that?
iam new bro, really no clue how these things work
any clue why my "add engine version" button is greyed out?
lmao the fix is so silly
you gotta click on your library tab so it logs you in and then it stops being greyed out
Hey, looking at the Unity Asset Store (yeah..), it has some nice stylized environments. Thinking of trying to migrate one to UE, I'm guessing the models are easy to move but what about materials/shaders?
But first, make sure the licence permits using the assets in other engine/renderers.
sure, that is also a consideration, from what I see it's do-able
Depends if they are terrain assets they probably wont come across. If they are meshes it would be fine but you'd have to recreate the shaders
Hi folks! I'm not sure if I'm on the right channel but I'll try! can someone please help me? what am I doing wrong here? all new to unreal just trying to create a forest scene for my house. I followed a YouTube tutorial about how to make landscapes and so on and then this happened. Any idea what's wrong? (Talking about the blurry edges haha)
Hi everyone. Just need some help. If I spawn in a character, then click on it I have a widget that shows it's current stats. But It only ever shows the stats of the very first spawn. How can I get it to show the stats of the character I click on? Thanks in advance!
I can't be the only idiot who's accidentally hit rebuild when attempting to build the engine right?
I have done that a few times, yep
hey guys. I am with a odd bug here on my engine for a long time but. I really wanted it to go. Sometimes for really no reason. I when I pick a node, nothing shows up. But if I write and do usual, it works. Its just invisible.
Or the loading shaders its blinking from black to load numbers, also if I click on Edit or any tab I dont see the drop down. Any idea on fix?
On which channel should I ask about rigging and skeletal meshes?
just wanna confirm something.
does anyone know if, when i set up my physics constraints in ue4, they will also later work in ue5ยดs chaos? or will i have to redo? or unknown yet?
ok i got a question
if i am building an api for a scripting backend
and im offering to use python as the default language...
is there any reason i might want to "boil down" the engine's assembly access into some common functions? that is, to limit the use of engine assemblies to features just concerned with my project?
i can imagine some cheating being enabled by full access to my game engines assemblies to any modder
but im not making a multiplayer game
i understand this aint a unity discord. but that what im working with and this is in general rather than engine specific
dont ask why im here rather than there
lol
anyone??
hi everyone
why does my ai sequence node only execute stuff once?
it will cycle through everyhing ONCE
and not every time
neat. good movement
I HATE COMPUTERS
ok so i think it would be prudent for you to learn and understand how to ask good questions so that we can help you
if you want help then saying something like youve said here isnt helping us help you at all. we need details. code. screenshots if its visual scripting. a description or a video demonstrating your problem.
ok one sec i didn't think i'd get a response
im not an expert or even intermediate in UE. im a unity dev. tried switching to UE but i can lend some expertise if need be
ye dw
so the thing i circled in pink only goes once,and the fire at target executes each time this is executed
i beleive that if you want this to occur more than once you are going to require a loop
printstr only executes on the first executuon
OH
loops are for repetitions. iterations.
it would stop doing something it it returns true one time right huh
your end condition must make sense though. careful of infinite loops
wel i just want it to do both things i have hooked up to it every time the ai updates it's graph
yes. computers are sequential machines, in spite of their appearance. they execute everything in front of them in sequence.
So when I've got Lidar data in Unreal, the ocean is always a big flat area. Is there a way to select this 'polygon' and then put a height gradient on it to give me a basic seafloor that matches the edges of that polygon?
heightmap perhaps?
The lidar data is a heightmap.
i think a 3d modeling software like blender is better for editing polygons
ah
Ahh okay.
sorry bud wish i knew
No worries
happens
explain
visually
ok
if i execute this thing
it will print the string ONE time
but will execute the second one every time
ohh i get it now. hold up. you need to connect your fire_at_Target or your printstr back to your node above to form a loop
i want the ai's sequence to do ALL the things conected under it every time
ok
so connect your printstr to your fire_at_target and then to your within reasonable rang stop moving and fire at player
maybe if i put another sequence under it
it still will do it
it executes the first pin once
then the next
but NEVER executes the first person twice
6 votes and 7 comments so far on Reddit
thank you
yes np
but again. i think you need a loop above your top node
to cause it to fire in repitition
ah it must not execute something twice if it returns true
it'll keep executing untill they all are true
i think you ought to connect your printstr to your fire_at_player node, add a loop above your top node, and then try it
disconnect your fire_at_player from the top node
printstr had it's completion condition set to true
THIS MAKES SO MUCH MORE SENSE
oh no now it won't go further than anything that returns false noooooo
hold up
do this. @surreal eagle
they don't connect like that
AHHHH
duplicate that sequence. put it between them
the issue with sequences is that they care about the conditions
that makes logical sense
a lot of these are simple "set" nodes
and i need something set every frame or so
gonna read all the nodes
good idea
these things are a pain
i don't see why this can't just be normal
oh no
there's no simle sequential execution node
ok i solved it
just have everything set to false
and put it under a selector
just have the last thing on the selector be true maybe idfk
ok so i made a node with the sole purpose to return true
anyone knows if i can creat puplic variable by using bp? i mean, having a node that creats them
nvm, site was just acting funky
i should make a website or a tutorial on how to ask questions on discord just so i can send it to ppl
thats only 25% of the way
- what is it u are trying to do.
- what did you do
- what problem accured
- when did that problem accure.
no
2
idk lemme see
personally i'd just reccomend using a array of wildcard refs
hmm
never used wildcards
hmm i dont see how wildcards would allow me to creat variables
wildcards can be anything
the array can be used to create new array elements of wildcard type
yea that i do get but thats not rly what i want
i want to be able to creat a puplic variable from bpยดs
it'd have the effect of a new var
can you be a bit more specific? i cant imagine how you imagine that
ah, that guys still spamming me. blocked him a while ago
ok so make an array of wildcards
if you need to make a new varible,have a "add array elem" thing
it won't make a var on runtime but it's the best i can do
it would work similar
hmmmm
thats not what i need hmmm
thanks anyway, wildcards might come in handy. i guess ill rethink what im doing here
Hey guys, as I mentioned a while back, I'm doing a final project for my degree based on UE4. And I need to gather some data for it as a requirement. Due to a lack of unreal engine devs in my country, I can't really reach out to anyone except those on discord (issue is that the data needs to be gathered from people in the field of UE4 development). So I was wondering if there are any experts who would be willing to volunteer to answer a 3 minute survey for my project? I have a list of some of the guys who have helped me so far but I don't want to directly ping them
You don't even need to be an expert but yeah
My ideal candidates were:
WizardCell
CE
Yinsei
Daekesh
Niyo
Lorash
Frigarius
HoJo
Dieter
Sooo if any of you guys are willing to, let me know โ๏ธ
survey ?
Like a small google form
alright send me
I'm stumped. I have a function library that I'm trying to pull into a different project I copied the files over to the source of my new project and I rebuilt the ue4 engine and rebuilt the game project and the c++ classes is still not showing in the content browser and the methods from the function library aren't showing up either
why is this happening when i use my normal map? it looks perfect in blender
check your UV's
the UVS should be fine, considering the base map works
Check your normals then?
dont make maps by splitting characters in half. this isnt 2003 XD
easier, and pretty unnoticable
i have the same setup in blender and it works perfect? Is there anything extra i have to do when importing it into ue4?
it would be pretty unnoticable, but because its flipped, you are actively flipping the normal map as well
so that messes it up
which is why --ever since normal maps where introduced-- that approach has slowly lost its appeal.
you can flip the normals with some shader math, but better to just not use this approach anymore. (and required additional math/uv setups)
what's happening now? sorry for asking so many questions this is my first time importing normals into ue4
hmm, seems to look like a smoothing group issue
how can i fix that?
i dont use blender, prolly searching on google for "blender edit smoothing groups" might give you the right results.
Does anyone know how I can "combine" player controllers? I'm using the vehicle content item from the ue4 launcher to work in my world, but it doesn't work with my personal player controller
i just tried everything i saw when i searched that. nothing works
Hi everyone! Im looking for someone to give me hand on a UE4 project ( payed work ), I need to figure out why my assets failed to load ! If someone interested plz PV me. Thanks ๐
hello. is there anyone who uses World Machine?
You can ask questions with screenshots here, or post to the job board if you are paying people
Where is the job board? is a different chat?
Look at #instructions but this honestly doesnt sound like something you need to pay someone to help you witj
I need a certain permission to ask for a freelancer and in a kind of a rush, do you happen to know someone? or yourself?
this is what happens with my assets
cant figure out why this is happening ๐
Whats it say in your message log
If you read instructions it tells you to dm manny with the $job command for contract work
yes I will ๐ , are you interested on this job?
Nah not personally, but this thread may help
Worked for some
Fix redirectors on content and delete saved + intermediate folderso
Back up beforehand tho
thank you very much
Np
does anyone know how to fix this? iโm importing from blender btw
this is how itโs supposed to look
so i have a float timeline and made it change the verticality of the cube when it is spawned however it just gets spawned in it doesnt move
Whats in that timeline
So you are only moving it 1 centimeter
gamedeving is so fun hihi ^^
very
especially fun when things like this happen
(It was solved after multiple hours of hard frustration)
for some reason it keeps saying physics enabled not compatible with collision idk what's goin on pls help
Iam using ue 4.27.2.My unreal is not detecting vs 2019.I tried changing source code option in editor preferences,but there's no option for it.
I moved UE4 to another directory, how do I add that UE4 version to the epic games launcher
Does anyone know how I can "combine" player controllers? I'm using the vehicle content item from the ue4 launcher to work in my world, but it doesn't work with my personal player controller
jesus christ this chat is dead, where are people
I installed UE4, but my project's .uproject file isn't showing the context menu
downloaded this plugin but have no idea how to add it to my game ๐ฎ
I enabled it if thats what you mean but I have no enemies in my game yet to test it out
Well then youve added it
yes
just unsure how to test it
i dont see a demo project ๐ฆ
how can I find it?
in engine my spawn system works but when packaged it is not working can any hope in chat and help me? just rly confused and i need to get it working today just have no clue what is going on with it and its doing my head in
nvm ill look into some youtube tuts and add lock on that way ๐
bare in mind this is a split screen co-op game i am making
Anyone know how I can switch player controllers when possessing?
why does this not work the name of the function is decrement
also it works when it spawns in just not with these events
lol when i retargeted this happened. is ther a way to make it look normal?
lol
Does anyone knows how to Work with Cooked Content in the Editor , how to set up? ๐
@cinder cargo That happens to me when both skeletons settings are not in sync. Double check and make sure they are
Hiyo there, trying to work with AI Sight. I have the perception component on the controller, the same one being used for my behaviour tree/blackboard, but AI sight doesnt seem to be working at all. My player character has the Stimuli source component and is registering itself with sight, but the AI doesnt seem to be detecting it at all (no balls in the debug) and On Target Perception Updated isnt firing at all. Any ideas what I might have missed?
Oh boy, I wonder how many work it'll take to cherrypick the changes to my 4.27 fork ๐
does anyone know why my 'target' color is not blue, in tutorials theirs is blue, and im wondering what the difference is . This is inside a interface call
hi i am having problems when in engine my game works fine like players can spawn but when packged they are not able to spawn any one able to jump in chat and help me? cause i can show you the issue just need it fixing asap cause i need to record a video on my game ready for my hand in on tuesday
or can anyone in feedback and support help me out im stressed out because of this bug
Hey guys although i applied transforms in blender when i import a static mesh to Unreal engine the pivot point is messed up
anyone please help me
Unreal uses 0,0,0 as pivot so center ur models around origin
why does this not work the name of the function is decrement
Decrement in all lowercaps?
I think Function Name is FString, not FName, so it could be case sensitive
Okay, just noticed that:
- You're executing on Event Destroyed/End Play. If you're executing something in the actor, it'll be pointless.
- You have nothing on Object input.
I just had to Untick an option when importing thats it
thanks anyways
so i should just hide the object?
Generally you shouldnt execute when you destroy something, that defeats the point of destruction
how can i get the wave height of the water plugin?
so i should change where it is executed?
Yes
Hi guys! Please help me I canโt do it anymore. I have tried to change materials in my project in three different ways following youtube videos because I have to do this foi my architecture school project and all of them failed and I donโt know why. I will be sending some photos of my blueprints, but my problem is that when I click on the material button that is supposed to make the change on the material of the floor, nothing happens, it does not even click. You can see in the last image, the OK button clicks normal but the three squares with the materials do not click and/or change the material. Thank you so much for anyone who might be able to help me Iโm desperate.
Your code is fine. Are you sure the button click function was actually called?
So i have an error, that indicate a "add to viewport" failure, which i have narrowed down to a specific spot. I am attempting to call a "host menu" setup screen. There are two instances of this object listed, the file path is identical,(/game/folder/widget.widget c) i can add both
however
when im trying to use a "Create widget" and connect a return value to a " set variable" i get an error
Thank you for the answer! What do you mean by that? I don't understand sorry
When I click on the OK button it works fine, but the others don't
Add a breakpoints to any node after the click event to see if they are called
How do I do that?
Right click any node to add breakpoint
Ok I got it here, it goes through the whole function but it still doesn't change the floor material somehow
Make sure you're swapping the right material slot
Apologies if this has been asked before, but does anyone know any way to intuitively import assets from the Unreal Marketplace (or other sources) into specific folders? As an example, importing the Animation Starter Pack from Marketplace would create an "AnimStarterPack" file in my Content Browser within the engine. I'd want to split the content of this (textures, materials, animations, blueprints) into designated folders within the content browser, but the engine seems to not allow this. Does anyone know a good resource for learning how to move and manage files in Unreal?
generally its just moving the folders/files around in content browser > fix redirectors > repeat.
ive somewhat isolated my issue down to my game instance not seeing the widget i am trying to call
@fierce tulip Thank you! I was having trouble moving from one asset folder to another that was earlier in pathing - looks like I just needed to open a new content window for the folder.
hello, i'm having some game thread performance problems and i was trying to use unreal insights to give me a bit more understanding about what is causing the problems
and i noticed that the character movement component and skeletal mesh tick animations (from the anim blueprint i would say) are the big boys
the thing is that i cant see from which specific actor the character movement component and anim bp tick is taking the biggest chunks
is there a way to get that info?
<< fixed my issue
I am trying to set up androidr studio and when I run the setupandroid.bat in the unreal engine folder I get this error.
I've just started using unreal and i'm having trouble where I want the scene to be unlit.
How I'm doing it currently is in level BP I have it run a console command to change the view mode to unlit which works when I just play it in the window. However when I package the project and run it the viewmode doesn't seem to be unlit.
I assume i'm not supposed to just run a console command like that but im not sure exactly how to get the default lighting to be unlit.
How should I go about this.
ok will try.
I changed the materials to unlit and packaged but it still seems that the environment is still lit? like there is still a glow that kind of makes the material darker in color and I want the material color to be unaffected.
hey guys while using ALS V4 I'm trying to get rid of swinging arms animations while the pawn is falling, I managed the get rid of it while the player is not moving but I couldnt do the same for moving/running. I'm thinking that there's another state machine that's controlling the transitions between running and jumping but so far I couldnt find such thing. Any idea what could I do or how can I get rid of the animation?
in engine this screen works but when project is packaged it is not working and players can not spawn in
can anyone please help me this if for my uni project and it has to be handed in by tomorrow and i need it to work to do a video and ofc send it as a .exe
would appreciate the help
so I turned off eye exposure and bloom and it does look better but that is when im not in a player camera? do I have to change it in the specific camera I use in run time. if so I can't seem to find the setting.
when i play it just looks like it did before.
how do you create this node
Reason im asking is cause in the tutorial the guy doesnt show how he did it
thanks
a'ight I fixed it
Pretty sure hold 3 and click to create that node
if you search in /r/gamedev you can find a lot of free C0 sounds
I can't figure out why the on-screen widget when used overhead isn't updating if they are the exact same widget. Any ideas?
Could I get someone to look at a 2D Paper flipbook blueprint issue I'm having really quick? I know that it's probably an easy fix, but I'm really new to this. ๐
What do you guys think? My first big project if you don't count the doughnut ๐
https://imgur.com/a/qXL9jda
Looks great!
thanks ๐
Good use of the rule of thirds
are you a 3D artist?
hopefully the 3D school likes it ๐
not yet but i hope to be someday. this is actually for a portfolio for a school ๐
also the only thing i did in 3D by myself is the house rest is used in unreal to make a scene
oh nice man gl
I wanna be a 3D artist too
blender XD didn't have the money for the other parts. but i did the textures in substance painter that i did buy
oh so like level design? or are you after doing like hard sculpting?
Im not sure honestly
Im gonna make my own solo game in the summer
and I should probably model some 3D stuff in maya
oh nice good luch with that ๐
Different instances perhaps ๐ค
alot of job posting actually ask you to be good in Maya (which I have on and off experience for 2 years now)
i recomend you doing the blender gurus doughnut guide to get some sort of understanding. even if it is in blender. then go in to flippednormals a lot of good guides, mostly they cost tho
I also have experience in making textures in substance designer
Im def down to learn blender too
thats really good. yeah i know they ask for maya. but try blender first. i heard they are preatty similar and then you can get a understanding of how it works
Beetlejuice! Beetlejuice! Beetlejuice!
I added you
we should keep in touch
indeed
should be in #work-in-progress but it looks nice
do you mind elaborating, i couldn't find anything when I google that
oh im so sorry i tried to find something like that but i missed it
ah its all cool :)
how can i downgrade a project from 4.27 chaos source to launcher 4.27?
https://www.youtube.com/watch?v=aDILYh9pTOs&ab_channel=gibb0
Can I get some feedback on this? In particular, the webs whilst zipping forward on the ground
AFAIK you probably can't easily move back to a launcher 4.27. You can move to a source 4.27 with a higher version/compatibility number.
or you can probably move to a launcher ue5
you MIGHT be able to change your CompatibleChangelist number
I need to make a vingette effect without Mobile HDR and without UMG and slate. I'm thinking global shader is the best approach? I've made a hack up solution with custom shader and render target to a plane with camera looking at the plane, But it have problems with wall collison, since the camera is too far behind
wondered for a while now. why, when i set something into a bp, its so offset? why doesnt it simply use the origin to put it to the capsule?
Character BP?
show screenshot
always have to manually adjust things
Because the capsule itself is the root component, and when you adjust the height, it scales to/from the center. Then CMC makes it gravitational, which caused the aforementioned extra effort
so in other words i cant really "export it perfectly"
Aside from a hacky math to align the mesh to bottom point of the capsule, no
i mean not a big deal, been just wondering for ever. guess it makes sense
but its sorta dumb
Hey, i compiled a game fine with UE4 but when it plays it crashes with Fatal Error, where can i find the log to see what's wrong ? i exported in Developpement
Hi, is any way to get a weight of the layer from landscape material via BP? Or copy it to render target?
Anyone have experience with using OpenCV and Unreal? I'm getting this strange error which was never thrown before error C4668: '__GNUC__' is not defined as a preprocessor macro, replacing with '0' for '#if/#elif'
And this warning warning C4946: reinterpret_cast used between related classes: 'cv::Matx<double,4,1>' and 'cv::Scalar_<double>'
Isn't OpenCV an image processing library? What are you doing with it?
That's right, I'm generating some images based on landscape info for my uni project
Funny thing is it was working without any errors or issues uptil now
And I haven't changed the code ๐
Not sure how outputting material to render target is not a viable option
I'm almost done with this project, with like 3 days left. The idea was to prove this concept of mine works, not to use already existing methods
Seems like that error is actually a warning but Unreal has elevated its severity to error for some reason
I got around it, I hope XD
wth, can anyone explain how on earth this happens
i used that befor, it should legit change nothing
ah hm, might be the tangent
So in 4.22+, fallback fonts dont work, tried the fix in this thread and still can't figure it out.
All chinese fonts etc are not working for me, any ideas on how to fix?
https://forums.unrealengine.com/t/ue4-4-23-system-font-bug/454977/11
open editor cmd and type Slate.EnableLegacyLocalizedFallbackFont โ1โ https://forums.unrealengine.com/unreal-engine/announcements-and-releases/1658668-unreal-engine-4-23-released?q=font UI Bug Fix: Dragging a widget from a non-canvas parent to a canvas in the UI editor no longer causes the widget to be offset. New: Made several improve...
hello. are there any free terrain creators? world machine and gaea only allow to export 1k heightmaps:(
could i add my delivered unreal application additional data assets for usage
like a building ?
sounds stupid, but it is about real houses, and i would want to deliver to an application additional data like that house, so some audience of clients can use it, but not all access it.
the second part is quite easy, but i would never want the others to have to download this, for many cases.
but i do think, it's stupid to deliver a new client for every house there is.
i would want to access them my system, and join a session for a given set of houses that is delivered to that client
so they would have to download the packages once, and then could use it
I'm using trace by channel to see what's in front of my character, but the Hit Actor seems to only hit on the 'default scene root', so no matter the size of my item or its collision sphere, the trace only hits a small point
Is there a right way to do this, detecting a variable sized entity? I thought about checking hit component?
Or... is this where I need to define a custom trace channel??
And about advertising a commercial product?
I'm having the hardest time googling for this. How do I change the name of my game on disk when it builds out? I can't find the text field for that in project settings.
This but if its a blueprint only project then all you have to do is rename the exe file and load it back up again ๐
@zinc cipher
Fistful of nucleotides
ok, cool
hello, i want to migrate a map to a new project, but it is not displayed in the unreal engine, only in windows explorer, what can i do?
did you migrate to an older version? else it should work.
How do u sync them?
can i safely delete cooked content? while packaging from a usb stick i forgot all the cooked content would fill onto the usb stick itself and now its so full i cant save my project hah
this is probably a dumb question, but how do i generate a lightmap uv on a skeletal mesh?
you cant
I have a problem with my widget. It doesn't display any red color
is this shading issue from my mesh? it goes away when i remove the normal map
@wary gyro make sure your texture asset in unreal is set to be interpretted as a normal map and srgb is turned off, then make sure your texture sample in your material is set up accordingly as well, if the issue persists after than, on the texture asset turn on flip green channel
flip green channel did the job, thank you so much!
did someone experience slow light build when using with incredibuild ?
would anyone know how I would implement deep linking in unreal?
with android?
i keep getting unknown errors when copying the default active deeplinking behavior from unreal's website, separated by /n
for each line
Is Sub Font Family not working for you?
Haven't tried that, doesn't that work per character? We've got a lot of languages we cover so it might take a whiiiiiile to cover every character
I might be mistaken about how it works
You can map certain Unicode range to specific Sub Font family. I used it in my project to use Noto Sans JP for Chinese and Japanese charset.
Have yet to find a good one for Korean tho
Thanks I'll check it out tomorrow!
I'm ray tracing in front of me to see what item is closest. When I pick up/equip the actor to my character, it starts to block this trace
What's the right solution? on 'equip' do i change the actor's collision settings?
Hello everyone good evening. I am trying to implement gravity on to an internal circular ring like the โHaloโ Ring Planet. I am using 4.26.
Take negative the vector pointing from the center of the Ring to the character...
Sorry I meant positive Vector if you want to gravity
That or keep gravity pointing straight down and move the world around underneath them
Like a giant hamster wheel.
Three options here:
Make a collision channel for items that are held and make them ignore this trace
When an item is picked up, make it ignore the trace
Make your trace ignore items in the array on the trace node.
In my humble opinion if you can't figure out the vector math direct Gravity the way you needed to in a project you have no business making it a game like that
yeha if you cannot figure the math behind the physics, you dont have the experience to make a game around said physics
how i know the compatibility number?
VersionInfo.h or something in the engine source dir
Eid Mubarak! Sending you warm wishes and happiness on the occasion of Eid. In every smile and laughter; In every silent prayer answered; In every opportunity that knocks on your door โ May Allah bless you!
It's a well wishes, but please do not crosspost, and see #rules
Hi,
Has this happened to anyone before? Have you been able to figure out why it happens?
When I press play, the lighting seems to just go super bright, but I've never edited anything to do so. It's happened on multiple versions of UE4 and on different OS installations (win10/11)
https://drive.google.com/file/d/1CuWAkQdY7LdGKDO7es4q3Hvwe9wTY6db/view?usp=sharing
isnt this just auto-exposure?
So there's two meshes I'm trying to import to UE4 from Blender, I can export them seperately into one fbx, but when I trying to join the two meshes with ctrl+j UE4 won't let me and says Mesh Mesh.001 in the fbx file is not reference by any hierarchy node.
Hello, its possible to create an Event when the timeline reaches a certain float?
What's Ctrl+J supposed to do in UE4?
combine two meshes into one
Not in Unreal, no.
Oh, yeh, I mean in Blender
can anyone help me using data tables or tell me an alternative I can use for an inventory system
What are you using the data tables for? Specifically.
Well currently I have one setup for an item list
I believe they're read only aren't they
what I'm trying to do is find a row by what's in a column
in sql it would be
SELECT * FROM `table` WHERE 'id' = "2"โ
idk if that helps
shits confusing the fuck outta me
teacher telling me to Google it and u looked everywhere but I'm to stupid lol
You can get the row by its Name, but that's as far as you can get.
Data Tables are based on structs, so not as easy as finding by one part.
what's the row name
one moment
the way it works right now is you pick up an item. by its ID
if I set the row name to the item. I'd
id
would that work
Probably, yes.
alright, secondly
because data tables are read only
how can I make an object of arrays
ornan array of arrays
because I'm a javascript / node.js developer by trade
so I'd code it easily but I am forced to use blueprints which confuses me
I know enough c++ to code it but I don't know
cause typically you'd have the slot name, item Id and quantity
but because I can't use a data table I'm oblivious on what to do
An object of arrays?
If you want an array of arrays, you simply... make an object of arrays.
Create a struct which contains an array.
Then make an array of that struct.
I'd either use enums or exploiting class inheritance.
So say every item class is child of a BP class, for example BP_MasterItem. When you go near into it or look at it, do some casting as the BP_MasterItem class. If it succeed, do the pick up event.
For something like player going near it then prompt, the master item class would have a trigger collision and on begin overlap function, something like this:
Cast other actor (or the collider overlapping the collision) as your character class (can be optimised with collision channels), then either call the prompt event or the pick up event.
thank you for your help. I'll research it
Hello!๐
Is there any way to blend anims through blueprints? (not animation blueprint)
Let say I have an anim play through blueprints and then want to seamlessly blend it with my idle animation (animation mode) while in game.
Do you guys have any good suggestions on how to achieve this?
I am currently using the "Play Mesh" node and then resetting the Animation Mode back to "Use Animation Blueprint".
Try use Play Montage instead
Hey so I am making a running animation blueprint and in the preview when the speed is beyond 0 it goes into the running animation but whenever I go in-game it don't transition to it and keeps playing idle
Anybody know if there are any secrets, best practices to get analog sticks to feel really good in Unreal? I find that out of the box the sensitivity feels very "sticky" and kind of bad. Of course it depends on the gameplay tweaks, but does anyone have tips? There are no tutorials on axis config settings..
Thanks for your reply! ๐
I tried playing Montage but apparently when I am in Cinematic Mode it does not play. Do you know why?๐ค
what I ended up doing was in my data table item list, I set the row name to the ID and then made an array of intagers which are the ids and everything just pulls the row from the data table it seems to work well so
You don't.
It's up to the actor using the interface on what to do in the event of interface call.
You could've done it in more object oriented manner, but oh well.
I had already started doing it with an array of ids and I'm working on a time frame. for my college FMP so I just did the faster way that worked
Looks like we got font families working! Since you asked, heres what we use for Korean which works.
Thanks for your help
Also - you cant get Korean working because korean language doesn't package - its a big issue with UE4 that I think is addressed in UE5, I haven't checked but I assume it would
We bypass it by using a different language setting for korean
We use this language as Korean instead ๐
No idea.
anyone ever import some premade asset - that isnt optimized so well/not ue store - which creates a lot of material elements for it... like, is there a way to have all these material elements merged together so its better optimized?
Is there a better pipeline way to static merge all these elements? like something i can do when im importing in unreal engine or something i can run the file through before i try and import to reduce these elements into just one? cant really find what im looking for. fastest pipeline method you know of would be preferred.
does precomputed visibility work with hism instancing?
Iโm making a game and I want to add a pinball mini game, and before I try to execute it, would anyone happen to know if that would be possible?
Itโs a first person game so Iโd like to know if making a pinball game fit in the machine would be too small for the physics to work
The Reference Viewer says the GM refs the Pawn and Pawn refs the GM, but searching the GM for the pawn's name found no results. Any ideas what's going on?
Btw. trying to resolve this circular dependency to fix a packaging error
that image clearly does show a circular dependency
Is the Pawn blueprint maybe set as the default pawn class in the GameMode?
It does!
That was it! ๐
Shape Component?
Yes
I'm trying to create a sims-like a game where I create walls at run-time... sort of
still looking for an answer to this.. cant find anyway when i import an object to merge all the material elements so it doesnt lag out
@plush yew but it's possible to create variables as of type brush
So presumably there is some functionality that I can access
Well to be honest the issue I'm having is with creating walls with a dynamic scalability and no issue with my UV tiling if you see what I mean
I hope I explained myself well
Thank you though for the help
can you bulk edit static meshes and generate lods?
Ok thank you so much
Question: Do interstitial ads work in ue4, because I've been trying to get them to work and they won't pop up (I'm using 4.26 btw).
why implementation of physX different
noob question but Ive downloaded and enabled this plugin, where do I find it now?
can't import uasset files for some reason. i tried pasting the files in plugins. in content its not working. does anybody here know why? i have been trying for like 1 and half hour now
Is it possible to have a Material Instance Dynamic that uses baked lighting?
HAHAHAH ive never seen this before
do u know the answser tho
does anyone know if this works?
sorry walt, im a complete newb
you cant import uassets, you can only migrate them/move them trough explorer
migration being the best option.
is there a tutorial?
since its the most basic of things, I dunno.
depends on the file in question, and the file structure. if you have it in another project, or if its from the ue marketplace. etc.
i think u can paste the content folder containing the uassets on top of the current projects content folder then right click in editor -> fix redirectors
basically, yes
nvm found tutorial here https://forums.unrealengine.com/t/ninja-character-dynamic-gravity-for-characters-objects/151744
Free on the Marketplace Supported by the Epic MegaGrants Program! I present you a Code Plugin for UE4, inspired by Epicโs ArchVisCharacter. Contains six C++ classes, and an example map with blueprints. This plugin provides a Character, a third-person camera, a PhysicsVolume, and a Projectile that support any gravity direction determined by ten...
So I tried out ue5 for a bit then went back to ue4 to continue my project. Was ue4 always this sluggish and I am just noticing now?
Hi guys i have a question regarding the rendering mode of Unreal. Why does the mesh disappear when it is set in Lit mode and when i switch to unlit it just showed up?
Seem to be more of the material to me.
Okay, what's the brightness/intensity value of your directional light?
Had a suspicions it's in a high value because of SunSky
That's an okay value so it's not that
when i zoom in the mesh would gradually brighten up
i had never seen something like this in unity...
do you have a post process volume in the level? with enabled exposure settings?
Unity doesn't have auto exposure? ๐ค
i'm using the default scene for Game
ok so no post process ... hmm.. was my best guess to be honest
I don't know Houdini, but its material might be sus
yeah since the light is not edited that much.. i would also suggest to take a look into that road material
Ok i will have a look. Thanks guys
Hi! Let me know if this is the wrong channel for this question.
Currently building a project for Quest 2. I can play it just fine when it's connected via Oculus Link, using VR preview. However, when I hit the launch button to build/install/launch on the headset, I get this error:
"Can't save C:/Users/.../project/Saved/EditorCooked/Android_ASTC/project/Content/Maps/MediaPlayer.uasset: Graph is linked to object(s) in external map.
External Object(s):
ExObj"
Where ExObj is an actor from a plugin that I dragged into the scene. ExObj uses MediaPlayer.uasset to play media.
I don't know where to start with this problem. There were a few things online, but I wasn't able to make sense of them. I have a feeling it's some problem with the plugin that ExObj is from. Has anyone seen a problem like this before that might be able to point me in the right direction?
it didnt worked i where not able to switch to 4.27 source ๐
yeah, sideways and backwards steps are tricky
I changed my default RHI to vulkan and now my editor runs at 60fps no matter what. Even when I try to uncap it or change it using console command commands.
just wondering what can happen if I publish a game with pirated marketplace assets ๐ค
i get an AutomationTool error when building on ue4.27 chaos, how i fix that?
okay to update my issue. Once packaged its fine. Its just the editor that gets stuck on 60 fps if using vulkan
Try t.MaxFPS 120
Also make sure Vsync is not in the way
I already tried that mate
After a lot of googling. I found a thing saying it was a known issue back in 4.25. I guess they never fixed it
It will catch up to you soon.
Also I'll leave it to <@&213101288538374145> judgement for that one
would HIGHLY recommend against that, you'd be stealing directly from your peers directly in this community, hostility will ensue, and the legal concequences on top of that will have ramifications. Also, refrain from the discussion of facilitating and enabling piracy in general, read the #rules
Any way to map mouse buttons to camera speed
In-game or editor?
Editor
Try looking for the hotkey assignment in Editor Preferences
Where is that
I don't see it in editor preferences
Ah
Sadly don't see camera speed
yes sirโฆ just wanted to know about the consequences of doing it. I hope im not breaking any rules related to piracy on this server and also how can I know if someone has pirated my asset and is using it illegaly in his game?
You can't
bruh
You can watermark your work in a way that most people wouldn't notice.
-Some issuese with my project
just want to use the rtxgi plugin
but it doesn't work at all
hack ia email em
My Emissive material got flick badly if i go far ๐ฆ I tried find on Google and Youtube but notthing help ๐ฆ
I Found it by change Default Anti-Aliasing to FXAA.
That's pretty standard aliasing. Bright high contrast geometry will do that. You see it in particular on emissive and shiny materials. Temporal AA does a decent job of smoothing out the scene with subpixel jitter. You could try increasing your ScreenPercentage to 200, but that's INCREDIBLY expensive, and will only go so far towards solving it. Other solutions can be reducing the emissive material strength based on distance, or LOD'ing out that detail, or, particularly for specular materials there was a neat trick which made the material more rough by checking the curvature of the geometry.
Looking closer, Is that a reflection where it's worst? Planar or Screenspace? If it's planar you could increase the planar reflection resolution. If it's screenspace you could increase the screenspace reflection quality in your post process. But TemporalAA is made for stuff like this
It's also possible Z-Fighting could be a cause, but my guess is it's just aliasing
Hi there, is there a way to reload project settings from files without restarting UE ?
yo, when I press play my character isnt possessed automatically like it does by default. How do I fix this?
How do I create a health bar
In this video I go over how to create a health bar system in Unreal Engine 4
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Ah.. fantastic
pretty much anything youll need someone has on youtube
Unfortunately you are right
hahah why unfortunately
Quality is not guaranteed though, lots of charlatans and trash tutorials out there.
@drowsy snow Hey there pal!! :3 I was wondering, do you happen to know how to prevent certain vertices from merging/disappearing when exporting .FBX into UE4? Cause I've been noticing this happen with vertices that are very closely confined together (a handful are in this state due to being used for face morph purposes where they get expanded)
Or if anyone else knows then yeah I'd appreciate any help, thank you. I'm using Blender
to give an idea of what I mean, btw... these are the ones messing up (screenshot from Blender)
WHY IS THIS TEACHING A BIND FUNCTION
Good lord ๐คฆโโ๏ธ you don't need to update the health bar every frame smh
lolz D:
Is unit scale good?
if you mean when I import into UE4 then yeah scale is all proper
Unit scale 0.01?
In Blender, the root's scale is set to 0.1
and then when I export it, I have it so its multiplied by 0.10 for it to be proper scale within UE4
everything else for the mesh and armature works perfectly fine in UE4, other than those sets of vertices I screencapped there. I am only guessing that it relates to how "thin" and cramped together they are, at their default position.
I mean this. Unit scale set to 0.01, and compensate everything else in the scene to supposed scale
oh interesting... I actually had no idea that setting even existed there
let me double check that then
yeah okay mine was blank pretty much
set the System to Metric and the scale to 0.01
should I change my "Root"'s transform settings at all? or leave it as is? (currently is 0.1)
Then again, compensate everything else in the scene to its supposed scale, because the first time around everything is tiny relative to the new unit scale
I'll talk about it more in DM, don't want to get too exclusively Blender convo here
fair enough :3
I actually followed this tutorial too btw, funny enough, but I only followed the widget portion of the video personally. but for the Blueprint side of things, I did it my own way based on stuff I already had setup
so its an okay vid imo, but definitely try to learn from multiple sources if you can. since not one method is ever the "correct" way
I'm disliking that tutorial, for the fact that it uses bind event.
and often you just need to figure it out for yourself through trial and error, and experimenting
yeah, I also didnt do that part myself
Ideally you want to update the widget only when you heal or take damage, and if you use built in damage interface, you can just use Event Any Damage and update the widget.
yup, pretty much
for my stuff in particular, I also have it so characters all have randomly generated names when they spawn and it appears above the healthbar when looking at them with the crosshair, heh
lots of neat stuff you can do with widgets, but yeah just gotta make sure its only updated/shown when it needs to
What's the best way to find my Project specific DerivedDataCache?
Look in your project folder?
It has a datacache but it's empty and yet all shaders are still compiled
So they are being placed somewhere, I have done a full search of all drives for DerivedDataCache and not found it
So I need a way of direct link via engine or a way of forcing shader computation
That's just as effective as half-assedly duct taping a hole, or lowering the sales.
Unreal Marketplace allows users to edit the assets they bought to suit their project needs. Which is why any assets under Creative Commons licence except CC0 (which is public domain) is not allowed
I noticed in UE5 you can search in project for derive data; this isn't available in 4.27; is there another way?
Hey guys, I would like to use Unreal Engine (4 / 5) to "design" a gamemap (with the great foliage tool and texture painting).
The game map should be in isometric view.
My process would be as follows:
- create a 3D model of the map and assets in blender.
- import into UE 4/5
- refine the map with the foliage tool etc.
- create the whole thing with isometric camera view as a high resolution screenshot
Now my question:
Is it possible to set the viewport as isometric view? I already found a plugin on the marketplace that lets you press "play" to get into the isometric camera view, but it would be better for me if you can directly set the viewport as isometric.
Hi guys, I was wondering if anyone here could kindly help?? I can't open up any of my projects today! each one crashes. I did a windows 11 update this morning. Is anyone else getting this issue after the update? I've already had a mess of a meeting with a client as nothing would work! I tried my Plan B which was to use the exe of the project and now that crashes after a few mins!! It has worked fine over this last year! why would a Windows update cause all these UE4 issues? PLEASE HELP ๐ฆ
hey folks, I am teaching unreal for mac users and I want to hook up arduino. Does anyone have advice on a good plugin for arduino on the mac? SerialCOM is chaos!
Put the FOV waaay down and then pull the camera back is the best way
Hey, can anyone help me I cant figure this one out anywhere... How do I get my own custom 3rd person character's arms, and with the arms retarget it to ue4_mannequin_arms?
ok thank you, will take a look on it
so far ive had only amazing tutorials but i havent used that specific one
correct!!
woof
I am working on a material. I am trying to hook parameters to the UV input of a MF_TriplanarCoord. When I look at the MI that inherits from this material, my parameters are not listed. Why?
If I use the parameters elsewhere in the material they do show up in the MI.
Hi guys. How are we? Please does anyone knows how to fix this?
Hello guys,
is there any way to free the camera while in cinematic mode?
I want my character to be in cinematic mode but want to let the player use the camera.
Is this possible?
Thanks in advance!
How to do simple wasd movement in blueprint?
All the videos online Iโve looked for are outdated
You didn't look hard enough then. Because those videos are still how you do it.
heres a new meta for you ๐
If I'm using lightmaps, can I get a BP to change the base color and roughness of a material during runtime?
I want to put damage on a wall when it is fired at.
can someone tell me what exactly this means
does that mean i have roughly 600k triangles in my scene?
No. That means that's how many were drawn.
Not all triangles are always drawn?
yes but i want to understand what that value tells me
does it tell me "this many triangles are on screen"?
I guess?
Depends what you mean by "on screen"
Do you mean "actaully drawn on the screen" or "are in the screen's visible frustum" ?
well im asking what it tells me
The former.
that seems absurd
my char has 200k tris beside that i just have a bunch of cubes flying around
how do i get to 600k
Just because a cube is a cube doesn't mean it doesn't have a million subdivisions.
those are 8 vertex cubes ~.~
its the character but i dont get why
does translucency do something in regards to that draw ammount?
I'm not quite sure where to ask this if this is the wrong section I apologize in advanced
https://docs.unrealengine.com/4.26/Images/InteractiveExperiences/Physics/Cloth/Overview/cloth_section_selection.png
is there a project with this unreal character in it? for free on the market or something?
or any projects with similar cloth style around the legs for my animators to learn from and I also
oh thank you I'm still on ue4 so no problem
cheers
No. Console development is under NDA and shouldn't be discussed publicly.
I'm sure you agreed and signed the NDA the moment you get the devkit.
Well, the moment before you got it!
rip did someone breach NDA
No, they were just asking if there's a switch dev area
@unique kraken is your material set to two-sided?
One is but I tested it and it made Literally no difference
oh good ๐
@unique kraken Could be that your objects are flying offscreen and then back on and the triangles are being counted each time the draw call is made (seems likely since you have 400+ primitive draw calls, do you have that many cubes?)
This is exactly the scenario.. I just ran a little demo myself
Anyone have experience with the NVIDIA DLSS plugin? I have it loaded in my scene but i'm not seeing the menu in the drop down list anymore
when I run a play test I'm also getting DLSS is not supported
I've tried loaded and unloading it. Added it into the project plugin folder and haven't had luck
thats why you build a portfolio before trying to apply to places
ffs mate
have the ability to make yourself desirable and demonstrate your skills before you apply