#ue4-general

1 messages · Page 1172 of 1

oak patio
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without a good portfolio you're just a cv and a cover letter

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in a sea of other cv's and portfolios

real heath
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Do you have previous assignments or something you can cobble together into a portfolio and talk about what each demonstrated?

plush yew
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I have a few environments made in unity

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one is an interior house and other is a terrain

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and 1 game I made in unreal

real heath
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Surely you can leverage some of that to demonstrate a broader knowledge, experience with other engines, blah blah blah.

oak patio
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rip if your company is in this discord btw

real heath
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in some of the captions and blurbs around your images talk about the challenges with adapting to the new engine, what you learned

timber yacht
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Hello

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what does LogTemp mean?

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when your trying to display something in the output log

real heath
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You log under categories, so you can filter error messages

timber yacht
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oh ok

real heath
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LogTemp is a catchall for when you haven't setup a suitable category yet, and just need to bash something out

timber yacht
#

oh I see

fallow hornet
#

Anyone have an idea why dlss would suddenly stop working?

flat turret
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what's the difference between Hierarchical Instanced static mesh vs Instanced static mesh?

unique kraken
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Didn't check that yet

tender pecan
floral cliff
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Just in case... your gpu is rtx, right ?

azure reef
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Hi guys! When using AR after a few seconds the app crashes and I see this warnings.

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OpenXR plugin is installed though

polar sorrel
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guys random question, if you do answer please tag me, why did you choose Unreal Engine 4 over other engines, I myself have to work in it because of University, but i'm slowly moving to unity seems like, whats making you stay with UE4 ? Pros and cons if you have the time

oak patio
drowsy snow
# polar sorrel guys random question, if you do answer please tag me, why did you choose Unreal ...

Pros

  • Great graphics out of the box
  • Blueprints! (way more robust than Bolt)
  • Material graph similar to BPs, allows for creating cool materials without much HLSL knowledge
  • Built in tools that in Unity you would have to get it from Asset Store
  • Built in optimisation tools
  • Robust animation system
  • CONTROL RIG!!
  • Engine source code available at no extra cost
  • Freebies every month
  • Dark mode built in since 2014
  • Robust networking
  • No tiering - Everyone got the same access to the engine and its source code

Cons:

  • C++ can be scary for Unity C# dwellers because it require closing the editor to compile properly.
  • You have to defenestrate pretty much anything you know about Unity
  • Making custom lower level shaders can be tougher than it should be
  • Lackustre documentations
oak patio
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FWIW unity also has a node based material graph fyi

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honestly there the biggest one for me is the dark mode lmaoo

drowsy snow
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Oh yeah, tiers

polar sorrel
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I was thinking of doing a pixel gqme in Ue4, and I'm a newbie, so I don't think there are a lot of tutorials for that, and it seems like for pixel games unity is better

drowsy snow
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And I think if you're using UE4 for pixel type game, might as well go for 2.5D

polar sorrel
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But yet again, not enough documentation online for that

drowsy snow
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There's still Godot for more lightweight 2D games, so yeah

polar sorrel
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You think godot is better than unity?

drowsy snow
polar sorrel
oak patio
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you get the code of the engine

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and you dont have to pay

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unity you have to pay past a certain earnings threshhold, godot you dont

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and you get the engine code with godot

polar sorrel
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oooh thank you i get it now

fresh pulsar
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Okay so I'm using like vinterp to and stuff I just I have a problem, my enemies are straight up clipping through walls, not sure how to deal with that

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also they slow down the closer they get to the player which I don't like

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is there like an alternative way to track the player and move towards them within a certain range maybe?

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as opposed to checking 2d vectors and then using vinterp

spice ruin
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A navmesh?

fresh pulsar
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or maybe idk a way this could work without the enemies clipping through the wall collision

spice ruin
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Well, it's the simple way to not have to implement navigation yourself...

fresh pulsar
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I just dunno why they're clipping

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it's stressing me out

spice ruin
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Or you could do a capsule trace from your enemy to your character, if it fints a blocking hit, don't move towards the player.

fresh pulsar
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Also for some reason vector2d is completely ignoring like up and down distance

spice ruin
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Well vector2d only has 2 dimensions, it's right there in the name.

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(though the d here stands for double)

fresh pulsar
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@spice ruin this is the exact code

fresh pulsar
spice ruin
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No, I believe that node would be left/right and forward/backward.

fresh pulsar
spice ruin
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Just do 3d instead of 2d...

fresh pulsar
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oh and also.. need to fix the collision still on top of that

fresh pulsar
spice ruin
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If it's 2d, the depth will be the same anyway

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As in, if your game is 2d, everything is probably on the same vertical plane.

fresh pulsar
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Yeah

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So that's one problem down one to go @spice ruin

spice ruin
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🙂

fresh pulsar
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Well it would be but now my dev time for the day is over... crap

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thanks anyway

fresh pulsar
spice ruin
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No worries.

gusty ruin
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Have a question, like if i cooked a material asset in 4.26 , is it possible to use it directly in a shipping project built with 4.27 ? Any ideas will be appreciate.

gilded mason
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Heya, looking for some help with post processing and just trying to figure out where to start - it's kind of a lidar/scan lines effect (ref attached)

real heath
gilded mason
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  • googles clamping scene depth *
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😄

real heath
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Look into cell shading. That clamps color. Same idea but clamp scene depth

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It'll be a start, but won't be exactly what you are after

gilded mason
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I've been researching it for a while - at one point i was even converting the 3d objects into LCD and feeding it through the built in plugin

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boy, did that go wrong hah

real heath
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If it absolutely has to be a post process effect, you could try reprojecting a screen coord back to world space and then running something like triplanar mapping of a grid texture

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Might be expensive though

gilded mason
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ooh i remember reading something about that - yeah might've been the weight of it that put me off

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but i've decided to do everything to make it work first and THEN optimize

real heath
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You could make it a material function and add it to your master materials. Then turn it on and off with a material parameter collection

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Rather than post process

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I dunno. A million ways to start tackling it.

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But each has limits and cost

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I wonder if you could do something with the scene distance field

gilded mason
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all brilliant shouts - I owe you a beer already 🙂

real heath
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Lol all good

gilded mason
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i wonder if that + some post processing would work

scarlet folio
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What type of admob ads are working in UE4 without plugins?!

shell harbor
gilded mason
shell harbor
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hmmm
now I want to know how to make it as well 😂

thin tendon
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Does anyone know where I can find a list of all the available console commands?

cinder cargo
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how can i look at all content at the same time

ashen delta
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I can't open up any of my projects! over £40,000 worth of commissions I can't access. It crashes on loading up! PLEASE HELP
Unhandled Exception: 0xe06d7363

KERNELBASE
VCRUNTIME140
UE4Editor_ImageWrapper
UE4Editor_ImageWrapper
UE4Editor_ImageWrapper
UE4Editor_ImageWrapper
UE4Editor_ImageWrapper
UE4Editor_ImageWrapper
UE4Editor_ImageWrapper
UE4Editor_ImageWrapper
UE4Editor_ImageWrapper
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Core
UE4Editor_Core
UE4Editor_Core
kernel32
ntdll

fierce tulip
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without installing the symbols, that crash error is useless.

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also, version control

ashen delta
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I did a windows update yesterday and updated the plugin pro instance. I then wen to open the project I was working on the day before and it crashed on booting up. I then tried other projects. same issue but those other projects are on 4.26 & 4.27

ashen delta
fierce tulip
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good, now wait (or find) someone who can help you go trough those errors. if it was something basic I could point the issue out, but this is beyond my knowhow

ashen delta
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Unhandled Exception: 0xe06d7363

KERNELBASE
VCRUNTIME140
UE4Editor_ImageWrapper!FPngImageWrapper::user_error_fn() [D:\Build++UE4\Sync\Engine\Source\Runtime\ImageWrapper\Private\Formats\PngImageWrapper.cpp:516]
UE4Editor_ImageWrapper!png_error() [D:\Dev-Enterprise\Engine\Source\ThirdParty\libPNG\libPNG-1.5.2\pngerror.c:86]
UE4Editor_ImageWrapper!png_chunk_error() [D:\Dev-Enterprise\Engine\Source\ThirdParty\libPNG\libPNG-1.5.2\pngerror.c:206]
UE4Editor_ImageWrapper!png_chunk_benign_error() [D:\Dev-Enterprise\Engine\Source\ThirdParty\libPNG\libPNG-1.5.2\pngerror.c:236]
UE4Editor_ImageWrapper!png_crc_finish() [D:\Dev-Enterprise\Engine\Source\ThirdParty\libPNG\libPNG-1.5.2\pngrutil.c:239]
UE4Editor_ImageWrapper!png_handle_IHDR() [D:\Dev-Enterprise\Engine\Source\ThirdParty\libPNG\libPNG-1.5.2\pngrutil.c:564]
UE4Editor_ImageWrapper!png_read_info() [D:\Dev-Enterprise\Engine\Source\ThirdParty\libPNG\libPNG-1.5.2\pngread.c:295]

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UE4Editor_ImageWrapper!FPngImageWrapper::LoadPNGHeader() [D:\Build++UE4\Sync\Engine\Source\Runtime\ImageWrapper\Private\Formats\PngImageWrapper.cpp:438]
UE4Editor_ImageWrapper!FPngImageWrapper::SetCompressed() [D:\Build++UE4\Sync\Engine\Source\Runtime\ImageWrapper\Private\Formats\PngImageWrapper.cpp:211]
UE4Editor_Engine!FTextureSource::GetMipData() [D:\Build++UE4\Sync\Engine\Source\Runtime\Engine\Private\Texture.cpp:1180]
UE4Editor_Engine!FTextureSourceData::GetSourceMips() [D:\Build++UE4\Sync\Engine\Source\Runtime\Engine\Private\TextureDerivedDataTask.cpp:206]
UE4Editor_Engine!FTextureSourceData::GetAsyncSourceMips() [D:\Build++UE4\Sync\Engine\Source\Runtime\Engine\Private\TextureDerivedDataTask.cpp:229]
UE4Editor_Engine!FTextureCacheDerivedDataWorker::DoWork() [D:\Build++UE4\Sync\Engine\Source\Runtime\Engine\Private\TextureDerivedDataTask.cpp:572]
UE4Editor_Engine!FAsyncTask<FTextureCacheDerivedDataWorker>::DoWork() [D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Public\Async\AsyncWork.h:272]
UE4Editor_Engine!FAsyncTask<FTextureCacheDerivedDataWorker>::DoThreadedWork() [D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Public\Async\AsyncWork.h:296]
UE4Editor_Core!FQueuedThread::Run() [D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Private\HAL\ThreadingBase.cpp:996]
UE4Editor_Core!FRunnableThreadWin::Run() [D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:86]

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does anyone here have any idea why I'm getting this?! I can't open up any of my projects!!! PLEASE HELP

plush yew
gilded mason
plush yew
gilded mason
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pretty much the whole environment, hence the good people talking about post processing over anything else

plush yew
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Turn anything into a 3D space with photogrammetry/photo scanning!
...
More info in desc.

Special thanks to Rami:
https://www.instagram.com/rami.jayd/
https://twitter.com/ramijayd
https://www.youtube.com/user/HDSonar

◆◇◆ TIMESTAMPS ◆◇◆
────────────────────────────────────
Intro: 0:20 - 0:51
Source Footage: 0:52 - 3:09
Creating Frames: 3:10 - 5:...

▶ Play video
gilded mason
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god i love this stuff so much

plush yew
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okay well just trynna help

gilded mason
plush yew
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where should I build my portfolio

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wix or wordpress

foggy orbit
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Hi, Any idea, I have no more reflections in my VR preview or in game) but everything's ok in the editor (it was working fine yesterday)

oak patio
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now for a portfolio, wordpress is harder to learn, but gives you more autonomy, wix is easier to use, but locks you into using wix

plush yew
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I think ill just use wix

plush yew
foggy orbit
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pfffff what a moron, just forgot to rebuild reflections captures.... Time to take a break 😫

autumn flame
gilded mason
drowsy snow
median ferry
polar sorrel
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hello guys i dont know if this is fully relatable with ue4 but, the unreal engine is eating me a lot of space from the drive C, like when i open it and work in it from 20 gb free in the C drive i go down to 2 or smth like that (even if the project and all the epic store related stuff are located in the D driver) , and so i want to expand the free space that my C drive has, I know that you can take space from other drivers, but if my C driver is an SSd and my D driver is a HDD can i still do this ? extend memory from D to C ?

tacit flare
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What is a pawn class?

plush yew
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I just coded a cooldown animation timer all by myself with no outside help

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💪

tacit flare
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I’m trying to add movement input in an event graph and its shouting at me that self is not a pawn and target must have a connection

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Whys something as simple as wasd movement so difficult to setup

drowsy snow
tacit flare
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How do I make a model I imported an actor?

drowsy snow
tacit flare
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Not long

drowsy snow
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I'd recommend taking the time to learn the engine basics, tutorials are in the pinned messages of this channel.

tacit flare
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I dont really have the time for this project but I can check them out later

drowsy snow
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Because that is one of the basics that has been repeatedly explained over time.

tacit flare
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Which tutorial then?

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I tried using one online but I ran into issues

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I couldnt even run it to begin with because of the pawn error

drowsy snow
sage coral
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I have a physics object that simulates physics for example its an arm but when my thirdperspn character stands on top of it they both spin/fly crazy until landing when it shouldn't be going airborne.

drowsy snow
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Consider faking the weight physics whenever possible

tacit flare
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How do I get movement working with a static mesh

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The tutorials are using a character

cedar wave
tacit flare
#

sage coral
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@drowsy snow Its like viscera clean up detail

tacit flare
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I appreciate the help but just telling me to google stuff isn’t going to help, I’ve already tried a ton which is why I’m asking here

cedar wave
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You need to learn how to google in gamedev. No one is going to sit there and spoonfeed you answers. If you've done you're research and still don't understand a concept, people are more willing to help. Because it shows that you've actually put forth effort. I'm not saying this to be mean or rude or anything of the sort, it's the reality.

cedar wave
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What doesn't work?

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Have you set up input?

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Are you trying to hardcode W specifically?

tacit flare
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I setup input

cedar wave
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Are you getting any errors? Are you using the right player controller? Are you trying to move a possessed pawn? Are you trying to move a component? Are you using the right GameMode?

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Saying "it doesn't work" is not helpful to anyone.

tacit flare
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Im getting pawn error because its a static mesh but I have no clue how to move a static mesh, google is showing stuff like using timelines and such and I’m confused and lost

cedar wave
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What error?

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Show the error

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Show the class that you're using

tacit flare
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Parent class is Static Mesh Actor

cedar wave
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Show the entire screen

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Because all I'm going to tell you is what that says

tacit flare
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I deleted most of the stuff because it wasnt working but this is the error

cedar wave
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You're not possessing the actor, and you can't, because it is not a pawn; as it tells you

tacit flare
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how do I possess the actor? thats all I need to know

cedar wave
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Make the actor of type Pawn

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If the parent class is a static mesh actor, it is not a pawn

tacit flare
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Google didnt really show any results when I tried googling how to turn a static mesh into an actor

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I know its the issue but I dont know how to fix it

cedar wave
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Google how to change the parent class in Blueprint

muted iron
#

I am working on an unreal scene and lighting it and using the built in GPU lightmass tool, which works great. But the moment I add a foliage actor and try and build the lighting, unreal crashes. Any ideas? Ive tried using the foliage tool to place just 1 piece of grass, or just white boxes, dosnt seem to matter. Its the foliage actor itself it seems to be the issue

tacit flare
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That… broke it oh well

cedar wave
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Once you turn it into a pawn, your controller can now possess it. So you'll need to set that up.

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You can do this through some gameplay scripting, or you can set it as the default pawn in your gamemode and let UE handle it.

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If you're trying to move it without possessing it - that is a different thing. You'd need a reference to it and then add a world offset to it. In the simple way that is.

zealous juniper
#

how can i make a scene look unlit once packaged? I tried some stuff and nothing really worked.
tried using console command, which doesn't work when I package it. tried setting material to unlit, but the colors are not properly defined and appears to have a tint to it. not sure what to do.

cedar wave
#

@tacit flare My overall advice would be to forego w/e you're doing and follow along an actual tutorial series. Start from scratch/basics. There are people out there who do some questionable things, but at your stage, I'd say it doesn't really matter. What matters more is learning the basics.

tacit flare
#

Where do I get the set default pawn class?

tacit flare
cedar wave
cedar wave
tacit flare
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Because its an assignment

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They didnt teach unreal engine despite so unfortunately I have to figure things out on my own

cedar wave
#

Sounds like you're going to have to make time for the project then.

tacit flare
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Well I’m trying right now

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I set the default pawn class as the blueprint is that right?

lapis ore
#

Can I bake out a material that is using a World Aligned Texture? I tried and failed....

cedar wave
tacit flare
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I did

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I set it in the default pawn class section

cedar wave
#

Now, when you press play, the player controller that gets created will automatically posses that pawn.

tacit flare
#

It doesnt

cedar wave
#

If you don't have a camera set up - you won't be able to see it really.

tacit flare
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Its just using a 2dsidescrollercharacter

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Despite it not being the default pawn anymore

cedar wave
#

The smaller your screenshots, the less information that exists in them; thus the less useful they are.

tacit flare
cedar wave
#

Need to make sure that it is using the right game mode and all that stuff. I don't have the time to dig into it further (have some work shenanigans to handle), but if you're still stuck in a few hours, ping me.

tacit flare
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Alright

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Im not sure what the right game mode would be since I chose 2d since its suppose to be a side camera

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But I’ll try looking

cinder cargo
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hey how do i get the all assets option?

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it would say it like right here

tribal oak
#

Hello, I'm profilling occlusion to optimize it (because Oculus Quest hardware), I noticed that the landscape seems to occlude itself

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why is that?

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its like occluding subpart of itself

rain harness
#

Sup guys
I need to make an API inside Unreal. This App need to have a mechanic to the user add some furniture assets to it outside the UE editor, he needs to do it in the API itself. Anyone has a clue on how to do it?

drowsy snow
rain harness
#

exactly. For an architecture company. They want me to make this API (something like fallout4 building system) but only with furnitures so they can make room plans to their clients. But they want to be able to add furniture assets by themselfs inside the api

drowsy snow
rain harness
#

I'll take a look on that
thanks a lot!

ashen delta
drowsy snow
#

AFAIK only the editor's Slate UI that directly uses PNG image files for the elements

autumn flame
#

You could try verifying the installation too

drowsy snow
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I don't think verifying the installation tries to match the checksums of the engine files

autumn flame
#

Worth a try, saw this issue being fixed by verifying, guess if not then directly reinstall indeed

ashen delta
proud abyss
#

hey, ive just noticed i have a ~4gb update available for version 4.27, is it something i should do or would that just mean its going to update to ue5? which i already have installed

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have some games i make stuff for that requires 4.27 so want to have them both available

trim pike
#

hello

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my directional light shadows are way too soft

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and it seems changing the settings wont reduce the softness enough

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is there a way to get really solid shadows?

tender peak
#

I just loaded up my project and everything is super screwed up
Everything is semi translucent or doesnt show up at all
New actors dont show at all
Loading different or new maps doesnt help
somebody save me from this mind melting hell

tacit flare
#

@cedar wave still stuck

cinder cargo
#

hey how do i get the all assets option??

untold plank
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Need help

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My first person character only shows up in the world outliner when I start the game

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It's prob because it's in a different level but I want that level to be the default one, I made it the default one in project settings but it still does it

dapper hatch
#

Any Maya guru here? 😃

red wigeon
#

Hello can any one please help me to solve this on google play console.

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I cant seem to find anything on how to integrate play game services sdk on to my game project.

thin tendon
#

I have a question about the HLOD system. When I was reading the documentation it says that it combines static meshes in a scene. Does it work on blueprinted static meshes? Like for example if I have a blueprint for a house (combining several static meshes to create a house). Will the HLOD system work on my houses and house pieces ?

#

Ohh and what about instanced foliage meshes?

valid inlet
#

Is it even worth making a ai behaviour tree and all that instead of a simple chase and attack code if I'm making a simple game with only one enemy type and no verticality or complex level geometry?

ashen delta
#

Can someone please help? Can you please tell me what this is?! I can't open up my £20,000 project! client is needing an update! I can't open it! I don't understand this error... There is nothing I can find on Google! Unhandled Exception: 0xe06d7363

KERNELBASE
VCRUNTIME140
UE4Editor_ImageWrapper!FPngImageWrapper::user_error_fn() [D:\Build++UE4\Sync\Engine\Source\Runtime\ImageWrapper\Private\Formats\PngImageWrapper.cpp:516]
UE4Editor_ImageWrapper!png_error() [D:\Dev-Enterprise\Engine\Source\ThirdParty\libPNG\libPNG-1.5.2\pngerror.c:86]
UE4Editor_ImageWrapper!png_chunk_error() [D:\Dev-Enterprise\Engine\Source\ThirdParty\libPNG\libPNG-1.5.2\pngerror.c:206]
UE4Editor_ImageWrapper!png_chunk_benign_error() [D:\Dev-Enterprise\Engine\Source\ThirdParty\libPNG\libPNG-1.5.2\pngerror.c:236]
UE4Editor_ImageWrapper!png_crc_finish() [D:\Dev-Enterprise\Engine\Source\ThirdParty\libPNG\libPNG-1.5.2\pngrutil.c:239]
UE4Editor_ImageWrapper!png_handle_IHDR() [D:\Dev-Enterprise\Engine\Source\ThirdParty\libPNG\libPNG-1.5.2\pngrutil.c:564]
UE4Editor_ImageWrapper!png_read_info() [D:\Dev-Enterprise\Engine\Source\ThirdParty\libPNG\libPNG-1.5.2\pngread.c:295]

#

UE4Editor_ImageWrapper!FPngImageWrapper::LoadPNGHeader() [D:\Build++UE4\Sync\Engine\Source\Runtime\ImageWrapper\Private\Formats\PngImageWrapper.cpp:438]
UE4Editor_ImageWrapper!FPngImageWrapper::SetCompressed() [D:\Build++UE4\Sync\Engine\Source\Runtime\ImageWrapper\Private\Formats\PngImageWrapper.cpp:211]
UE4Editor_Engine!FTextureSource::GetMipData() [D:\Build++UE4\Sync\Engine\Source\Runtime\Engine\Private\Texture.cpp:1180]
UE4Editor_Engine!FTextureSourceData::GetSourceMips() [D:\Build++UE4\Sync\Engine\Source\Runtime\Engine\Private\TextureDerivedDataTask.cpp:206]
UE4Editor_Engine!FTextureSourceData::GetAsyncSourceMips() [D:\Build++UE4\Sync\Engine\Source\Runtime\Engine\Private\TextureDerivedDataTask.cpp:229]
UE4Editor_Engine!FTextureCacheDerivedDataWorker::DoWork() [D:\Build++UE4\Sync\Engine\Source\Runtime\Engine\Private\TextureDerivedDataTask.cpp:572]
UE4Editor_Engine!FAsyncTask<FTextureCacheDerivedDataWorker>::DoWork() [D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Public\Async\AsyncWork.h:272]
UE4Editor_Engine!FAsyncTask<FTextureCacheDerivedDataWorker>::DoThreadedWork() [D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Public\Async\AsyncWork.h:296]
UE4Editor_Core!FQueuedThread::Run() [D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Private\HAL\ThreadingBase.cpp:996]
UE4Editor_Core!FRunnableThreadWin::Run() [D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:86]

stone stump
#

hey guys is there a way to make post process not affect a particular mesh?

ashen delta
#

is this line having an issue somewhere in my "D:" drive? my project is not and has not been in my D drive. Its in my documents folder in C drive... Is the project trying to access something from the wrong drive? Would updating the pro instance plugin cause this?? PLEASE HELP

real heath
real heath
#

Something is happening in the DDC looks like. Maybe delete your DDC and open it again. I've very occasionally had a corruption in the DDC

ashen delta
real heath
#

derived data cache, it's the actual runtime data built from your source meshes and textures etc. Editor builds it on demand or on import

#

It'll either be in your project directory in a folder called LocalDerivedDataCache or DerivedDataCache, or in the user folder here...

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C:\Users<YOUR USER>\AppData\Local\UnrealEngine\Common\DerivedDataCache

ashen delta
# real heath derived data cache, it's the actual runtime data built from your source meshes a...

ah, yes. thanks. This is a list of things I've tried but haven't worked:
I’ve deleted the cache folders. Didn’t work
I created a new project and copied all the content from the old project into the new one. Didn’t work (Project opens but the project level crashes with the above error when I try to load it)
I’ve verified my UE4 installations. Didn’t work
Updated to the latest graphics drivers. Didn’t work
I undated windows. Didn’t work
Other older projects are both in UE4.26 & UE4.27 neither open after the plugin update. (pro instance)

real heath
#

ok, so whats immediately before the callstack in the log?

ashen delta
#

??

real heath
#

yeah, above that

#

not just the crash window, in the actual log file

ashen delta
#

oh ok

#

I'm just doing a reinstall... I thought the details before were just my UE4 id...

ashen delta
real heath
#

Project/Saved/Logs/

#

and the one with the most recent modified time

ashen delta
real heath
#

open the most recent one in a text editor, like notepad

#

and right near the bottom you'll see that call stack, and copy and paste 10-20 lines above that

ashen delta
#

[2022.05.04-10.57.17:156][ 0]LogAudio: Display: Audio Device unregistered from world 'None'.
[2022.05.04-10.57.17:160][ 0]LogUObjectHash: Compacting FUObjectHashTables data took 0.72ms
[2022.05.04-10.57.17:701][ 0]LogOutputDevice: Warning:

Script Stack (0 frames):

[2022.05.04-10.57.17:701][ 0]LogWindows: Windows GetLastError: The operation completed successfully. (0)
[2022.05.04-10.57.18:480][ 0]LogWindows: Error: === Critical error: ===
[2022.05.04-10.57.18:480][ 0]LogWindows: Error:
[2022.05.04-10.57.18:480][ 0]LogWindows: Error: Assertion failed: Tag.Size == Loaded [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/CoreUObject/Private/UObject/Class.cpp] [Line: 1499]
[2022.05.04-10.57.18:480][ 0]LogWindows: Error:
[2022.05.04-10.57.18:480][ 0]LogWindows: Error:
[2022.05.04-10.57.18:480][ 0]LogWindows: Error:

real heath
#
[2022.05.04-10.57.17:149][  0]Cmd: MAP LOAD FILE="../../../../../../Users/rober/OneDrive/Documents/VH/Clients/Caerleon/UE4/CaerleonExplorer 4.27/Content/VirtualHistories/Maps/Caerleon.umap" TEMPLATE=0 SHOWPROGRESS=1 FEATURELEVEL=3
[2022.05.04-10.57.17:149][  0]LightingResults: New page: Lighting Build
[2022.05.04-10.57.17:150][  0]LogWorld: UWorld::CleanupWorld for Untitled, bSessionEnded=true, bCleanupResources=true
[2022.05.04-10.57.17:150][  0]LogSlate: InvalidateAllWidgets triggered.  All widgets were invalidated
[2022.05.04-10.57.17:150][  0]MapCheck: New page: Map Check
[2022.05.04-10.57.17:150][  0]LightingResults: New page: Lighting Build
#

looking at that, i'd guess maybe the lightmaps are corrupt?

ashen delta
real heath
#

before you do my next idea, make sure you have a backup of your project as-is

#

you can find your map file under the Content folder in your project. Next to your map file should be an identically named file with _BuiltData or something in the name

#

try moving that out and opening again

#

if that works, just rebuild lighting

#

if that doesn't work, i'm out of easy ideas

ashen delta
#

I have no lights other than sun light... I don't build lighting in this project. All dynamic..

real heath
#

Do you see a BuiltData file?

ashen delta
#

just looking

#

that's my persistent level.

real heath
#

rename that, or move it to another folder

ashen delta
#

ok. just finishing the re-install

#

thanks for your support

real heath
#

ok, well i'm stepping away for a while. If that doesn't work, heres some next steps

#
  1. Move that file back
  2. Open your project but DON'T open that map. If it's your start up map you can remove the line "EditorStartupMap" from your DefaultEngine.ini
  3. Create a new map and load all your sublevels into that. If one crashes, you've narrowed it down to that map, or an asset used in that map
  4. Create a new map and start adding one of each asset to it, if one crashes, it's that asset.
ashen delta
#

ok

real heath
#

lemme know how it works out, good luck!

ashen delta
#

cheers, and thanks again

cedar wave
#

@tacit flare I just got home. Have you been able to figure it out?

tacit flare
#

I got it

toxic lily
#

question, pardon the messy code, im trying to set up a system where a single AI blueprint has different weapon types store, and depending on the weapon type, he will fire a different projectile based on that weapon. cant seem to get it down, any ideas on how?

solemn sundial
#

Hum any game developer welling to work until the game gets released then gets payed

#

Have a great idea

glacial needle
#

Anyone know why my boat keeps flipping over at 180 with the buoyancy feature in the water plugin? could it be an issue with the plugin in 4.27?

oak patio
solemn sundial
#

Job board ?

real heath
ashen delta
# real heath lemme know how it works out, good luck!

I changed the "EditorStartupMap" and the project opens!! I loaded up the sub levels and most open without crashing. The one that don't are the main, persistent level, Caerleon, Fortress, Buildings & Docks (levels) the other load up fine...

ashen delta
# real heath lemme know how it works out, good luck!

what all of the levels have in common is that I use the pro instance plugin in those.... I did update the plugin just yesterday.. what I don't understand is that it looks like its looking in drive D... am I reading this correctly?? my project is in drive C and has always been there..

ashen delta
#

is that right??

autumn flame
#

Perhaps your Engine installation is in the D drive

ashen delta
#

nope.. just done a fresh install too

autumn flame
#

If you remove the plugin, do the maps open?

ashen delta
#

what does this mean?? UE4Editor_ImageWrapper!png_error() [D:\Dev-Enterprise\Engine\Source\ThirdParty\libPNG\libPNG-1.5.2\pngerror.c:86]

ashen delta
#

I've unticked it and when I click on those levels to open.. it crashes with the same error..

real heath
autumn flame
#

i think D:\ is just the initial build path for the source

#

Yeh

real heath
#

Those paths don't mean much

#

The crash indicates maybe a bad texture

#

I don't know what proinstance is or how it may factor in

#

You know what 2 maps may have problems

#

Start placing your assets into a new level and see if it crashes

#

If it does, that asset may be bad

#

Narrow it down

ashen delta
#

ok... but I was told to download the icons so that the crash report made sense to everyone I shared it with on here... 30GB+ of additional files and still nothing makes sense 😦

real heath
#

Yeah the symbols help, because it gives function names

#

Rather than just memory locations

#

Those function names indicate it's decoding a PNG file from the derived data cache

autumn flame
#

And if you have a IDE you can always catch the assertion

#

See what's in memory and such

ashen delta
#

this is the project... its HUGE... those sublevels took months to build... I don't know what to do.. https://www.youtube.com/watch?v=Rup0O4u--e8

Caerleon Roman Fortress and Baths
The location of one of only three permanent Roman legionary fortresses in Britain. The headquarters for Legio II Augusta from about 75 to 300 AD, and on the hill above was the site of an Iron Age hillfort. The Romans called the site Isca after the River Usk (Welsh Wysg).
Substantial excavated Roman remains can ...

▶ Play video
real heath
#

Well you could keep narrowing it down like I said

autumn flame
#

If you value your project so much you should source control it in the first place

#

For this exact reason

real heath
#

@ashen delta go back to my message about derived data cache. Make sure you deleted the right folder

autumn flame
#

Not lost, but would have been way easier to just revert to a working state, lol

#

And god forbid if let's say your disk breaks
No backup

#

Lost forever

ashen delta
autumn flame
#

Of course

real heath
#

I've told you what to do. The error is loading an image from your derived data cache. Delete your cache, and keep loading smaller and smaller parts of your project until you narrow down the bad asset(s). You indicated 2 sub maps that crash, the assets are used in those maps

ashen delta
#

to confirm the location of this projects derived data cache is that in the project settings or editor pref?

real heath
#

Unless you want to throw on a debugger and learn that, narrowing it down is the only way

autumn flame
#

It could be in your project or appdata based on your storage settings for them

real heath
autumn flame
#

And yeh, Engine has it too

ashen delta
real heath
#

In future, it'd be advisable to backup your engine and plugin versions with your project to make returning to it easier. And version ontrol is king, but is not a backup replacement

autumn flame
#

Azure is nice to store your entire project actually

#

No real size limit, just gotta pay if more than 5 users using it

ashen delta
#

right.. deleted

#

I think this is the same crash...

autumn flame
#

So then narrow down what causes the crash

ashen delta
#

yeah it is..

autumn flame
#

If it's not a big map you can even use the reference viewer to see what's in the map

ashen delta
#

its huge... crazy big.

autumn flame
#

And this happened only after updating the plugin?

#

Try enabling it and placing a instance of the plugin, save and try to load the map

ashen delta
#

there is 17 lines in that crash.. does it mean 17 items have issues?

autumn flame
#

it's the stack trace

#

so no

#

Just shortly gives a wider perspective on how you reached the exception

ashen delta
#

ok, thanks

#

@real heath @autumn flame oh... just remembered. The day before I was using bulk edit property matrix and reducing loads of image files using the Maximum Texture Size... Can using the property matrix cause this kind of crash??

autumn flame
#

I did that too and never had a problem

dusky sparrow
#

Any common reason why I might get 3fps average in editor? I was just making some widget yesterday and suddenly started getting incredibly low frame rates specifically on unreal (version 4.26.2). Checking task manager its got normal usage on everything and my other projects run normally. I doubt its the widget I was making since its the entire project that is affected, not even at runtime; if I'm just trying to view a testmap or an empty level I get 3fps. Moving the camera does not work cause of it and doing anything else is quite painful.

Just wanna make sure there isn't something I can try before I'm forced to revert to a previous version source control and lose my changes?

(Solved. The widget I was adjusting was video settings page and apparently just connecting up some nodes set max fps to 3 even though I wasn't messing around with that at all lmao)

ashen delta
#

but before the end of the day everything was working fine.. saved and closed it for the day.. following morning I did the plugin update and then all my projects wouldn't open..

real heath
#

Well it might have corrupted one of those textures. It shouldn't, but things happen, and considering the stack trace indicates a texture loading issue, yeah I'd guess it's one of those

autumn flame
#

Never know indeed, lol

real heath
#

So, keep narrowing it down by loading assets

vernal ermine
#

Greetings. I'm thinking of staying on UE4 4.27.2 until I finish my game, as I don't want to deal with synchronizing stuff, and the maintenance cost of new updates. Am I missing much in not upgrading to UE5 now? Thank you

drowsy snow
true ridge
vernal ermine
#

thank you

night oar
#

Hi, Guys. Need some help creating a plugin for ue4 the main thing I want is that my plugin variables are present as nodes in the editor any guide on how I can do that..

thin tendon
#

So I have this issue. Just wondering if anyone else has encountered it. When I turn the scalability settings down for visual effect quality. My character starts acting weird. Like it keeps getting stuck on a collision thats not there. Or pushed around by something thats not there. Or stuck inside something thats not there.

drowsy snow
thin tendon
#

Yeah I did. I don't know what the issue is. There are no collisions showing. But it behaves like a collision in that it blocks my player.

fresh pulsar
#

Okay I'm back here again to fix broken collision

#

Flying enemy drone is clipping through walls (2d)

#

They move by calculating the distance vector checking its within a certain range and then vinterping to the player

#

The collision on the walls is just default pretty much nothing special being done on them

gray kindle
#

Hey, i tried to look about it online but there was not a lot of information about this specific problem, so:

is the "canvasdrawtile" strictly UI problem, or can something else impact it this much? it literally eats more gpu ms than the rest of the game combined 😄

#

by something else i mean stuff like RVT or rendertargets

drowsy snow
#

Slate uses different canvas, which isn't as taxing as render target canvases.

gray kindle
#

thats good to know, thank you!

tranquil imp
#

Hello everyone, does the Multi-view enabled on the mobile VR side conflict with the screenshot command "HighResShot 1" and SceneCaptureComponent2D.

foggy orbit
#

Hi, I am encoutering 5 errors (all linked to megascan plugin) when cooking that prevents cooked version to be succesful : UATHelper: Cooking (Windows (64-bit)): LogInit: Display: LogPackageName: Error: DoesPackageExist: DoesPackageExist FAILED: '/MegascansPlugin/MSPresets/MSTextures/noise_mask' is not a standard unreal filename or a long path name. Reason: Path does not start with a valid root. Path must begin with: '/Engine/', '/Game/', '/Paper2D/', '/OpenColorIO/', '/Geomet
ryMode/', '/MeshEditor/', '/SpeedTreeImporter/', '/DatasmithContent/', '/DataprepEditor/', '/StaticMeshEditorExtension/', '/ChaosClothEditor/', '/ChaosNiagara/', '/ChaosSolverPlugin/', '/GeometryProcessing/', '/GeometryCollectionPlugin/', '/Niagara/', '/MotoSynth/', '/PythonScriptPlugin/', '/AnimationSharing/', '/MagicLeap/', '/MagicLeapPassableWorld/', '/Me
diaCompositing/', '/MovieRenderPipeline/', '/SequencerScripting/', '/EditorTests/', '/AudioSynesthesia/', '/Takes/', '/OpenXREyeTracker/', '/OpenXR/', '/OpenXRHandTracking/', '/PostSplashScreen/', '/SunPosition/', '/Synthesis/', '/OculusAudio/', '/OculusVR/', '/SteamVR/', '/Engine/DataprepCore/Transient/', '/Config/', '/Script/', '/Extra/', '/Memory/', or '/
Temp/'

#

I tested in a previous version of my project and I do not have these errors. Due to the work already been done in the new version, I need to solve these errors to keep going but do not know where to start . If any of you can help ...

#

The megascan errors might be due to the fact that I had to rebuild my PC and forgot to reinstall bridge and the plugins in UE 4.27 maybe ?

#

Also, After cleaning a project, and fixing redirectors (which generally is not an exact science... ) Do u think it would do any good to migrate to a blank project ?

spice ruin
#

It looks like the megascans plugin isn't being linked to your project.

#

Have you tried adding it to your uproject file?

#

Or build.cs maybe

foggy orbit
#

Well it's not in the working project either... What's about build.cs ?

spice ruin
#

blueprint project or c++?

foggy orbit
#

How do I check this (I am not on the darkside of the code 😉 )

spice ruin
#

Team project?

#

You didn't start it?

foggy orbit
#

I did start it but I have a pretty basic comprehension of code. Using blueprints generally without problems since it's not too difficult. It might be due to a cleaning I've done to the project though since it works in a 4 month old backup

spice ruin
#

You'd know if you'd started a c++ project.

foggy orbit
#

I know 😉 I can assure you I did not 😄 (even though I wish I could)

#

well... Migrated the bugged project to a blank project... ANd it's working again...

scarlet anvil
#

Hey friends i am getting error saying cook failed while packaging unreal project for VR oculus quest 2 . Can you guys suggest me what should I do 😟

spice ruin
#

I suggest you read all the other errors.

quick heath
#

my post process volume dosent follow the spline

#

how do i add [post process to entire river

#

** river flows down the mountain

fiery flax
#

does anyone know why the navmesh generates a little bit hovering in the air? not on the ground for some reason?

foggy orbit
spice ruin
#

Ah ha.

foggy orbit
#

The path error was pretty logical 😉

fallow elk
#

<@&213101288538374145> sorry for the ping guys, just wanting to see who's online and available. I'm dealing with a problematic member and I'm hoping I can elaborate in a DM?

fierce tulip
#

sup?

fallow elk
fierce tulip
#

sure

fallow elk
#

cheers man.

fiery flax
#

then why do i get spawned in the air and fall back down, every time i teleport around? with the default vr template project teleportation

errant gorge
#

hi guys, is there any way to take screenshot with path like this? ** HighResShot filename="../test.png"**
i would like to put screenshot one folder before the current path

fiery flax
#

The teleportation works on brushes but for some reason it puts me in the air when i teleport on models, is there a way to fix that easily?

tacit flare
#

how come nothing happens?

#

it doesnt even get input

#

Im trying to change its rotation by pressing A

autumn flame
#

Are you possessing it?

tacit flare
#

Uh

#

This is on the blueprint

#

But its a child of another object

autumn flame
#

Unless you possess it, it won't receive inputs unless you specifically tell it to start listening for your inputs

tacit flare
#

Oh

#

So I need to put it on the default actor?

cedar wave
clever axle
#

hey guys! anyone know how to rotate a directional light by blueprint?
When I do it, it doesn't update

clever axle
#

@quartz ore yes

#

@quartz ore I'm using DirectionalLight, SkyAtmosphere and SkyLight. It seems like some of that overwrites the rotation or something like that

quartz ore
#

Is your skylight movable as well? Those two work in tandem.

clever axle
#

yes. both are movable

quartz ore
#

The only other thing I can think of is that the directional light and the sky sphere also work together, so maybe the sky sphere would need to be rotated as well? Unfortunately, I've never attempted this before.

clever axle
#

well, I don't know.. In the editor, I only have to rotate the directionallight but doing it via blueprint doesn't do anything

glacial needle
#

Hey guys, can anyone help me with this issue, for months I haven't been able to get the pontoons on the buoyancy component to keep any item upright, they only go sideways and upside down.

opaque oriole
#

Hey, does anyone know how can I get mouse position in a VR spectator window? I would like to add UI widget to it, but it seems it does not behave like normal viewport 🤔

clever axle
#

@quartz ore yes

quartz ore
# clever axle <@227231800144035840> yes

Have you tried having an actor that contains the directional light and doing it through that actor BP? I'm not sure if that would make a difference but I'm spitballin' here.

clever axle
#

@quartz ore I'll try that

#

@quartz ore damn, dude! that worked! thanks so much! :D

quartz ore
glacial needle
#

Hey guys, can anyone help me with this issue, for months I haven't been able to get the pontoons on the buoyancy component to keep any item upright, they only go sideways and upside down.

bitter citrus
#

Hi everyone, is there a way to make cloth physics on mobile?

untold plank
#

yo help

#

How do I put textures with the mesh

#

like

#

I have a structure that requires a mesh but I want the material to go on the mesh too

#

the mesh and material comes seperate

#

Is there a way I can make a mesh that has the material with it

#

nvm I found out how to put the material with it

#

but if I wanted to resize it, how would I do that without actually resizing the mesh

#

so like every time I put that mesh in, it would be the size I set it to

ashen delta
#

@real heath & @autumn flame I found the issue! Took so many hours but I found it! This one file caused the project to crash! I'll need to go through everything on my other projects. These also crash on booting up.
Could you kindly advise on what solution would be best for "source control". I've not used this for UE4 before and would like to know what you guys use so that I can protect my projects in the future from these kind of errors. Thanks again, for both your help and patience, it saved my project!

autumn flame
#

Look into Microsoft Azure

ashen delta
autumn flame
#

Only pay if more than 5 users

#

So free up to 5

ashen delta
#

Thanks you!

rugged harbor
#

I recall seeing a class that provided saving assets as plain text (XML or JSON, one of those). Is there a setting or command line argument to enable this?

plush yew
#

anybody here good in houdini?

#

need urgent help

#

dm me

blazing hatch
#

Hello all, I'm in need of some help currently with my ue4 (version 4.27) project and my AI made in behaviour trees. Currently I have it so it finds the player's location and then travels to it, but the AI won't persistently follow the player so if the player moves whilst the ai is traveling to the players found location then they wont travel to the players new location and instead will wait until they have stopped moving and will then will find the players location

#

many thanks

#

im following Ryan Laley's tutorial for reference (https://youtu.be/o0pD0gYBV5I)

In this series we will be going through how to create a melee based AI enemy, and go through how to get a group of these enemies to attack you as a team, often seen in many third-person action/adventure games.

In Part 2 we begin the process of making the AI for the enemy. The first step is the setup for the AI and getting it to run up to the pl...

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fiery flax
#

Help! This is a disaster!

So I put some models from Blender into Unreal, and everything is great, but then I realized their collisions are giant capsules, which is devastating. How do I give them proper collision, preferably easily all at once, because there's a lot of them? They're all static

thin tendon
#

@fiery flax There are a few options I know of. You can create the collision for each object in blender by naming the object UCX_<object name>. You can create the simplified mesh for each one in Unreal window by adding spheres boxes etc until you get the shape of each one. In unreal under collision you could Auto convex for a very rough collision. Or you could set them under the settings yo use complex instead of simplified collision. But I don't think there is a way you can do multiple meshes at once. I am pretty sure its a one by one thing.

hasty epoch
#

Hi. My Media Texture is not working. Is the way how can fix it?

thin tendon
#

@blazing hatch From a quick glance. It looks to be intentional design when he made the tutorial. If you want to to move directly to the player. Instead of storing a location. Then moving. And repeating. You need to store a value for the actor. And move to the actor (not a stored location).

blazing hatch
tiny arch
#

just wondering do behaviour tree's work even if you arent using a character blueprint? I started doing my own character using c++ and was wondering how a custom pawn could be included in the behaviour tree stuff if possible

amber delta
#

Hello Everyone, i've got some problem with my lighting can someone help me maybe ?

#

shadow doesn't work as intended with object once a make a lighting build

quartz ore
thin tendon
#

Ok so yesterday I posted that I had an issue. Where if I turned my effects setting down. My player would be blocked by invisible physics that wouldn't be shown by the engine. Using the various show commands.

#

I just discovered. This issue only happens outside of the world bounds ( the yellow box in the level map window, the one that shows all your sub levels).

#

If I am inside the world bounds. Everything is fine. The second I am outside of it broken and can't move.

tacit flare
#

How to put a niagara emitter into a scene?

#

It says to drag into view port

#

But wont let me

drowsy snow
real heath
# ashen delta Thanks you!

Just remember, source control helps track changes and revert them, but it IS NOT a backup replacement. You should still backup to an external HDD regularly, and especially when you put down the project for a while

#

But glad you sorted it

drowsy snow
drowsy snow
thin tendon
#

When using world origin rebasing. How can I get the original origin of 0,0,0. I have save and load functions. Of my player etc. But I don't wish to use the new origin. I wan't so get the coordinates relative to the original 0,0,0 origin.

steel frost
#

hey, not sure where else to ask this but i was hoping someone could help identify a crash error for some unreal engine games on my pc, they appear to be consistent with games that are running updated builds of unreal engine 4, like deep rock galactic, ready or not and fortnite, and i cant quite figure out what it is

#

i get crashes on startup that displays "EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000138" for directx 12, but for directx 11 it says 0x0000000000000038. ive picked up this might be a ram problem?

drowsy snow
steel frost
#

do i need the actual engine editor to be able to do that

drowsy snow
steel frost
#

alright, im not too versed in engine stuff but how will this work with launching games via steam?

drowsy snow
steel frost
#

yeah, i apologize if this is not the right place to ask about it but ive looked around and found this place to be best with helping with these crashes in terms of what these errors actually mean

drowsy snow
steel frost
#

thats alright, thanks anyways

surreal eagle
#

i got rtx working in my game

#

if you want to know how dm me

wispy hollow
#

would someone be willing to help me figure out how to take my rokoko mocap data and put it on another character
ive tried like every tutorial i can find nothings working

lone socket
#

Anyone know how to unlight multiple materials all at once? I have loaded a bunch of textured meshes from photogrammetry into a scene with cesium providing 3D terrain. The photogrammetry textured meshes are lit from the real sun, and looks washed out when the rest of the level is lit. But the cesium scene needs to be lit underneath. I know you can turn lighting off at the material level, but I have over 2,000 materials for just this one photogrammetry scene. Am I able to batch turn of lighting in all selected materials?

thin tendon
#

Does anyone know where I can find a guide or some documentation on world origin shifting? I need help figuring co-ordinates out for my save and load functions. I need to be able to get coordinates relative to the original origin not the new world origin once its shifted.

#

I have done a lot of googling and can't find anything helpful

dark briar
#

I'm not sure what to google, when i import this mesh, the adjustment point is way off, how do i fix this?

#

or what do i google*

drowsy snow
buoyant graniteBOT
#

:no_entry_sign: ERROR#1167 was banned.

glad breach
#

Hi all! Any idea what might be causing this? My png exports from the sequencer come out with full black alpha channels, that is completely transparent. however when i pull into after effects and increase the alpha, the color data is all there. Any idea how to fix this? I'm in 4.27.2 on a mac mini m1.

stone stump
#

Hey guys is there a way to animate a static mesh to go around in circles like a AI in a game

drowsy snow
stone stump
plush yew
#

split gates

ornate leaf
#

is there a way to rebuild navigation / navmesh based on a keyboard shortcut ? as opposed to the automatic update.

I couldn't find the command or even a button to rebuild the navmesh manually.

#

I found an old "solution" on the UE forum to just move the navmesh volume up into the sky and move it back down when you want to rebuild the navmesh 😆

dire kernel
#

Brothers, how to add ambient occlusion to renderings???

candid imp
#

Hi! I'm trying to capture the depth of a landscape in UE to a render target texture, but I can't seem to figure out how to do it. Any ideas?

oblique tangle
real heath
#

Bit of both? Sparks should come up, and the ground should be damaged but not ripped up that heavily. More like heavy scratching

#

Needs the sparks for the spectacle though

fierce tulip
#

@oblique tangle generally we use #work-in-progress for these kind of more opinion-question-based things.

clever axle
exotic elbow
#

Hello. What is the persistent level and why is it called persistent?

#

Thanks

#

How can I create one? I'm newbie.

clever axle
#

@plush yew cool, thanks

exotic elbow
#

Thanks. I'm not asking to have only one. I'm asking how to create a persistent level. One refers to persistent level. By the way, I don't understand: can't not.

#

OK. Thank you.

fleet sparrow
#

Transition from one animation state to another animation state after some time inside AnimBP ?

#

ok solved it !

honest ivy
#

Hey anyone know why my animbp works without physics simulating but not with it ticked?

clever marsh
#

how do i run a branch to ask if a controller is connected?

rich kayak
clever marsh
#

yeah like whether or not a joystick is connected

#

like an xbox or ps4 controller

rich kayak
clever marsh
#

blueprint

rich kayak
#

may not be the best solution but there is "Is Input Key Down"

#

you can check for either for keyboard related (any key) or joystick

clever marsh
#

I’m using that to check if it’s down

#

so basically

#

i need to throw a right or a left hook in my game

#

so i run that, but if the controller isn’t connected, the keyboard inputs don’t work

#

there are two keys for each hook on keyboard, but on controller, it depends on what shoulder you’re pressing

rich kayak
#

Then you will need to handle it on c++, I think there is no solution for it on this way on blueprints

#

or you would need to have lot branches with this "IsInputKeyDown"

clever marsh
#

dang i hate c++

rich kayak
#

feel you mate. But sometimes are necessary.

drowsy snow
clever marsh
#

no, but i have no idea how to do that, so i’m just using is input down

drowsy snow
clever marsh
#

the left hook input is J and the B button

drowsy snow
#

Define the action mapping there, and then call the matching input action event in your BP. Can take both keyboard and gamepads.

clever marsh
#

the right hook input is K and the B button

#

when you press the b button it needs to check which shoulder you have pressed

clever marsh
drowsy snow
#

Though if you want it to be hardcoded, and potentially make your scripting difficult, then it's up to you.
¯_(ツ)_/¯

clever marsh
#

?

#

actually if i just set up a separate input for the b button and then when that is run, run two branches on if the shoulder button is pressed and play the punch event based on those branches thag might work

#

gonna test that when i get hom

oak patio
ancient lotus
#

tried setting

[/Script/BuildSettings.BuildSettings]
DefaultEditorTarget=Client
drowsy snow
#

Maybe related to the Target.cs file

ancient lotus
#

not sure, nothing out of the ordinary there and the build settings are set in it

ancient lotus
toxic lily
#

is thee a way to enable / disable physics or collisions of a child actor through a blueprint without editing the actual parent or child actor BPs

#

example, i have a weapon the player and enemy can use, i want to set it to have no collision until dropped by the enemy

oak patio
#

set collision and simulate physics node

toxic lily
#

ive tried but doesn't seem to be compatible

#

unless im missing some extra step

oak patio
#

thats because child actor components dont have collision

#
  1. dont use them
#
  1. you need to set the collision on the actual thing that has it
toxic lily
#

so there is no way the player and enemy AI can use the same item? ( in terms of class)

oak patio
#

yes

#

spawn it and attach it

#

child actor components arent great

subtle iron
#

did you ever find a solution for the package remain 1 issue?

drowsy snow
#

That's quite far of a necro lol

oak patio
#

i was expecting like 3 weeks ago

#

nope 2 whole years ago

#

i would have forgotten i even had the problem by then lmao

clever marsh
#

yo so I am running just a debug on character changing, and I need to replicate something, I have a replicated event at the start, where it picks a random character out of 8 for the character, but when it is replicated, it picks one of the 8 for each running client.

#

I explained that pretty badly but basically instead of picking one, and that being your character on both players screens, it picks one for the opposing player aswell.

#

idk if it is even possible to do that, and if its not its fine because im not using it in the final product, but if there is a simple way please lmk

clever marsh
deft zealot
#

random question? does anyone knock why the standard naming convention for structures is "F_"?

drowsy snow
charred shadow
#

looking for someone that will work for free on a simple game

plush yew
#

why does load async primary data asset not work?

#

I have some assets referenced in a uobject that are replicated to client, it doesnt replicate unless I fix up redirectors/resave or have a hard reference already elsewhere

stone stump
#

Hey guys my pc crashed and i cant open my file

#

please i need help weeks of work

#

Please help me with this

#

how can i revert?

#

what is version control?

#

you mean a extra saved version?

#

i dont know these terms iam new

#

i have a saved versio

#

@plush yew in the Project files where are the level Data at?

#

in the editor we saves Level right is there a file for that in content browser?

stone stump
drowsy snow
modest trench
#

fancy font

frozen pond
#

Hi, any idea how to make a knowledge system? I was thinking of making all entries in data table, and then adding it to array in player controller, then i would check that array against specific row ?

candid imp
#

Hi! I'm trying to make a somewhat realistic "light house beam" material for my lighthouse, and I managed to make something which sort of works, but the material is still not "fuzzy" enough around the edges, making the beam look way too sharp. I've tried adding Fresnel and depth fade but I can't figure out how they work, any help would be much appreciated!

#

*Nevermind I figured it out! 😉

#

Here's the fixed version, if anyone ever needs it;

fierce tulip
#

@candid imp you can just set it to unlit, as a lightbeam does not need to be lighted by external sources

ebon linden
#

When should I use an AnimNotify vs a SkeletonNotify? Is the difference that an anim notify is just more dynamic as you have access to the mesh component and animation as pins?

green canopy
#

Hi is there any good tutorial on procedural generation?

warm valve
#

Hi! I have a blueprint script which follows character from the camera as soon as it hits the collision box (Like in the resident evil games ) but when i start the game it doesn’t register collision . I have to get out of the collision box and get in back to trigger it.

How can I make it that as soon as i press PLAY this blueprint script triggers ( meaning as soon as i press play the view is my camera with the blueprint script where it follows the character)

plush yew
#

anybody here use artstation?

#

how do i rid of these logos?

warm valve
plush yew
#

@warm valve

warm valve
plush yew
#

social media logos

warm valve
#

It's there so you can share your posts on other websites

plush yew
#

ya but its gonna be on my portfolio

warm valve
#

no one else can see it

plush yew
#

and recruiters can see them

warm valve
#

just you

#

don't worry

warm valve
#

It's just a SHARE feature of artstation

drowsy snow
fierce tulip
plush yew
#

I posted it 10 hours ago nobody answered

drowsy snow
#

According to my chat log it's 30 minutes ago
Also again, those shouldn't be a huge dealbreaker. Pretend the social media buttons don't exist.

plush yew
#

what extension

unique kraken
#

okey boys, im ready to port my project to ue5, why does it still say early accsess 2 for me

#

nvm

plush yew
#

Should i buy prenium?

drowsy snow
#

Jeez, so much worry on something so benign and recruiters likely won't give a crap about

plush yew
# plush yew Should i buy prenium?

I think you are misunderstanding those icons, they are to share a post on social media, they are not links to your personal social media channels.

lost fractal
#

@drowsy snow Ive started doing tests for getting those Post Process edgelines to work. But they only work properly on other materials but not the one my Mio model uses... I can explain more in-depth in DMs if you have the time.

thick herald
lost fractal
#

thank you

open igloo
#

Yo guys

drowsy snow
fierce tulip
#

and read the #rules when you are new @open igloo

rocky coral
#

Where do I go to ask questions

fierce tulip
#

almost all channels are question-focused ones, just pick the one you think fits best in relation to the question you have.

rocky coral
#

Oh okay ty

#

Im a blender dude coming into ue4 cause unreal engine looks awesome. And I want to know how to pose a character

#

I'm trying to make a scene and want to know how to pose

drowsy snow
rocky coral
#

I've heard of it but I have not. What's that?

drowsy snow
carmine nimbus
#

Hello guys, I want to do the final degree project in UE4 and my teacher gave me the idea to create a Tool that creates procedural roads with traffic signs and everything, how could I start with that? Is there any good tuts on it?

rocky coral
drowsy snow
rocky coral
#

You know how in blender you can render a scene as a image any idea how to do that in ue4?

drowsy snow
rocky coral
#

Okay I'll use movie render queue

#

What do you mean by a high resolution screenshot like literally just print screen?

rocky coral
#

I got a bunch of assets and wanted to do stuff

#

Oh wow I didn't know that

#

Yeah I'll probably use movie render

#

Oh okay

rocky coral
#

What do you guys think of reallusion

night iron
#

Hey 👋 I'm very new to UE, i was hoping to make couple of camera animations.

I put Camera Rig Rail and Cine Camera Actor under it.
I created a LevelSequence and there i started to track the Rail.
There i'm animating the "Current Position on Rail" from 0 to 1.

With that, i put an extra cube which i animate in the map so i can visibly see that the sequence is running.

And when i'm trying to Render it via this icon ... i don't get the camera feed from Cine Camera Actor, but rather from some sort of a pawn??
Same happens in PIE / viewport.

Any clues how to set the Cine Camera Actor to render to screen? Any help much appreciated 👍

plush yew
#

Is there a way to only have a specific set of gameplay tags in a tag container? (in bp)

polar turret
#

I have click on my camera but in sockets parameters there's only None and SpringEndPoint please help me

amber shuttle
#

it has to be a child of the mesh if you want to put camera on it

charred bramble
#

Quick question:
Does anyone know the reason why we get FPS drop when having any active BP open while playing in PIE mode.
(It doesn't really bother me but I always wondered why.)

charred bramble
warm valve
charred bramble
warm valve
warm valve
# warm valve

if i replace it with event begin play i can't put an object reference in the cast to character

#

wait idea

#

nope doesn't work

charred bramble
#

What if you make a custom event with inputs?
And just fire it from your character blueprint with "event begin play"

#

like so.

warm valve
#

Lemme try that

charred bramble
#

or maybe try to use Event Dispatchers? see if that works. (that fire from your character BP)

warm valve
#

added this

charred bramble
#

@warm valve No worries, I am no expert myself.
Question: Do you really need the casting in this occasion?
What if you just do it with "Event Begin Play" and on your Get Actor Location you can just drag and type "Get Player Pawn".
try and see if this works.

split delta
#

Why can't I DM the manny bot anymore?

#

It just says "Your message could not be delivered."

warm valve
#

I did all this following a video tutorial and did few changes

#

LET"S GOOOOOOO IT WORKS

#

THANK YOU SOO MUCh

split delta
warm valve
#

Now i have to just add trigger overlap too for it to work when i get back to the room from the other room

warm valve
#

Maybe it's not made to dm?

#

yeah just write ! help he will dm you

#

with no gap

split delta
#

nope

warm valve
#

worked for me

charred bramble
faint cedar
#

hey i was told to try and ask here. Im making a map for a game and today it just started crashing when i load in the level and i get this error anyone know what this could be?

stray crystal
#

Hey hi i am new to ue and i am learning blueprints how ever i am a bit confused can some one tell me any great tuturials?(are tuturials from 5 years ago still good to use?)thanks so much

fierce tulip
#

hey hey @stray crystal check the pinned messages in this channel, it has some good getting started links

deft zealot
drowsy snow
rocky coral
#

is movie render just sequencer now? i enabled the addon but dont see it in cinematic

clever marsh
#

dude i literally wanna die. I am trying to set up a blocking anim, and i have everything set up like normal but for some reason its not being replicated, I have everything replicated that I would normally need but something is stopping it from being replicated and i cannot find out why

modest trench
#

Fvector!

#

Then things spiralled out of control

deft zealot
#

@modest trench Yeah I thought so but one of my devs got into a debate about it lol - He was saying well it can store more variables than floats so its confusing

#

So is your name FMegafunk because youre a structure too?

honest ivy
#

Is there a way to make a bone transform rotate in world space for Z but parent bone space for X and Y

fiery harbor
#

I was looking for if anyone ever talked about tick.AllowAsyncTickDispatch in this discord, and that is the only mention! is there any reason to not enable it? I see it improve my GT time by 2 %

wispy hollow
#

does anyone know what this means

autumn flame
#

Yes

#

To download debug symbols

tulip obsidian
#

Hi! What is a good channel to discuss procedural generation inside ue4?

plush yew
#

Did anyone watch the Lyra Walkthrough Q&A and get lost with the language? Developers talk in a way that I don't understand!

#

I'm watching it now and I'm lost 🙂

#

I imagine a game company in the lounge talking about the game they're working on... and talking so passionately

#

"what? I don't follow"

plush yew
#

"xyz... abc... yellow... omega... top down..."

sand spear
#

Hello guys.
Every time I run my level inside the editor freezes for a few seconds and then everything goes normal and this error is in the log...
This is happening just the first time I open the editor If I play multiple times I don't have that problem again, also there's no problem when I launch the standalone!

#

LogOutputDevice: Warning: Script Stack (0 frames):
LogStats: FPlatformStackWalk::StackWalkAndDump - 0.313 s
LogOutputDevice: Error: === Handled ensure: ===
LogOutputDevice: Error: Ensure condition failed: !(bDuplicateForPIE && DupObjectInfo.DuplicatedObject->HasAnyFlags(RF_Standalone)) [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/CoreUObject/Private/UObject/UObjectGlobals.cpp] [Line: 2147]
LogOutputDevice: Error: Stack:
LogOutputDevice: Error: [Callstack] 0x00007ffca4dd7c59 UE4Editor-CoreUObject.dll!UnknownFunction []
LogOutputDevice: Error: [Callstack] 0x00007ffca4cff6b7 UE4Editor-CoreUObject.dll!UnknownFunction []
LogOutputDevice: Error: [Callstack] 0x00007ffc9f25f314 UE4Editor-Engine.dll!UnknownFunction []
LogOutputDevice: Error: [Callstack] 0x00007ffc9cc8b2d4 UE4Editor-UnrealEd.dll!UnknownFunction []
LogOutputDevice: Error: [Callstack] 0x00007ffc9e61e2af UE4Editor-Engine.dll!UnknownFunction []
LogOutputDevice: Error: [Callstack] 0x00007ffc9cc892ce UE4Editor-UnrealEd.dll!UnknownFunction []
LogOutputDevice: Error: [Callstack] 0x00007ffc9ccacd6f UE4Editor-UnrealEd.dll!UnknownFunction []
LogOutputDevice: Error: [Callstack] 0x00007ffc9cc8aedd UE4Editor-UnrealEd.dll!UnknownFunction []
LogOutputDevice: Error: [Callstack] 0x00007ffc9ccc8c42 UE4Editor-UnrealEd.dll!UnknownFunction []

#

LogOutputDevice: Error: [Callstack] 0x00007ffc9cccc1d1 UE4Editor-UnrealEd.dll!UnknownFunction []
LogOutputDevice: Error: [Callstack] 0x00007ffc9cccba98 UE4Editor-UnrealEd.dll!UnknownFunction []
LogOutputDevice: Error: [Callstack] 0x00007ffc9c728c38 UE4Editor-UnrealEd.dll!UnknownFunction []
LogOutputDevice: Error: [Callstack] 0x00007ffc9d0450e6 UE4Editor-UnrealEd.dll!UnknownFunction []
LogOutputDevice: Error: [Callstack] 0x00007ff70dfd9bc2 UE4Editor.exe!UnknownFunction []
LogOutputDevice: Error: [Callstack] 0x00007ff70dff117c UE4Editor.exe!UnknownFunction []
LogOutputDevice: Error: [Callstack] 0x00007ff70dff125a UE4Editor.exe!UnknownFunction []
LogOutputDevice: Error: [Callstack] 0x00007ff70e0052bd UE4Editor.exe!UnknownFunction []
LogOutputDevice: Error: [Callstack] 0x00007ff70e007fea UE4Editor.exe!UnknownFunction []
LogOutputDevice: Error: [Callstack] 0x00007ffcfad854e0 KERNEL32.DLL!UnknownFunction []
LogOutputDevice: Error: [Callstack] 0x00007ffcfcbc485b ntdll.dll!UnknownFunction []
LogStats: SubmitErrorReport - 0.000 s
LogStats: SendNewReport - 0.598 s
LogStats: FDebug::EnsureFailed - 0.914 s
LogPlayLevel: PIE: StaticDuplicateObject took: (0.947153s)

plush yew
#

Hey, lets say you have a double barrel and want to eject the shells on reload, how do you do this? with an animation or physics or particle system?

toxic hawk
#

Not sure how to solve this but i noticed that when i slow down global time, my actor's timers are affected even though its custom time dilation supposdely sets it back to normal. this is affecting timers on my dash reset and i'm not sure what exactly to do

jaunty matrix
#

anyone know how to make lighting build shadows less dark

sleek fable
#

Hello guys I'm trying to create a landscape master material for my map but because of the 16 texture sample limit I'm having issues, is there anyway to optimize the material thx in advance

#

Each material function is like this

split delta
#

my friend said this looks a lot like the backrooms, thoughts? 🤣

drowsy snow
sleek fable
#

@drowsy snow you mean the SamplerSource dropdown settings right

drowsy snow
sleek fable
#

@drowsy snow KK thx I already googled it, asked for just in case, u're awesome

tawny shard
#

I have strange behavior

#

i copied my source engine from AMD laptop to Intel

#

It's write "skipped", thought i rebuilded Engine from it's sln project

#

everything seems to work, but that red dot bother me

#

maybe i should clean entire solution and rebuild from scratch

drowsy snow
#

If Intellisense is able to pick up Unreal typenames and whatnot, you can ignore it

tawny shard
#

The mystery solved - that dot was from source control versions

#

that is enabled by default

#

and it picked up my credits from another program

clever timber
#

Hmm trying to find UE4 docs on the project settings -> input -> ensble gesture recognizer ? Does UE4 include a mobile inpute gesture recognizer since i can only find engine UInputSettings doc .. is there any more docs i can read up on it. Or is this setting only if i want to enable external plugins

#

Like dueing development?

#

During*

#

Like im thinking of Plastic but if its not just development im drawing blanks w/o example

bitter citrus
#

hi guys i'm trying to use chaos phisics on mobile.I already have one instance of ue 4.27 installed and running. Do i need to build another verison of the editor from source to make it work?

cursive pecan
#

Hi , does anyone know how to do a spherical navmesh? I cant find info anywhere

devout mason
#

Is there a way to compile a 4.27 project for Apple M1?

#

Thanks, just wrote there 🙂

severe schooner
#

hi, im making a level and i built it, but it made the engine really laggy because of the lights, is there a way to reverse what i did?

uneven tundra
#

When sharing scenes or things built inside unreal engine, what is the easiest way to share my scene? I.e, if I built a scene with a few asset and textures and want to deliver it to someone. Whats the best way to go about it.

north bane
#

Getting flickering on spotlights. Anyone know what might be up?

fierce tulip
next carbon
#

Does anybody know of any feature or plugin that would allow to hide or lock Materials or Material functions, so that you can't access or copy them? We work on very complex shader graphs that are for very specific edge cases outside of Game Development!

plush yew
#

How could I save string as .json file?

rapid geyser
#

Hey guys, build an ADS system
Looks fine in my demo project, but im trying to set it up in my current project but the gun mesh becomes partially invisible when i ADS.
In both screenshots the same Character Model, Weapon Model, and Camera System are used
In screenshot 1 the model becomes partially transparent, in** screenshot 2** it looks fine.
Is there anyone that can point me in the right direction?
Thanks in advance🤝

raw oak
#

Set camera clip in project settings to a lower value and restart the engine

rapid geyser
#

@raw oak That did it! You saved me another 3-4 hours of knocking my head against the wall, thanks alot.

lavish shoal
#

is a radiant ai system practical like the one in oblivion?

#

i was gonna procedurally have my npcs go to their jobs, eat food ect

grand epoch
#

Hi! My game doesn't have a character to be controlled by the player. It will consist in a fixed camera and the player dropping objects in the map according to mouse clicks or touchs on the screen. I have a camera added to the map but when I hit play that camera view isn't being shown. How to set this static camera as the main camera?

tender swallow
#

Hello guys. I'm having a problem uploading mixer assets from bridge into UE4. Bridge states that export is successful and then UE4 immediately crashes? What's going on here?

cloud pagoda
#

Is there a way to do a high resolution video render in Unreal?

#

I want to render an asset in a similar manner to substance painter's built in render, but I need some of Unreals blueprints so I have to find a way to render in Unreal if that's possible

#

Also possibly a turntable

fierce tulip
#

@plush yew please be patient and read the #rules, asking in multiple channels/directing to others is frowned upon.

plush yew
#

sry

neon bough
cloud pagoda
#

As a way to showcase an asset

real heath
#

You can get real nice quality with movie render queue if you make the camera rotation in sequencer

#

Or you can just screen record with OBS

#

Movie render queue allows you to really dial up AA and motion blur quality though

#

But renders a fair bit slower than realtime if you dial it all up

#

But your grass and everything will movie correctly

#

@cloud pagoda

cloud pagoda
#

Oh wait, I forget the background won't be a solid color

#

Actually, is there a way to make only a certain asset render and keep the background invisible? So that I'd comp in a solid color similarly to substance painter's built in render with solid color? Or add the solid color directly into Unreal

real heath
#

Yep. William Faucher has a tut on yt for layered render with MRQ I believe

cloud pagoda
#

I'll look that up, thank you

toxic haven
#

hello there! Not sure if this is the proper channel for my question, but here it is:
I have a button mashing mechanic that works great on a small, testing map. Once I open the big map with lots of actors and systems functioning, the button mashing sometimes fails to detect gamepad inputs. On keyboard it still works fine, but when using gamepad (Xbox controller), it becomes much more difficult since it detects between 50 and 75% of the button inputs. Any idea what could be causing that problem?

junior siren
#

I just installed ue4.27 and the background color is red

#

is that a glitch or what, i opened a copy of 4.25 project

#

and Render Target transparency doesnt work anymore

#

These errors are unrelated

#

Ive tried to change scene capture format and render target format, still no opacity

#

If packaged project will be the same ill go back to 4.25

junior siren
#

Red background gone but RT have no opacity

#

and procedural mesh collision doesnt work

#

oof

#

lmfao ive closed the engine and it crashed

#

i got broken engine ffff

heady quartz
fresh pulsar
#

Oh lord

#

I need to figure out >how to lock something a certain distance away from the player, >how to make it rotate based on the mouse position relative to the player, and >how to make it spawn another object based on a button input

#

how tf am I even supposed to begin doing that

#

(for context, 2d game)

final bluff
#

Hey guys i asked in the other chats for help but no one wasn't really be able to help me so i came here for you as my last resrot😔 how can i import these assets into my folder

fallow jackal
#

should you develop the map first or the characters first? (regarding size, because one will be larger or smaller and will require resize)

fallow jackal
final bluff
#

But now if i'm thinking about it it does not make sense so forgive me

fresh pulsar
#

this isn't.. working?

rugged heath
#

Hey, noob question here, is there a way to install a previous version of the engine, I am working on version 4.27 and I need to check some stuff with the 4.26 version, but I can't find other verions on the launcher or anywhere else, thank you in advance!🥲

#

Yes, but it only adds version 5

#

And the button turns gray

#

Oh I found it!!!!

#

Thank you

#

I'm actually noob, but I don't regret asking

sacred bough
#

U dont know if u dont ask! :)

rocky coral
#

true that

#

im also a noob so it is al good, im having fun learning about ue4 and finally using all the assets they gave lol

arctic pebble
#

Hello

true ridge
#

Are Timelines only usable in Actor BPs? I can't use one in a GameInstance or BPFunctionLibrary?

lunar turret
#

Hey, I've got a set of cubes (the grey "carpet") is just a set of 16*16 cubes, but it's not smooth. By that I mean that making the sphere roll on the carpet will make it bounce sometimes, because of the edges of the cubes ig

#

If you zoom in you can see the edges of the "cubes", it forms a grid

#

well sometimes my sphere bounce on those edges, whereas it's supposed to be smooth

#

Any idea on how to fix this?

errant blade
#

can anybody help me make sense of this?

#

that's the crash report. it works fine in the editor

north pewter
#

how do you select the mannequin in the editor to change material and stuff? all i have in my Outliner window is Player Start

#

like I need to be able to see it in the editor to make visual changes to the material

charred bramble
cyan cargo
#

Is there any reason my properly formatted video files won't play on my material on Android? plays fine in PIE with same render settings

cyan cargo
#

MP4, H264

#

I even re-rendered it out to make sure

drowsy snow
#

Oh, I thought you're using Bink.

cyan cargo
#

I don't even know how to use Bink yet lol

drowsy snow
#

The converter tool is included in 4.27 onwards for free, it's designed to be cross platform video codec in-game.

cyan cargo
#

Is there a link or tutorial on the process of using it?

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docs?

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or is it automatic

drowsy snow
#

It's fairly simple to use, just put in a video file and convert it to Bink 2 format.
(Also make sure your UE project have Bink Media plugin enabled)

cyan cargo
#

ok thanks, I'll give it a go 😄

night yew
#

I have a time of day system set up with a bunch of timeline nodes. Most of them work as expected, but some of them that use the timeline value with "Set Scalar Parameter Value" are behaving really strangely. I have two of these setting variables for brightness, but they both ignore every keyframe in the timeline besides the first and last. None of my other timelines do this so it's very confusing. I've tried remaking the timelines and even remaking the blueprint but nothing seems to work.
I'm printing the value of the timeline and it's correct, but it's being ignored by the dynamic material instance. Other Scalar and Vector parameters are set correctly with the exact same timeline, except for two of them.

clever marsh
clever marsh
cyan cargo
#

Ok so I've got bink video files and it's not playign when running the game

#

ie. it's not showing on the material that has the rendered Bink texture in it

#

It seems to load the video and work while in Editor mode, but when simulating it dosn't work

uneven tundra
#

If I want to share a project with all content, textures models etc. Do I just zip the project folder? Will that include everything?

drowsy snow
proven mauve
#

Hey all, I was hoping somebody here had some insight into using string table localization for a project that uses plugins.

#

Oh wow Lorash, new profi I didn't even notice that was you lmaoo

#

But yes, VCS is king. Use it.

worthy plaza
#

Hello, there is a safe way for move epic launcher from a drive to another drive? running out of space

fossil light
#

Hi guys i'm really new to UE and I'm having troubles packaging to android. I installed engine from source code ue 4.27 chaos, not sure it went all well, logs showed me no errors but i always recieve an error message coming from automation tools. That's the output:

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Seems to me that Unreal is unable to locate sdks

fossil light
#

Ok guys i managed to recompile automation tools

lunar turret
lunar turret
bitter citrus
#

Hi guys i get theese 2 errors while packaging. It seems the're due to chaos physics.
I'm currently using ue 4.27.2 and building for android (Quest 2) using packaging method astc.

bitter citrus
#

nice

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I installed 4.27 chaos version from source code

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So it should be ok

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i got no errors while compiling the editor from ue4.snl file

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okok, ty, i'm considering switching to ue5 for that

#

Btw i'm really new to Unreal, been working on Unity for a year and a half

#

ty for your help Lorash 😄

#

oh now i see

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@plush yew can I send u friend request?

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ok man 😢

errant dagger
#

hi, did you resolve it?

tawny shard
#

There is free asset/project in EGS "FactoryEnvironmentCollect". When i try to migrate it to another project, if i choose any folder in content, not root - all refferance broke

#

is there a way to migrate it to folder in content, not root

#

if i first migrate to root, and then try to move it to folder - it leaves "empty" folders in engine, but with some files explorer

#

and it's still ruin everything

#

how to do it?

#

let me try, thx

#

Thx, that helped

karmic jacinth
#

How do I get cut off Autosave? I tried doing it in the files in the engine settings but it automatically changes it back to true.

lunar turret
#

I'd be thankful

drowsy snow
# lunar turret I'd be thankful

I suppose... you could make a box collision and dynamically adjust the transform to the size of the floor, but maybe that's not an option.

proven mauve
#

Hey, I'm struggling to understand the relationship between String Tables and Localization Dashboard. The docs say that string tables are just treated as a normal Localizable source. Does that mean that I should create my targets to only read from the content folder where my CSV is located?

#

Or do I need to make my target read from assets using the string table.

lunar turret
exotic elbow
#

Hi! How can change the movement's speed of a pawn? This doesn't work: AddMovementInput(FRotationMatrix(control_rot).GetScaledAxis(EAxis::X), axis_value * m_free_movement_speed);

drowsy snow
exotic elbow
#

Max Speed is 1200. I don't know why I have to look to Max Speed. It is not a character, it is a pawn, as I said in the question.

proven mauve
#
#

Anyone have a soluton here?

mellow turret
#

why does searching a plugin on the Epic Games Launcher opens my browser 🙃

proven mauve
#

What the heck is the point of LOCTABLE_FROMFILE_GAME if the Localization Dashboard can't even read the keys from the CSV file??

hollow cairn
#

what is the unit of measurement for velocity in unreal engine?

proven mauve
#

m/s

#

Meters Per Second

hollow cairn
#

u sure?

proven mauve
#

Pretty sure?

hollow cairn
#

that seems like its too fast

drowsy snow
#

It's (most likely) cm/s
Unreal unit equates to centimetre

hollow cairn
#

sounds more likely

robust marten
#

Is there a limit to how long a Datatable can be? Or can I really just have an infinite list?

drowsy snow
#

Likely unsigned 32-bit integer.

tawny shard
#

@plush yew sorry for ping. That seems to work with map from that project. When i save it to my game folder - and trying to rebuild - i got this

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nah, opened the map from that project - and it looks like it

#

this is the one i saved from that project to my folder (they both in one project)

#

and trying to get something - i found this

hollow basin
#

Hi, is there anyone who know the way how to execute the ctrl + v to paste copied phrase in Pixel Streaming?

vivid ether
#

Anyone know how to get hit location from landscape ? work on every object beside landscapes

pulsar nimbus
#

Does anyone know how to get niagara sims to work properly with movie render queue exports? Been looking around online and a lot of people have said its a problem but not sure if there's a fix

cyan cargo
#

I'm using a ton of ribbon particles to create a laser beam and was wandering if it'd be cheaper resource wise to just have stretched out planes or stick with the ribbons?

#

It doesn't even need to be transparent

grim tendon
#

Has anyone ever had an issue where you can't call certain methods and functions from an anim BP? I'm trying to call a C++ function I have on my GameState subclass and its not showing up in the "Context Aware" search. When i try to just paste the node in I get Cannot use the editor function "HandleAnimationEvent" in this runtime Blueprint. Only for use in Editor Utility Blueprints and Blutilities. Does anyone know what can cause this?

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i also tried just making a blueprint subclass with a new custom event and that isn't showing up in the context aware search either. am i missing something that you have to tick on to use functions in an anim BP?

#

lol nvm i figured it out 1 minute after i posted this. the problem was my class is in an "Editor" Plugin, it needed to be "Runtime"

fierce tulip
stark stratus
#

Heya!

#

im getting this wierd thing on my grass

#

when i move the cam forward or backwards my grass seems to not catch any shadows no more

#

like there is a distance for the shadow to be shown or something

cyan cargo
stark stratus
#

i turned off all lod-ing

#

LIke this..

#

the line is also there in unlit mode

#

Ah got it

#

It was this command\

#

r.Raytracing.Geometry.InstancedStaticMeshes.Culling 0

desert python
#

hey guys, I'm trying to make a reusable blueprint component/interface that I can just attach to any actor and it will work - without having to recreate everything again, e.g.: just a simple sprint functionality (when holding down a button the character walks faster) how would you go about doing that? have you done it before?
It gets annoying having to recreate constantly and copypaste BP bode and fix stuff.... there has to be a better way but couldn't find anything specific online

fierce tulip
#

"child blueprints" come to mind

desert python
#

ok so like inheritance - could the child blueprint have multiple parents then or like in more standard programming: class inheriting from multiple interfaces?

sick topaz
#

hey guys!
I have a question, I dont understand why one part of this helmet (the mesh was divided in 3 parts) looks like that, I already checked the double sided option in the mesh and in the materials, but is still looking like that

quartz ore
sick topaz
#

half of it is black

#

it should look like the brighter side

quartz ore
quartz ore
# sick topaz its onw mesh

You may want to check your modeling software and ensure that mesh's normals are correct. If it's using the same materials as the other side, but now they are black, I can't imagine it is a problem with your materials, but the mesh itself.

sick topaz
#

It was a bought mesh 🥲

quartz ore
sick topaz
quartz ore
sick topaz
#

its looks.. weird

quartz ore
#

Oh....yea it's normals are fucked up lmao

sick topaz
#

the other side looks good

quartz ore
#

I'd go straight to the creator of the mesh if you can and tell them. That's not correct. I'm super sorry if you can't fix that yourself.

sick topaz
#

no idea how to do normals 😦

quartz ore
#

Do you have and modelling software? If you have Blender I can show you how to fix this really easily.

sick topaz
#

I have cinema 4d

quartz ore
#

I'd look for a tutorial like 'Cinema 4D flipped normals.' Open the helmet mesh in there, flip the normals around, export it, overwriting the old one, then right click the screwy asset's icon in UE and select 'reimport.'

quartz ore
elfin rune
#

Lately I've been trying to make a game in Ue4, but it runs like complete dogshit. It's painfully slow, and it's impossible to get any work done. I have a GTX 1050 Ti, equipped with an i7-7700HQ. Somebody please tell me how to fix this, whether the solution is to simply get a better PC, or optimize settings. And yes, I did change all of the graphics settings to the lowest possible.

sick topaz
# quartz ore Let me know if you get it working!

I was not able to solve it. I opened the mesh in cinema, and flipped the normals (they were in the correct way, but I flipped them anyway to see something diferent happen), but it keeps looking the same

rich bough
#

Hello