#ue4-general

1 messages ยท Page 1171 of 1

fierce tulip
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also, next time. please read the #rules, because posting the same thing in multiple channels can result in strikes and/or a ban.

buoyant graniteBOT
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:triangular_flag_on_post: Kiser#2156 received strike 1. As a result, they were muted for 10 minutes.

steady vale
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quote of the year

unborn dawn
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Never mind itโ€™s working now

magic oriole
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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? ๐Ÿค”

kindred field
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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

frozen pond
grim ore
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@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.

whole harness
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๐Ÿ‘‹ 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?

lone tapir
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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?

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One of my coworkers told me I could make the material unlit but that didn't work

shrewd pewter
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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

drowsy snow
shrewd pewter
shrewd pewter
drowsy snow
shrewd pewter
fading wolf
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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 ๐Ÿคทโ€โ™‚๏ธ

proud abyss
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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

frank pebble
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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 ==========```
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trying to build the source for 4.26

unique kraken
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are mip maps rly supposed to work like that?

red maple
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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...

surreal eagle
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or just use like

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the internetarchive

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website

native creek
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Can anybody tell me why the UE Mannequin has his IK bones oriented this way?

fresh pulsar
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Is there any way to make something only collide with something that has a specific tag

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Actually I just want them to collide with walls and floors but not the player

native creek
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Custom collision in the properties of that object

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I'll show you where you can find it on blueprint

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@fresh pulsar

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Play with these parameters

fresh pulsar
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paper2d moment

native creek
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Set it to this

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Report results

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I'm not familiar with 2D stuff but try it and see

fresh pulsar
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Hm okay

fresh pulsar
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Okay it's being weird @native creek it says physics enabled is not compatible with the collision

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But it's set to ignore only pawn

red maple
red maple
frosty dune
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Can anybody help i cant open epic game launcher

peak hare
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Hi, I am having real problems getting Unreal Insights set up, could anyone help? I want to do some performance profiling

fallow jackal
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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?

fresh pulsar
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I'm having collision problems aaa

bleak zodiac
fallow jackal
fierce tulip
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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.

drowsy snow
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Particularly with post process settings, typically you want it to be as granular as possible

fierce tulip
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same with materials, textures, effects

drowsy snow
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Speaking of which, the underrated Scalability Switch should be used to have more fine tune on the material's complexity.

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Also scalability switch on per actor basis

frosty dune
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I just want to get rid of unreal engine and epic games launcher is not opening

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Plz help

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๐Ÿ˜ญ

drowsy snow
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And maybe install Unity in the process :P

peak hare
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If I set print string duration to 0 does that mean infinite?

drowsy snow
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If you do so, you should disable printing to output log.

frosty dune
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I tried to delete it from file location too
But still not working

frosty dune
worthy plaza
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kinda stucked, this strange square apparead and now i can't do nothing, what i can do for fix ?

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this square is located in the main viewport, in the middle of software

tulip iron
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I'm new to ue4

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I know how to use it sort of, though I need to learn blueprints and how to create meshes etc

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Where should I learn? (Easiest way)

drowsy snow
drowsy snow
wispy heart
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Scratch that, confirmed it

astral heart
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Changed ddc path but still going to local dick c. Do I need to do something different?

wispy heart
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Anyone know how to include third party libraries in a plug-in project?

plush yew
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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?

floral girder
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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

sturdy thunder
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running into this really weird issue

floral cliff
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Is their a way to merge actor in a non destructive way ? Like, they are merged on package, but not in editor.

untold plank
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yo

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I just started unreal engine 4

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and it's confusing asf

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especially since I come from unity, which I have all my experience in

plush yew
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why use unreal engine 4 when 5 just came out

untold plank
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My pc is trash

quartz ore
untold plank
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nah ima 100% need help in the future

floral cliff
unique kraken
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anyone can give me some info on what "rig vm" is?

drowsy snow
unique kraken
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uuuh?

drowsy snow
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It's not the same as the one used by Actor BPs

unique kraken
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well

drowsy snow
unique kraken
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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

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just wondered if its possible to directly set variables now

drowsy snow
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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.

drowsy snow
unique kraken
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well that whole part is relativly confusing but. what i had was.

  1. bp->animbp->ctrl rig
  2. to creat animations bp with ctrl rig component and do stuff directly in the bp
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though 2. is really not convenient

drowsy snow
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The former is definitely more convenient and offers more granular control in anim BP.

unique kraken
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yea but for some things (if i remember right) you have to use the component.
ill soon get back into ctrl rig

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gotta do some setups for my shapekeys

drowsy snow
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I never used the component, it's hard to get working compared to just have inviso but ticking proxy skelmesh

unique kraken
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yea just looked at my old setup. i scred the component to and just passed things through

solid sand
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im really sorry to interrupt anyone or anything but is this the "help" channel?

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nvm im really slow

dawn gull
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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

solid sand
# dawn gull 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?

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im sorry im just very very confused at the moment

dawn gull
solid sand
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ah. alright. thank you sir/ma'am

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lord im fried. i apologize if i have offended you with that statement

dawn gull
solid sand
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phew. dodged a bullet there

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i never mean to do that but every once in a while i forget and get "yelled" at

modern ether
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Ive got what is probably a really simple question, how do I get the lighting to not be crazy high on my level?

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It seems like when I start playing, its almost bouncing so much it gets incredibly bright

solid sand
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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

modern ether
modern ether
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That floor material is suppose to be near black lol

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Found a quick video that turned off the crazy exposure amounts using the post process volume, thanks!

vernal rapids
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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 isnโ€™t an option either, because when I click on the asset it gives me an error that it canโ€™t load itโ€ฆ

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The mesh gets inside blender but I canโ€™t do anything without its armature

dire jewel
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Hey all. Awesome to be here. Thanks for the invite. Any other Photogrammetrist in the house ๐Ÿ™‚

heady dirge
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Ngl looks amazing

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All I managed to photoscan was a rock ๐Ÿ˜‚

dire jewel
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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

dire jewel
# heady dirge

hahahahaha. Yeah. Alleyways, rocks and shoes are our rright of passage ๐Ÿ˜„

heady dirge
dire jewel
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Started on Agisoft Photoscan way back in 2014. Its a good package.

heady dirge
dire jewel
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Yeah, and its completely automatic. We just added LiDAR noise removal last night, so when its finished, literally just hit reimport.

heady dirge
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Sheeesh

dire jewel
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Literally tackles straight frorm the .raw 4Bn. None of this decimation to 60m / zBrush Decimation Master shiz.

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So your rreprojection of textures is that much better as its super shrinkwrapped.

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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.

heady dirge
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Damn

dire jewel
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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.

dire jewel
heady dirge
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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

cinder cargo
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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?

oak patio
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Yeah you dont just get the source files like that, this isnt a server for discussing unsolicited modding

cinder cargo
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Oh man. Do you know of one I could join?

oak patio
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Nope and i wouldnt advertise it here anyway, sorry

tepid haven
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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

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Any idea what I would be missing

elder ridge
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You have to copy the Plugins to the specific project's Plugins folder

coarse turtle
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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.

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were you able to figure this out?

surreal eagle
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does anyone know how to see if the ai can reach a location from it's current position (pls ping to repsond)

ebon marlin
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Or conceptually decoupling logic from rendering?

surreal eagle
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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)]

clear stirrup
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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

drowsy snow
clear stirrup
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no

drowsy snow
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Then work on that first.

mortal swan
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Hi, couldnt find a troubleshooting channel so thought id ask here

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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

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basically if I click repeatedly my character looks like he's having a seizure

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instead of punching once ๐Ÿ™‚

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let me share my screen with you ๐Ÿ˜ฎ

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does this help?

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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

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oooh cool!

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does this look better now?

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punching makes me feel goood

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ill probably end up adding a slight delay too afterwards

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think i found it ๐Ÿ™‚

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what is notifies haha

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Paragon greystone is on marketplace right?

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can I just copy the code from paragon greystone and use it as my own?

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after making changes ofc

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๐Ÿ˜‰

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awesome thanks for your time

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dw ill be back soon (im noob)

scenic dune
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hey anyone know how to import Metahuman to Unreal Engine 4.25 version

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the files appear in my file explorer however in content browser its not

plush yew
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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

scenic dune
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you mean character name ?

plush yew
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Yes

scenic dune
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in lobby they have to type a name ?

plush yew
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Yes in the main menu

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they need to enter a name

scenic dune
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the name variable in replicated ?

plush yew
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I guess so let me check again wait a sec

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So basically this is the variabe at the right

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Entered PlayerName

scenic dune
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is it replicated ?

plush yew
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Hang on im trying to find it lol

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Nope

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It was not

scenic dune
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oh try enabling it

plush yew
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Is that the only thing that I need to do than?

scenic dune
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yea probably

plush yew
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Wait

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The first thing works

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Lets see if the lobby updates @scenic dune

scenic dune
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alr

plush yew
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Nope still the same

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look

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Playing on a listen server

scenic dune
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Not ready is the name ?

plush yew
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See its still the same

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The chat updates it good

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But the players dont sync well for some reason

scenic dune
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OnTextChanged > SetName

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try with event

plush yew
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Sorry Im not that smart how do i do that ?

scenic dune
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hmm leme try to do it

plush yew
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You can send ss how you do it or i will send you my project if you want

scenic dune
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i will try and send you screenshot

plush yew
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Oh nice

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You mean this ?

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@scenic dune

scenic dune
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leme try

plush yew
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Okay ill wait

untold plank
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uhh

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what do I use instead of Client Play Camera Shake

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it doesn't exist anymore

summer ledge
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Been given a project and Iโ€™m trying to move the sun but ctrl+L isnโ€™t working. Any ideas how I can get this to work?

clever marsh
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do you have the sky sphere in?

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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

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its only a small amount i guess whenever the hand clips me

scenic dune
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@clever marshmaybe try adding an branch before giving damage to check if hit player = self then do nothing

clever marsh
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oh thats a great idea lemme try

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wait how would I even run that

scenic dune
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wdym

clever marsh
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how would I run a branch checking if it is hitting myself

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what would i connect the self node to

scenic dune
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wait i will show

clever marsh
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okay thanks

scenic dune
clever marsh
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yeah but if i do that it wont hurt the other player

scenic dune
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you tried ?

clever marsh
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yeah

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how do i get a ref to the capsule like that tho

scenic dune
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i used the Capsule as an example

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you can use your collision u have on your fist

clever marsh
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it wont connect to the target though

scenic dune
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Maybe try getting the is overlapping from that

clever marsh
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oh smart

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that works thank you so much that was such a headache lol

scenic dune
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glad to hear that

fringe merlin
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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!

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Guess it's got something to do with the UV's right?

oblique tangle
boreal mauve
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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!

scarlet folio
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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?!

unborn dew
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can someone help me spawn an actor on the ground without using gravity

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u know any tut on that

violet nest
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Anyone know how to fix the fortnite plugin error, I get this but I don't even have fortnite?

stone stump
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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?

drowsy snow
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I mean, is plastering Freddy Fazbear pic like it's a malware even necessary?

violet nest
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guys I need help he's looking right at me, I need this fixed man...

drowsy snow
ashen sleet
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oh

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oops xd

stone stump
drowsy snow
violet nest
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I'm giving you what you need

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you have the line

stone stump
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CR is sent SS

violet nest
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i just like fnaf at freddy's ok

stone stump
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Is it like my thirdperson blueprint is not the one actually playing @drowsy snow ?

buoyant graniteBOT
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:triangular_flag_on_post: Breeze#0001 received strike 1. As a result, they were muted for 10 minutes.

drowsy snow
stone stump
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how can i do that iam a bit new to the engine

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๐Ÿ˜„

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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?

drowsy snow
stone stump
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blender

drowsy snow
stone stump
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the mesh is alright but when in unreal the pivot point messes up

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ok

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let me try that

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the button on top right when importing right?

drowsy snow
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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

stone stump
drowsy snow
stone stump
drowsy snow
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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?

stone stump
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iam new bro, really no clue how these things work

glacial arch
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any clue why my "add engine version" button is greyed out?

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lmao the fix is so silly

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you gotta click on your library tab so it logs you in and then it stops being greyed out

proper stump
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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?

drowsy snow
proper stump
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sure, that is also a consideration, from what I see it's do-able

manic egret
regal linden
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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)

night laurel
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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!

tepid haven
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I can't be the only idiot who's accidentally hit rebuild when attempting to build the engine right?

modest trench
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I have done that a few times, yep

rich kayak
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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?

hollow jay
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On which channel should I ask about rigging and skeletal meshes?

unique kraken
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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?

plush yew
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ok i got a question

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if i am building an api for a scripting backend

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and im offering to use python as the default language...

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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?

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i can imagine some cheating being enabled by full access to my game engines assemblies to any modder

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but im not making a multiplayer game

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i understand this aint a unity discord. but that what im working with and this is in general rather than engine specific

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dont ask why im here rather than there

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lol

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anyone??

surreal eagle
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hi everyone

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why does my ai sequence node only execute stuff once?

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it will cycle through everyhing ONCE

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and not every time

surreal eagle
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I HATE COMPUTERS

plush yew
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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.

surreal eagle
plush yew
surreal eagle
surreal eagle
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so the thing i circled in pink only goes once,and the fire at target executes each time this is executed

plush yew
surreal eagle
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printstr only executes on the first executuon

plush yew
surreal eagle
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it would stop doing something it it returns true one time right huh

plush yew
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your end condition must make sense though. careful of infinite loops

surreal eagle
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wel i just want it to do both things i have hooked up to it every time the ai updates it's graph

plush yew
meager elbow
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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?

meager elbow
#

The lidar data is a heightmap.

surreal eagle
plush yew
meager elbow
#

Ahh okay.

plush yew
meager elbow
#

No worries

plush yew
#

but im sure it exists. its a common use case

#

think ive wore this kb out

surreal eagle
#

happens

plush yew
#

its starting to really throw a fit

#

hunk f junk

#

its a walmart onn kb lmao

surreal eagle
#

so why would the ai not execute all pins each time it's pinged?

#

it makes no sense

surreal eagle
#

ok

#

if i execute this thing

#

it will print the string ONE time

#

but will execute the second one every time

plush yew
# surreal eagle

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

surreal eagle
#

i want the ai's sequence to do ALL the things conected under it every time

plush yew
#

so connect your printstr to your fire_at_target and then to your within reasonable rang stop moving and fire at player

surreal eagle
#

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

plush yew
#

yes np

#

but again. i think you need a loop above your top node

#

to cause it to fire in repitition

surreal eagle
#

ah it must not execute something twice if it returns true

#

it'll keep executing untill they all are true

plush yew
#

disconnect your fire_at_player from the top node

surreal eagle
#

THIS MAKES SO MUCH MORE SENSE

plush yew
#

noice

surreal eagle
# plush yew lmao

oh no now it won't go further than anything that returns false noooooo

plush yew
#

do this. @surreal eagle

surreal eagle
plush yew
#

sooo

surreal eagle
#

AHHHH

plush yew
#

duplicate that sequence. put it between them

surreal eagle
#

the issue with sequences is that they care about the conditions

plush yew
surreal eagle
#

a lot of these are simple "set" nodes

#

and i need something set every frame or so

#

gonna read all the nodes

plush yew
surreal eagle
#

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

unique kraken
#

anyone knows if i can creat puplic variable by using bp? i mean, having a node that creats them

upper karma
#

nvm, site was just acting funky

unique kraken
#

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

#
  1. what is it u are trying to do.
  2. what did you do
  3. what problem accured
  4. when did that problem accure.
#

no

surreal eagle
#

2

surreal eagle
#

personally i'd just reccomend using a array of wildcard refs

unique kraken
#

hmm

#

never used wildcards

#

hmm i dont see how wildcards would allow me to creat variables

surreal eagle
#

the array can be used to create new array elements of wildcard type

unique kraken
#

yea that i do get but thats not rly what i want

#

i want to be able to creat a puplic variable from bpยดs

surreal eagle
unique kraken
#

can you be a bit more specific? i cant imagine how you imagine that

drowsy snow
unique kraken
#

ah, that guys still spamming me. blocked him a while ago

surreal eagle
#

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

unique kraken
#

hmmmm

#

thats not what i need hmmm

#

thanks anyway, wildcards might come in handy. i guess ill rethink what im doing here

wispy heart
#

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 โœŒ๏ธ

scenic dune
#

survey ?

wispy heart
wispy heart
#

With a few questions, that's it

scenic dune
#

alright send me

tepid haven
#

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

wary gyro
#

why is this happening when i use my normal map? it looks perfect in blender

wary gyro
spice ruin
#

Check your normals then?

fierce tulip
#

dont make maps by splitting characters in half. this isnt 2003 XD

wary gyro
#

i have the same setup in blender and it works perfect? Is there anything extra i have to do when importing it into ue4?

fierce tulip
#

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)

wary gyro
#

what's happening now? sorry for asking so many questions this is my first time importing normals into ue4

fierce tulip
#

hmm, seems to look like a smoothing group issue

wary gyro
fierce tulip
#

i dont use blender, prolly searching on google for "blender edit smoothing groups" might give you the right results.

glacial needle
#

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

wary gyro
lone spire
#

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 ๐Ÿ™‚

tender ember
#

hello. is there anyone who uses World Machine?

oak patio
lone spire
oak patio
#

Look at #instructions but this honestly doesnt sound like something you need to pay someone to help you witj

lone spire
#

this is what happens with my assets

#

cant figure out why this is happening ๐Ÿ˜›

oak patio
#

Whats it say in your message log

lone spire
#

nothing comes up ( no ingo )

#

info

oak patio
lone spire
oak patio
#

Nah not personally, but this thread may help

#

Worked for some

#

Fix redirectors on content and delete saved + intermediate folderso

#

Back up beforehand tho

lone spire
oak patio
#

Np

wary gyro
#

does anyone know how to fix this? iโ€™m importing from blender btw

#

this is how itโ€™s supposed to look

unborn dew
#

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

oak patio
#

Whats in that timeline

unborn dew
#

left dot is time and value top one i time 1 and value 1

oak patio
#

So you are only moving it 1 centimeter

unborn dew
#

oh

#

lol

#

mb

plush yew
#

gamedeving is so fun hihi ^^

unborn dew
plush yew
#

especially fun when things like this happen

#

(It was solved after multiple hours of hard frustration)

fresh pulsar
#

for some reason it keeps saying physics enabled not compatible with collision idk what's goin on pls help

scarlet folio
#

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.

mellow turret
#

I moved UE4 to another directory, how do I add that UE4 version to the epic games launcher

glacial needle
#

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

fresh pulsar
#

jesus christ this chat is dead, where are people

mellow turret
#

I installed UE4, but my project's .uproject file isn't showing the context menu

mortal swan
#

downloaded this plugin but have no idea how to add it to my game ๐Ÿ˜ฎ

#

I enabled it if thats what you mean but I have no enemies in my game yet to test it out

oak patio
#

Well then youve added it

mortal swan
#

yes

#

just unsure how to test it

#

i dont see a demo project ๐Ÿ˜ฆ

#

how can I find it?

pliant flare
#

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

mortal swan
#

nvm ill look into some youtube tuts and add lock on that way ๐Ÿ˜„

pliant flare
#

bare in mind this is a split screen co-op game i am making

glacial needle
#

Anyone know how I can switch player controllers when possessing?

unborn dew
#

why does this not work the name of the function is decrement

#

also it works when it spawns in just not with these events

cinder cargo
#

lol when i retargeted this happened. is ther a way to make it look normal?

unborn dew
#

lol

lone spire
#

Does anyone knows how to Work with Cooked Content in the Editor , how to set up? ๐Ÿ™‚

glacial needle
#

@cinder cargo That happens to me when both skeletons settings are not in sync. Double check and make sure they are

raw trout
#

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?

drowsy snow
#

Oh boy, I wonder how many work it'll take to cherrypick the changes to my 4.27 fork ๐Ÿ˜“

fading wolf
#

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

pliant flare
#

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

stone stump
#

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

oak patio
#

Unreal uses 0,0,0 as pivot so center ur models around origin

unborn dew
#

why does this not work the name of the function is decrement

drowsy snow
#

I think Function Name is FString, not FName, so it could be case sensitive

unborn dew
#

tried that it doesnt work

#

whats weird is that it works when spawned in

drowsy snow
stone stump
#

thanks anyways

unborn dew
oak patio
#

Generally you shouldnt execute when you destroy something, that defeats the point of destruction

neon grove
#

how can i get the wave height of the water plugin?

unborn dew
oak patio
#

Yes

drowsy snow
#

Also make sure Object input points to something

#

You have none in that screenshot

candid slate
#

Hi guys! Please help me I canโ€™t 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 donโ€™t 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 Iโ€™m desperate.

wraith aspen
chrome mason
#

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

candid slate
#

When I click on the OK button it works fine, but the others don't

wraith aspen
candid slate
#

How do I do that?

wraith aspen
candid slate
wraith aspen
prisma swan
#

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?

fierce tulip
#

generally its just moving the folders/files around in content browser > fix redirectors > repeat.

chrome mason
#

ive somewhat isolated my issue down to my game instance not seeing the widget i am trying to call

prisma swan
#

@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.

patent apex
#

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?

chrome mason
#

<< fixed my issue

latent stream
#

I am trying to set up androidr studio and when I run the setupandroid.bat in the unreal engine folder I get this error.

zealous juniper
#

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.

mystic vector
#

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?

pliant flare
#

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

zealous juniper
#

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.

plush yew
#

how do you create this node

#

Reason im asking is cause in the tutorial the guy doesnt show how he did it

#

thanks

cloud pagoda
#

Pretty sure hold 3 and click to create that node

plush yew
#

anybody know where I can find sound effects for my game

#

like a good website

fading wolf
#

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?

sly granite
#

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. ๐Ÿ˜…

regal linden
sly granite
#

Looks great!

regal linden
sly granite
#

Good use of the rule of thirds

regal linden
regal linden
#

also the only thing i did in 3D by myself is the house rest is used in unreal to make a scene

plush yew
#

you make the house in unreal ?

#

or maya

plush yew
#

I wanna be a 3D artist too

regal linden
plush yew
#

but mainly environment

#

not characters

regal linden
#

oh so like level design? or are you after doing like hard sculpting?

plush yew
#

Im not sure honestly

#

Im gonna make my own solo game in the summer

#

and I should probably model some 3D stuff in maya

regal linden
#

oh nice good luch with that ๐Ÿ™‚

drowsy snow
plush yew
#

alot of job posting actually ask you to be good in Maya (which I have on and off experience for 2 years now)

regal linden
#

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

plush yew
#

I also have experience in making textures in substance designer

#

Im def down to learn blender too

regal linden
#

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

plush yew
#

Beetlejuice! Beetlejuice! Beetlejuice!

plush yew
#

we should keep in touch

regal linden
#

indeed

oak patio
fading wolf
regal linden
oak patio
#

ah its all cool :)

karmic dagger
#

how can i downgrade a project from 4.27 chaos source to launcher 4.27?

oblique tangle
real heath
#

or you can probably move to a launcher ue5

#

you MIGHT be able to change your CompatibleChangelist number

runic cliff
#

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

unique kraken
#

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?

unique kraken
#

yea

#

i mean, why doesnt it simply set my things right

scenic dune
#

show screenshot

unique kraken
#

always have to manually adjust things

drowsy snow
unique kraken
#

so in other words i cant really "export it perfectly"

drowsy snow
unique kraken
#

i mean not a big deal, been just wondering for ever. guess it makes sense

#

but its sorta dumb

vestal ferry
#

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

lilac cipher
#

Hi, is any way to get a weight of the layer from landscape material via BP? Or copy it to render target?

wispy heart
#

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>'

drowsy snow
wispy heart
#

Funny thing is it was working without any errors or issues uptil now

#

And I haven't changed the code ๐Ÿ™‚

drowsy snow
wispy heart
#

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

unique kraken
#

wth, can anyone explain how on earth this happens

#

i used that befor, it should legit change nothing

#

ah hm, might be the tangent

gleaming lotus
#

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

tender ember
#

hello. are there any free terrain creators? world machine and gaea only allow to export 1k heightmaps:(

worn cape
#

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

ember star
#

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??

spice ruin
#

And about advertising a commercial product?

zinc cipher
#

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.

gleaming lotus
#

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 ๐Ÿ˜„

#

@zinc cipher

plush yew
#

Fistful of nucleotides

zinc cipher
#

ok, cool

polar bone
#

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?

fierce tulip
#

did you migrate to an older version? else it should work.

raw trout
#

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

wary gyro
#

this is probably a dumb question, but how do i generate a lightmap uv on a skeletal mesh?

fierce tulip
#

you cant

tight vapor
#

I have a problem with my widget. It doesn't display any red color

wary gyro
#

is this shading issue from my mesh? it goes away when i remove the normal map

grave aspen
#

@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

wary gyro
grave aspen
#

^^

#

:: now hides away to the voice channels as the text channels frighten me ::

floral cliff
#

did someone experience slow light build when using with incredibuild ?

sturdy thunder
#

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

drowsy snow
gleaming lotus
#

I might be mistaken about how it works

drowsy snow
gleaming lotus
#

Thanks I'll check it out tomorrow!

ember star
#

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?

silver bronze
#

Hello everyone good evening. I am trying to implement gravity on to an internal circular ring like the โ€œHaloโ€ Ring Planet. I am using 4.26.

plush yew
#

Sorry I meant positive Vector if you want to gravity

#

That or keep gravity pointing straight down and move the world around underneath them

spice ruin
#

Like a giant hamster wheel.

gleaming lotus
plush yew
#

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

oak patio
#

yeha if you cannot figure the math behind the physics, you dont have the experience to make a game around said physics

karmic dagger
real heath
#

VersionInfo.h or something in the engine source dir

dull girder
#

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!

drowsy snow
hollow crescent
fierce tulip
#

isnt this just auto-exposure?

peak vigil
#

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.

worthy plaza
#

Hello, its possible to create an Event when the timeline reaches a certain float?

drowsy snow
peak vigil
drowsy snow
#

Not in Unreal, no.

peak vigil
plush yew
#

can anyone help me using data tables or tell me an alternative I can use for an inventory system

spice ruin
#

What are you using the data tables for? Specifically.

plush yew
#

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€Š
#

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

drowsy snow
spice ruin
#

If you want fast lookup in lots of rows, use a map?

#

Do blueprints have maps yet?

plush yew
#

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

spice ruin
#

Probably, yes.

plush yew
#

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

spice ruin
#

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.

drowsy snow
#

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.

plush yew
#

thank you for your help. I'll research it

charred bramble
#

Hello!๐Ÿ‘‹

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".

cold blade
#

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

mellow pebble
#

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..

charred bramble
plush yew
#

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

cold blade
#

Somehow all my interfaces are read only

#

How can I fix

drowsy snow
drowsy snow
plush yew
gleaming lotus
#

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 ๐Ÿ˜„

hollow crescent
harsh fox
#

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.

astral rapids
#

does precomputed visibility work with hism instancing?

humble peak
#

Iโ€™m 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?
Itโ€™s a first person game so Iโ€™d like to know if making a pinball game fit in the machine would be too small for the physics to work

topaz orchid
#

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

fierce tulip
#

that image clearly does show a circular dependency

kindred barn
native creek
#

Is there a way to add a brush in an actor blueprint?

spice ruin
#

Shape Component?

native creek
#

Yes

#

I'm trying to create a sims-like a game where I create walls at run-time... sort of

harsh fox
native creek
#

@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

fallow hornet
#

can you bulk edit static meshes and generate lods?

native creek
#

Ok thank you so much

nocturne iris
#

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).

plush yew
#

why implementation of physX different

mortal swan
#

noob question but Ive downloaded and enabled this plugin, where do I find it now?

cinder cargo
#

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

lapis ore
#

Is it possible to have a Material Instance Dynamic that uses baked lighting?

mortal swan
#

HAHAHAH ive never seen this before

cinder cargo
#

do u know the answser tho

astral rapids
mortal swan
fierce tulip
#

migration being the best option.

cinder cargo
#

is there a tutorial?

fierce tulip
#

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.

astral rapids
# cinder cargo is there a tutorial?

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

fierce tulip
#

basically, yes

cinder cargo
#

ill try in a sec

#

i dont see that

mortal swan
# mortal swan noob question but Ive downloaded and enabled this plugin, where do I find it now...
thin tendon
#

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?

errant condor
#

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?

drowsy snow
errant condor
#

when i zoom in very close i can see the mesh though

drowsy snow
#

Okay, what's the brightness/intensity value of your directional light?

#

Had a suspicions it's in a high value because of SunSky

errant condor
drowsy snow
#

That's an okay value so it's not that

errant condor
#

when i zoom in the mesh would gradually brighten up

#

i had never seen something like this in unity...

shut rapids
#

do you have a post process volume in the level? with enabled exposure settings?

errant condor
drowsy snow
errant condor
#

i'm using the default scene for Game

shut rapids
#

ok so no post process ... hmm.. was my best guess to be honest

drowsy snow
#

I don't know Houdini, but its material might be sus

shut rapids
#

yeah since the light is not edited that much.. i would also suggest to take a look into that road material

errant condor
#

Ok i will have a look. Thanks guys

abstract musk
#

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?

karmic dagger
real heath
#

yeah, sideways and backwards steps are tricky

thin tendon
#

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.

glad oak
#

just wondering what can happen if I publish a game with pirated marketplace assets ๐Ÿค”

karmic dagger
#

i get an AutomationTool error when building on ue4.27 chaos, how i fix that?

thin tendon
#

okay to update my issue. Once packaged its fine. Its just the editor that gets stuck on 60 fps if using vulkan

drowsy snow
thin tendon
#

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

drowsy snow
#

Also I'll leave it to <@&213101288538374145> judgement for that one

grave aspen
summer verge
#

Any way to map mouse buttons to camera speed

drowsy snow
summer verge
#

Editor

drowsy snow
summer verge
#

I don't see it in editor preferences

#

Ah

#

Sadly don't see camera speed

glad oak
regal mulch
#

You can't

glad oak
#

bruh

thin tendon
#

You can watermark your work in a way that most people wouldn't notice.

surreal eagle
#

-Some issuese with my project

#

just want to use the rtxgi plugin

#

but it doesn't work at all

#

hack ia email em

thin plaza
#

My Emissive material got flick badly if i go far ๐Ÿ˜ฆ I tried find on Google and Youtube but notthing help ๐Ÿ˜ฆ

#

I Found it by change Default Anti-Aliasing to FXAA.

fresh pulsar
#

Hey so I still haven't gotten those collision problems sorted out

#

Pls help lol

real heath
# thin plaza 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

ivory bobcat
#

Hi there, is there a way to reload project settings from files without restarting UE ?

mortal swan
#

yo, when I press play my character isnt possessed automatically like it does by default. How do I fix this?

fresh pulsar
#

How do I create a health bar

mortal swan
# fresh pulsar How do I create a health bar

In this video I go over how to create a health bar system in Unreal Engine 4

Check Out My Website For a FREE 3D Model and more of my content: https://www.uisco.dev/

Join My Discord Server (100+ gamedevs): https://discord.gg/WybzV92BKJ

-Ways to Support The Channel-
Check Out My Marketplace Games Assets : https://www.unrealengine.com/marketpl...

โ–ถ Play video
fresh pulsar
#

Ah.. fantastic

mortal swan
fresh pulsar
mortal swan
#

hahah why unfortunately

drowsy snow
lost fractal
#

@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)

drowsy snow
lost fractal
#

lolz D:

lost fractal
#

if you mean when I import into UE4 then yeah scale is all proper

lost fractal
#

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.

drowsy snow
#

I mean this. Unit scale set to 0.01, and compensate everything else in the scene to supposed scale

lost fractal
#

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

drowsy snow
#

set the System to Metric and the scale to 0.01

lost fractal
#

should I change my "Root"'s transform settings at all? or leave it as is? (currently is 0.1)

drowsy snow
#

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

lost fractal
#

hmm I see

#

so should I be scaling it up or down then, from 0.1? D:

drowsy snow
#

I'll talk about it more in DM, don't want to get too exclusively Blender convo here

lost fractal
#

fair enough :3

lost fractal
# mortal swan https://youtu.be/guHoFqJBLos

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

drowsy snow
lost fractal
#

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

drowsy snow
#

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.

lost fractal
#

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

thick knoll
#

What's the best way to find my Project specific DerivedDataCache?

spice ruin
#

Look in your project folder?

thick knoll
#

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

drowsy snow
thick knoll
#

I noticed in UE5 you can search in project for derive data; this isn't available in 4.27; is there another way?

feral stream
#

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:

  1. create a 3D model of the map and assets in blender.
  2. import into UE 4/5
  3. refine the map with the foliage tool etc.
  4. 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.

ashen delta
#

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 ๐Ÿ˜ฆ

tardy oxide
#

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!

rugged haven
glacial needle
#

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?

feral stream
mortal swan
lost fractal
#

woof

lapis ore
#

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.

cerulean kernel
charred bramble
#

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!

tacit flare
#

How to do simple wasd movement in blueprint?

#

All the videos online Iโ€™ve looked for are outdated

cedar wave
#

You didn't look hard enough then. Because those videos are still how you do it.

amber shuttle
#

heres a new meta for you ๐Ÿ˜„

lapis ore
#

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.

unique kraken
#

can someone tell me what exactly this means

#

does that mean i have roughly 600k triangles in my scene?

spice ruin
#

No. That means that's how many were drawn.

unique kraken
#

hmmm

#

whats the difference?

#

you mean currently on screen?

spice ruin
#

Not all triangles are always drawn?

unique kraken
#

yes but i want to understand what that value tells me

#

does it tell me "this many triangles are on screen"?

spice ruin
#

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" ?

unique kraken
#

well im asking what it tells me

spice ruin
#

The former.

unique kraken
#

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

spice ruin
#

Just because a cube is a cube doesn't mean it doesn't have a million subdivisions.

unique kraken
#

those are 8 vertex cubes ~.~

#

its the character but i dont get why

#

does translucency do something in regards to that draw ammount?

unique kraken
#

hmm

#

could i disable that is the question

#

did, change nothing

dull olive
#

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

drowsy snow
#

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.

spice ruin
#

Well, the moment before you got it!

oak patio
#

rip did someone breach NDA

real heath
#

No, they were just asking if there's a switch dev area

solid mason
#

@unique kraken is your material set to two-sided?

unique kraken
#

One is but I tested it and it made Literally no difference

oak patio
solid mason
#

@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?)

solid mason
fallow hornet
#

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

plush yew
#

fk I got 2 days to make a portfolio for an internship

#

im fucked

oak patio
#

thats why you build a portfolio before trying to apply to places

plush yew
#

fkkkk

#

im so fucked

oak patio
#

probably yup

#

but its a learning experience

plush yew
#

ffs mate

oak patio
#

have the ability to make yourself desirable and demonstrate your skills before you apply