#ue4-general

1 messages · Page 1173 of 1

rich bough
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I am selling a 1650 if you are interested

sick topaz
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there is a way to duplicate the part that is looking good, mirror it and use that?

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I am attaching it to the metahuman, using the blueprint of it to attach the mesh to the head joint

quartz ore
elfin rune
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Can anyone help me with my situation?

rich bough
quartz ore
# elfin rune Can anyone help me with my situation?

Your specs should be okay. I'm not versed in the nitty gritty of unreal, so I can't help beyond that. Could be so many reasons from a bad UE update, to drivers, to something else on your machine taking up resources, etc.

lunar turret
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Hey, can anyone explain what those values are? (I changed them to fix the bouncing ball on a flat surface issue, but I dont understand what they are)

worn pewter
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So I duplicated a spark from the starter pack and I’m trying to change the color for my project

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How do I do that?

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My project is version 4.27

quartz ore
cloud pagoda
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Hello, I have a question hopefully it's simple. I'm using an alpha to mask out something, but the mask is varied, has grays etc so that some parts will blend with the background. However, when applied to my asset only the absolute blacks and white work. So there is 0 blending.

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Is there a way I can get those grays blend

worn pewter
cloud pagoda
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(also, when I look at my mask texture it does have all the grays etc)

fierce tulip
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are you using translucency or mask blending mode?

quartz ore
# worn pewter Can you show me where exactly?

I mean, I don't have the editor open with that asset so not really lol. You can probably search for 'spark' in the content browser. Then look for the material asset using the filters if you need to.

cloud pagoda
fierce tulip
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well, there is your problem. its either on or off

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you can try ditherAA node to fake it a little, but thats about it

cloud pagoda
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I just switched to translucent mode and its still the same

fierce tulip
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I doubt that, show the material.

cloud pagoda
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Is there a way to make it exactly the same as it is in substance?

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Sure, one sec

fierce tulip
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i dont use substance, so no idea.

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I need to scoot in a few seconds, but im sure once people see the mat they can help out.

cloud pagoda
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Sorry, I'm dumb. The instance was overwriting the blend mode

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It seems better now. The lighting just changed drastically but I think I might be able to fix it

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Thank you

fierce tulip
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good luck on fixing it :) take care!

thin tendon
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I have an waypoint actor. Its location is being set by another actor (to update it relative to the player). I can't remember which one is doing it. Is there a way I can request which actor is doing the moving from my waypoint actor?

hearty tinsel
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does anyone know how to fix conflicts between translucent materials and exponential height fog when RTX is on?

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ive read online that i should enable these boxes in the material but that doesnt fix the issue

weary verge
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hello everyone! I have a question about confining particles to spawn in a fixed boundary using the cascade system. Does anyone have an idea on how to do that?

fierce tulip
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what kind of fixed boundary?

weary verge
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So my particle is bubbles

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and I want to confine it to the cauldron in my scene

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hence the fixed boundary

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it's currently spawning all over my scene

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and I want to confine it to just that space

fierce tulip
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cylinder location, make it flat, scale it to about the size of the cauldron, minus the radius of the bubble-size

weary verge
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so cylinder location as in the actual mesh in my scene?

fierce tulip
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no, there is a location module in cascade called cylinder

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that makes it spawn particles inside a cyl.

grim tendon
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Does anyone know: is the act of toggling collision expensive? Like if i have an object that i want to enable overlap events for a small window then disable them again, is that an expensive operation? am i better off just leaving overlap events on and filtering them in an event, or would it be more efficient to disable collision in the physics engine?

weary verge
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okay got the cylinder module and you said to make the cylinder flat

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as in scale it in editor yes?

fierce tulip
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there are size options in the module

weary verge
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so the start location

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where the constant values are

fierce tulip
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no, the radius

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that changes the radius of the cylinder.

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and a height of 1

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the tiny arrows are drop-downs to expose more options

weary verge
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So when I change the value of the radius

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It seems I can only spawn them in one axis

fierce tulip
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if its a cauldron, the height axis is Z (z=up in unreal)

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unless your cauldron is mounted sideways on a wall :p

weary verge
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Haha it’s not I promise!

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😂

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Okay that seemed to work quite well!!!

fierce tulip
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dont think you need to enable velocity unless you want the bubbles to move around

weary verge
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I wasn’t sure about jt

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It*

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Because generally when anything is bubbling they don’t rise

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Unless your under water

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So I think logically giving it velocity wouldn’t make sense

fierce tulip
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assuming its like hot boiling bubbles

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they are only on the surface

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anyways, i need to head off. good luck!

weary verge
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Yea hot boiling bubbles!

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Thank you so very much!!!! @fierce tulip

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You saved me so much time, greatly appreciated!! 🥳🎉

robust marten
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Does anyone know the formula to calculate whether the player is looking at something?

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Thought it would be similar to this but this doesnt quite work

oak patio
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cant you just use a line trace

robust marten
oak patio
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i mean you should still just use a line trace

robust marten
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that isnt what i asked for though. I'd rather use a formula to check per instance rather than use yet another constant line trace

oak patio
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well then just get the angle between the two things, if it's near 0 you should be looking at it

true ridge
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Is there a list if differences between building for development and building for shipping? Things like PrintString not being included in shipping builds.

oak patio
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but again i would jsut use a line trace

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do everything in one line trace

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line traces are cheap

true ridge
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For some reason one of my input actions works for development builds, but doesn't for shipping. 😅

sick crane
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Hey so for some odd reason some objects I have just go invisible in the game... any clue? I have them visible but idk what makes them invis

errant blade
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bump

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stuck

paper cobalt
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Does unreal have the ability to save text files or some for of note files so that when i open a project later down my timeline, i can reread the various adjustments I have done?
or is my only option saving an external text devlog or video devlog?

oak patio
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use git and read your commit log

paper cobalt
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like source control? or just git?
ive been needing to work in this pipeline

real heath
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Any source control will do that. Good commit messages are amazing for reviewing work and rolling back changes

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The benefits from it are directly proportional to how well you write your commit messages and break up your commits

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Committing a whole day of work, with 50-100 files with a comment of "improved level" is not that helpful

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Commiting smaller sets of files with "improved hero statue material and reduced drawcalls" and "redid lighting to be more moody" are much more helpful

trim belfry
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hey did you ever find a solution for this?

paper cobalt
night oar
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Hi, guys, wanted to ask does anyone have any idea on how we can return a FJsonObject from c++ function to the custom blueprint node that we just created

thin tendon
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I have a source control question. With perforce you have to pay for a server to send your files to?

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Or set up a pc as a server?

cloud geyser
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heyy

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my friend worked on a project wid alot of assets n stuff but now when he shared me his file n i opened it just blockmesh is visible all the assets, textures are not visible any idea how to fix it??

valid inlet
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hi, trying to create a simple attacking enemy but i have an infinite loop that just kills the editor, any ides of how to fix this?

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Ue4 says that the first "can attack" that is set to true is the culprit

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is there a way to limit tis trigger to once per call?

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to be fairm i not even sure why its bad that the loop is continuous since i want it to be ticking as true as long as the player is in the attack range

real heath
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that will mean that instead of immediately and repeatedly calling play montage again, it will only loop after the montage has finished, which could be a few seconds

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That default execution pin executes immediately

valid inlet
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ah i see

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nice

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it worked

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im a dumbass and missed that, i tought it does it like that by default 😦

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thanks a lot for the help!

crude grove
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sup, working on my graduation project, but I wasn't taught unreal engine so i might ask really dumb questions👋

night oar
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Hi, guys, wanted to ask does anyone have any idea on how we can return a FJsonObject from c++ function to the custom blueprint node that we just created

proven mauve
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I've investigated pretty much the entire internet (including discord searchbar), to gain information about whether CSV files can be localized.

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However alongside these tutorials, is a ton of posts saying it doesn't work 😆

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Does anyone have any insight into whether the Localization Dashboard (or UAT) can generate loc files (locres, archive, etc) based on a csv file loaded as StringTable using LOCTABLE_FROMFILE_GAME

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  1. The CSV file is 100% loaded, because I can select the localization in my assets no problem.
  2. The Localization Dashboard returns no results
  3. When I make a StringTable asset and "import from CSV" I get two tables with the same keys (duh), and Localization Dashboard only picks up the binary StringTable.
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I think the issue is the string-table created using this Macro is sorta "in memory" and therefor not getting picked up by localization?

limber sluice
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Hello, Is there a way to simulate multitouch in editor using mouse?

drowsy snow
proven mauve
scenic dune
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anyone knows why my 4.26 keep crashing when i load plugin

proven mauve
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Good question!

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I don't understand it exactly either.

scenic dune
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if you dont get answers ask better questions xd

thick herald
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Looks a lot like #cpp to me.. but then I don't cpp so who knows, right? 😄

valid inlet
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in the first person mode my rig moves left and right when i move the mouse but it doesnt move with the camera when i try to look up and down. Any ideas how i fix that?

floral cliff
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Hello, got a super bug annoying, everytime i restart the editor, some actor of the map has visiblity in world outliner turned off : Someone know how to fix that ?

worthy plaza
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Hello, you can use Unreal bucket for games? or you need a license?

drowsy snow
worthy plaza
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is a plugin

fierce eagle
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Is UE4 still available for download?

drowsy snow
quartz ore
drowsy snow
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As far back as 4.0

fierce eagle
fierce eagle
quartz ore
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@pure marsh Answering here to not flood introductions. If you scroll around in here, you'll notice a lot of people have a lot of issues with UE5, it's not very stable as of now. I'd say you should start in UE4 unless you're specifically trying to take advantage of the new UE5 features. You can build everything in UE4, and down the line, when UE5 is more stable, move your project over pretty hassle-free.

pure marsh
pure marsh
quartz ore
opal cedar
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Hello, does anyone here knows how to use pitch?

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Currently my aim offsets are working perfectly fine, but it just wont display (In both third and first person)

drowsy snow
opal cedar
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Something like this:

pure marsh
fierce eagle
astral heart
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Trying to make a map for VR and have to use static lighting but when I try to bake shadows it doesn’t work properly. Everything goes dark when I build the lighting and I changed the light mass to fix it but it didn’t bake

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Any ideas?

fierce eagle
pure marsh
fierce eagle
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Noobs together stronk

pure marsh
fierce eagle
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Lmaooo

opal cedar
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help 😂

fierce eagle
pure marsh
fierce eagle
pure marsh
drowsy snow
pure marsh
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oops lol sorry

rapid geyser
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Hey guys, working on a ADS system. I want to switch Camera when i reload so u can see the reload animation. How do i make my Reload input stop the ADS camera from working, so that it switches automatically even if I'm still holding RMB?

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Tldr I want my reload action key to stop ADS from working while the reload animation runs.

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Right now my reload starts the FPS camera, but since I'm holding RMB it's not recognizing the reload action map

fierce eagle
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ADS?

opal cedar
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Guys is this supposed to happen?

fierce eagle
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Huh

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So thats what blueprint is

quartz ore
# opal cedar

Yes, that's Unreal showing you how it's reading your code. It's to help you follow the logic.

fierce eagle
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Really similar to a lot.of vusual coding tools

fierce eagle
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Beam.ng has a similar thing called Flowgraphs for scripting things

spark arrow
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how do i make my vertical box fill up with text entries like this? is it possible? Left is top to bottom and it's wrong, I want the first message to display on the bottom and the next ones go up

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the way I found to do it is just scale the box -1 in the Y axis and then do the same for the text in the widget so that it displays properly

safe rose
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Tried downloading une4, it got to 91, then got stuck on it for hours, any tips?

crude grove
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hey, does anyone have any guide on getmesh()? i had to make a mesh tied to camera, so i made a separate one because i cant reorder capsule's mesh, but seems like with getmesh i can only access the capsule's mesh

maybe i should ask this on cpp channel?

astral heart
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Anyone got a good video on baking lighting to textures for mobile games?

nimble atlas
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I added new trace channel, in which file it saves it?
after I upload changes to perforce other team members that get latest revision don't have the new trace channel, can someone explain why?

rapid geyser
pure void
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Sorry to disappoint

autumn bluff
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Sorry guys i got a problem while trying to open UE 4.27 on MacBook Pro 2020, every time appears compiling shader even if i try to open an empty project. While the shader compiling my PC running very slowly and never finish to compile, how i can resolve It?

fierce eagle
twin hedge
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do you need help? just askin

dense girder
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I deleted that project long time ago, but thanks for asking

raven nest
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can you not rebuild marketplace plugins if the engine itself is built from source, or something weird?

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I have a plugin that will show if I make a new project but it isn't listed in my existing project for some stupid reason

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and the plugin doesn't want to rebuild

uneven tundra
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I tried to share a scene by pressing zip in the main menu but the recover says he only got the individual models etc.

supple creek
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guys.. do you know of a way of speeding up compiling shaders in 4.26. i have only one project with a lot of stuff in it.. compiled it once about a month ago and now opening it and it started compiling all over again. is there a way to "save" compiled stuff. if not is there a way to speed it up? compiling doesn't take suuuper long but how do i stop it from compiling over and over again. my pc doesn't have a great cpu but it has a fantastic gpu. i am not going to upgrade my cpu any time soon.

trim geyser
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how can i edit GameMode Bp? when i open it, its blank

spice ruin
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That's a "data only" bp, I think.

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There's an option to convert it to a full bp somewhere?

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Idk.

rapid wyvern
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How do we change object wireframe display color in UE4? Is it possible?

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I've been having problems laying stuff out in the viewport. My objects are blending in with each other, especially when a terrain or skysphere is the same color as them. It's easy to accidentally select stuff if I can't colorcode it like in other 3D apps I've used. Especially when using top/side view.

silk sleet
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anybody know of an alternative to Polywink?
basically a service that'll take my skeletal mesh and add the ~50 ARKit blend shapes to it
Polywink looks alright, but I'm working with near-photorealistic models, and idk how well they'll handle that

main sedge
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Hey is anyone good at fixing AI skating issues? Basically need to edit the animation a bit so it looks more like they are walking and not skating along lol.

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Would appreciate any help/advice to fix this AI and future ones.

silk sleet
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foot IK?

cinder cargo
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(This is a edit because idk how to do it) but How would I get the all assets from every folder including plugins? (the stuff I show to left) and it would show it to the right.

dire barn
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Hi can anyone help me really quickly got an issue when I Cook. Thanks

spice ruin
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I mean it's right there.

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Change your collision channel name.

dire barn
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Collision Channel Name?

spice ruin
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ECC_Non-Solid can't have the - in it.

dire barn
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So somewhere a collision has a - in it?

spice ruin
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A collision channel, yup.

dire barn
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Is there a way to find the collision channel like a search for it that will make it quicker?

worn pewter
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Can anyone show me how to change the color of the sparks? I’m using the starter pack. Version 4.27

rustic folio
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anyone know how to fix camera clipping into walls when using True First Person without making the capsule radius bigger?

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making the capsule bigger allows my character to appear floating in the air

autumn flame
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Set it to 0,1 or so

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Search it in Project Settings

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You will need to do it anyways if you'll have any closeup aiming of guns to the camera or such

rustic folio
autumn flame
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Project Settings

rustic folio
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This is my fix right now lol

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nah near clip plane not working for me

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I just hope this event tick for it isnt performance eating

thin tendon
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So I have created this simple glass material. But can anyone tell me how to fix this weird reflection happening when the refraction goes above 1.

lost fractal
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@drowsy snow I had a quick question in DMs, pinging just in case you hadn't seen it. Sorry, and thank you!

oblique tangle
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Where would be the best place to get some playtesters to give some feedback for something I'm working on?

real heath
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#work-in-progress maybe. Show off what you have and ask if anyone is willing?

last cloak
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hey yall I had a question and I wanted to get some wisdom

vestal hedge
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is it possible to cull instanced foliage with a cull distance volume? not working for me.

fresh pulsar
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Uh oh, I got told to do the epic games unreal engine tutorials, except at like lesson 3 or 4 it requires the unreal games learning kit which I can't get on the college computers so I'm completely thrown off what do I do?

drowsy snow
fresh pulsar
drowsy snow
fresh pulsar
drowsy snow
fresh pulsar
drowsy snow
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If that is the case, you may ask the uni's IT staff.

fresh pulsar
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Outside of this only other option is the desktop

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Just tried on the desktop, it got about half way through and then just inexplicably gave up, no error or anything

fresh pulsar
drowsy snow
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I think I know why.

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The vault cache.

fresh pulsar
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Anyway so I need to shoot bullets from the player towards the position of the mouse cursor(although they wouldn't stop at the cursor of course) and I'm struggling to figure out how to do that

valid inlet
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when i kill an enemy i want to get some ammo back, but when i try to cast to my firstpersoncharcater's blueprint to set the ammo the object pin gives me an error (this is in the enemy's blueprint)

fresh pulsar
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That seems to fix casting for me

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I just drag it off the object pin and type get player pawn

modest trench
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get a reference to that object first

valid inlet
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how do i do that?

modest trench
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get a reference to the player pawn with get player pawn ¯_(ツ)_/¯

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or... maybe do this logic on something that isn't just this enemy unless it is exclusive to this enemy

valid inlet
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luckly this is a small project so there is only one enemy

fresh pulsar
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I still need help btw tryina get the player to shoot towards the mouse cursor

modest trench
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break down the problem into two main things

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1: spawning a bullet when you click

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2: making that bullet in the right spot and sending it forwards

thin tendon
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@valid inlet Passing variables, references and information is a concept you need to get familiar with. The cast node is asking for a reference to your player. There are a a few ways to this(get player character etc). But without telling the cast which player. It won't work because it could be any player. If it were an object reference it could be any object in the game(potentially thousands). But learning to pass information and references clearly is important. Because if done right you don't have to keep looping over your world and trying to find actors.

modest trench
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if you are like me the second is probably the confusing part

fresh pulsar
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I know the logic of what I'm doing I just don't understand how to translate that into unreal's nodes @modest trench

modest trench
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yeah, of course

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so, for starters what kind of bullets are these?

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hitscan or actually simulated?

valid inlet
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im an absolute dumbass 😢

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i forgot i have to pin the white pin as well in order for a node to work

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its all good now

fresh pulsar
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At the moment

modest trench
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it then uses the rotation of the camera for the bullet rotation

fresh pulsar
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Btw I'm working in 2d

modest trench
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it uses a vector rotated by the camera rotation to offset the gun barrel location a bit too

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oh, in that case you just need to figure out which direction to fire it in

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and then add an offset to the player's current location

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based on where you want the bullet to appear relative to them

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you probably want some sort of rotation turned into a vector and added to said player location vector

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gotta go

fresh pulsar
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I'm not sure what the node is that turns the mouse location on viewport into a world location @modest trench

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I forgot..

modest trench
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@fresh pulsar

fresh pulsar
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What the frick?

modest trench
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of course figuring out the math of how to get a direction to this position is now your job 😛

unique yacht
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Hey guys I have a question. Did anyone have a situation where after making a game build, the gamepad controller (xbox one controller in this case) didn't work as it supposed to? But at the same time when another person was playing on their computer on the same build with the same controller model it worked fine?

fresh pulsar
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I need help from someone else who can be more thorough lol cuz I don't get it at all

modest trench
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if you are using a truly 2d world you could just take only the forward/back and height values of the coordinate and set the depth to be where your game actually is in the 3d space

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but if it's regular 3d non-ortho projected I'm not sure off the top of my head how to get the intersection between the mouse direction and the plane of the 2d world

fresh pulsar
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I'm so confused

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Erm.. I can't figure out how to create an object from the node view

deft sparrow
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Heya 👋
Does anyone know if there is a metadata specifier for deprecated uassets like textures, animations etc.? I can find docs about setting functions, variables, custom events and blueprint classes to deprecated and specifying a DeprecationMessage but would this be possible for other assets (like textures) as well?

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Hoping for some kind of built-in support for this🤞

drowsy snow
spice ruin
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Maybe add a redirector.

deft sparrow
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Ah unfortunate but thanks for the answer :D

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Might be a dumb question but could you clarify on the redirector part? Assuming you mean that I could just delete/replace the refs for the deprecated asset and it creates a redirector to the other one?

drowsy snow
drowsy snow
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Though adding redirector in .ini seem to only for classes and whatnot, not asset files

modest trench
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Also maybe just do some official unreal courses

deft sparrow
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Oooh I hadn't seen the docs on CoreRedirects before. Will have a read through.

drowsy snow
deft sparrow
fresh pulsar
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Now I'm stuck on that, well, I have the angle, but how do I make it move a certain amount based on that angle, it seems like it should be simple but i can't just tell it to move a specific coordinate amount because the angle would change the coordinates it needs to move

modest trench
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Multiply the forward vector of the rotation by how far it should be from the center

modest trench
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And add that offset to the player location

ruby robin
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Hey everyone. I'm not sure where to ask it, but maybe somebody know how to set youtube's video frame size when embedding it to Unreal Forums?

When I place a link, it shows really huge when posted.

modest trench
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I'm I'm bed so I can't show the nodes, sorry

fresh pulsar
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Aww damnit

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Is there nobody else who can help

modest trench
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Try dragging the rotation value and typing "forward"

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The multiply that vector with a multiply node that uses a vector * float

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Where the float is like 200.0f which would be 2 meters, for example

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The resulting vector then is added to the center of the player

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To get the spawn location of the bullet

fresh pulsar
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I then need it to constantly move in one direction based off of that angle

modest trench
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The bullet itself can either be pushed with physics or just move itself forward when it spawns

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Is this homework?

fresh pulsar
drowsy snow
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Solving homework is paid service btw

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Anyone involved in any capacity must be paid 500 USD

fresh pulsar
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Well it's home and not at home work it's a project I'm working on for my college final for the 3rd year

modest trench
#

500 bajillion Canadian dollars please

fresh pulsar
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I'm just trying to figure out the top-down-esque shooting mechanics

modest trench
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Also you can actually use a built in projectile component on your projectile actor iirc

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That might make life easier unless I'm forgetting it

fresh pulsar
modest trench
#

Don't get intimidated, be intimidating!!

fresh pulsar
# modest trench learn.unrealengine.com

I can't do those at college lol and I have to work on the project at college, I've been checking them out at home but I've not yet come across anything that can help me here

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At college I have no choice but to work on the project and try and figure out the things I need to do without them

modest trench
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Also consider just looking up some YouTube guide if you are this desperate

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Expect them to gloss things over heavily though

fresh pulsar
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I've been trying man for real I'm starting to get really annoyed at this problem

modest trench
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If it helps you can try debug drawing values in your position math

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I like to do that to see wtf is happening

fresh pulsar
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I wish people would put things in terms I can understand too

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Look when I get home ill just screenshot my code as it is at the moment

modest trench
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You could google the term I used there and just append ue4 to get relevant examples

drowsy snow
modest trench
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Meh, for a school project you can be lazy

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I think it's acceptable especially since he can't download shit

fresh pulsar
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I'm in the middle of a like really difficult and time intensive project I'm taking it pretty seriously

drowsy snow
modest trench
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Good idea

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If they can update the engine it should be able to write there

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Google how to change vault cache location in the epic launcher

fresh pulsar
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We're not allowed to manually update it

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I mean

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Oh and by the way I'm able to create unreal projects normally with no issue

modest trench
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Where are they created? Set the vault cache to there

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Unless it's totally firewalled or some shit, I dunno

fresh pulsar
#

The projects are created in a certain folder but then if i try to create like one of the marketplace projects in the same folder it doesn't work

modest trench
#

Read what I said earlier again about the vault cache

#

That's the folder the marketplace downloaded stuff to

fresh pulsar
#

Okay but like rn I think I just wanna finish off this bit of code I was tryina do

#

I hate leaving things unfinished

modest trench
#

What kinda class is this that has you use unreal in the 3rd year?

fresh pulsar
modest trench
#

Fair enough

fresh pulsar
#

It's not really my place to but im getting stressed and annoyed because I just wanna sort this out already and quickly

#

Feels like people are being obtuse

drowsy snow
cloud pagoda
#

Hello can anyone please help, I'm making a simple wind trail particle effect and I've been trying to fix this issue for a while, with no success

fresh pulsar
cloud pagoda
#

As you can see, at random moments, a trail will completely glitch out by snapping back to the start point?

drowsy snow
cloud pagoda
fresh pulsar
#

You can't really get in contact with the IT department as a student, best i can do is ask my teacher to talk to them

modest trench
#

That's your best bet, I have had to do that at school a few times

fresh pulsar
#

Also I'm at college

#

Not school

#

Lol

modest trench
#

Very fancy distinction

fresh pulsar
#

I mean but college and school are 2 different things

#

Nothing to do with fanciness lol

#

Okay I will be back when I'm home and have my project open

modest trench
#

As long as we get part credit I guess

fresh pulsar
fierce tulip
# cloud pagoda

genrally the point needs to live longer than the trail. but --generally-- we just spawn a curvemesh (long thin strip shaped mesh) and pan a sprite along it. its cheaper as well.

drowsy snow
fresh pulsar
#

There's no credits section on a college hand in lol

modest trench
#

Just kidding, but send my report card to Canada soon

#

We are a vassal state so it should work out

fresh pulsar
fierce tulip
#

you'll get used to these jokers :p

modest trench
#

Sorry, I am joking there

#

If someone says something that stupid you can generally assume they are kidding

fresh pulsar
#

Also I'm not sure I appreciate it when I'm stressed out and asking for serious help lol..

modest trench
#

Sorry my free help isn't awesome enough I guess

fresh pulsar
fierce tulip
#

we mods still appreciate it if helpfulness is at least 10:1 memeness though.

#

(cpp and lounge excluded?)

modest trench
#

Serious advice: do some basic unreal courses at home that are about using BP to make gameplay

fresh pulsar
modest trench
#

It's better than asking us every step of the way

#

Oh, sweet

#

Godspeed then dude

fresh pulsar
#

I'm losing it over here.. fr

#

brb anyway I'm at home now I need to go boot up the project

modest trench
#

Don't feel bad about asking the math stuff though, that stuff is no joke

#

You can find me asking the same question 5 years ago in here haha

fresh pulsar
#

I don't have much beyond a school level understanding of math I'm really bad at it

modest trench
#

So am I, I just collect shorthand rules for how to get the results I want

#

You just mix and match simple steps

#

Remember you can debug draw stuff along the way to see the vales quickly

fresh pulsar
#

I just let certain nodes handle the math for me without having to think about it lol

#

Like finterpto

modest trench
#

There are lots built in but they can't account for everything

cloud pagoda
fresh pulsar
modest trench
#

That's the spirit

fierce tulip
#

@cloud pagoda oh, idea. you could send a kill-event from the point to the trail to kill it off.

fresh pulsar
#

At least im not working in a written coding language, could be worse

cloud pagoda
#

Also how would I do that? Sorry this is my first time using particle fx

fierce tulip
#

hmm, prolly die.
as for the curve-mesh: https://realtimevfx.fandom.com/wiki/Curvemesh
and the unreal docs go over all the cascade modules.

RealtimeVFX Wiki

Keywords: Soulercoaster, Splinemesh, Curvesweep, Zoomie, Geostrip, Swipe, Swoosh.
A mesh consisting of quads (or other shape) extruded along a curve. The UVs are then laid out in a way that if you scroll a texture along the mesh it looks like the texture is following the path of the mesh.

A nice tutorial for creating curvemeshes by Russell Bake...

fresh pulsar
#

Seriously though in the future I think I want to avoid using unreal wherever possible it's driving me insane

cloud pagoda
#

I prefer generating them in Unreal because they're very basic almost straight lines

#

Do I add the kill attribute to trail? And what properties

modest trench
#

Other game engines will be a bit easier for 2d games

fierce tulip
#

curvemeshes are generally cheaper than ribbons though. ¯_(ツ)_/¯

modest trench
#

Really?

cloud pagoda
#

It's not for a game, it's a fairly small render scene

modest trench
#

I assumed ribbons were meshes :0

fresh pulsar
fierce tulip
#

how to explain them, i think its more stretchy sprite connected to next stretchy sprite.

modest trench
#

With the stretch defined by shader math rather than a poly?

fierce tulip
#

but needs to generate em on the fly

modest trench
#

Interesting

cloud pagoda
#

So how do I set up the kill switch in this case

fresh pulsar
#

Biggest win I've had when working with unreal is managing to resist the urge to light my pc on fire fr

fierce tulip
cloud pagoda
#

More specifically, where do I place it? In point or trail

fierce tulip
#

you need a generator in the point, receiver in the trail

cloud pagoda
#

Oh ok

#

I'll try to do that, thanks for the help

fresh pulsar
#

You know what I'm at home now outside of college time i think I'll just decide nope not dealing with unreal anymore today I'll ask for help with this tomorrow

fierce tulip
#

or, fix it now and have the xylon of tomorrow stress-free :p

fresh pulsar
#

xD

opal cedar
#

Hello all, any good tutorial suggestion?

fierce tulip
#

the ones in the pinned messages :)

fresh pulsar
#

okay project downloaded

#

anyway the code isn't done but I'm working on it

#

I'm gonna set actor rotation but then how do I get it to like move forward based on that rotation? hm

#

That also isn't gonna fix the problem of it spawning in the player when I need it to spawn away from them but I also need to spawn it away from them based on the placement of the mouse cursor, in general just top down shooter mechanics

modest trench
#

Add this component to your projectile bp

#

I think it should do what you want

#

Or at least save some work

fallow jackal
#

How to hide a clump of foliage objects to be unhided later?

fresh pulsar
modest trench
#

That's not a bad idea lol

fresh pulsar
modest trench
#

That list of class members is kinda just autogenerated

#

Based off the source code comments

fresh pulsar
#

Always is good to stay on top of changes especially in the games industry, I'd get UE5

fallow jackal
#

wait for unreal engine 6 and come back

modest trench
#

95% of tutorial content for 4 will still be relevant to 5

#

It's not a huge change code wise

fresh pulsar
#

UE5 doesn't seem that much different from 4 tbh

#

Huh.. I have a delay set but it's doing bugger all it's still rapid firing like a machine gun lol @modest trench

modest trench
#

A delay.. where?

fresh pulsar
#

it's not waiting for the delay to complete before refiring the command

modest trench
#

And called how many times?

fresh pulsar
#

hm

fresh pulsar
modest trench
#

Show code, I can't understand what you mean

fresh pulsar
#

idk where else I'd put the delay

modest trench
#

That delay delays nothing at all

fresh pulsar
modest trench
#

You may want that delay to set a value that controls if a bullet is fired

fresh pulsar
#

apparently not

modest trench
#

Or to use a timer

fresh pulsar
modest trench
#

This channel is amazing, would recommend you use this to learn BP quickly

#

If you have a specific node in mind he's probably covered it

fresh pulsar
#

this should work right @modest trench

#

even if it can activate multiple times constantly this should stop it

#

Also I'll make the delay assigned to a variable called fire rate in-case I wanna alter the rate of fire dynamically for any reason

drowsy snow
#

Depends on your project needs and how far it is in development

fresh pulsar
#

Yep this code works just tested it

#

For once I figured out how to do something myself, nice

modest trench
#

you might want to set that delay node to have a specific value you set elsewhere too

fresh pulsar
modest trench
#

the level viewport will be an instance

#

change the transform in the BP or the transform you spawn it with

fresh pulsar
#

lol

#

I can't change it in the level viewport because I have to input something while the game is playing to spawn it

#

so umm... any clue what to do? @modest trench

#

since changing the transform in the blueprint does approximately nothing

modest trench
#

without seeing the projectile BP I have no idea

valid inlet
#

where can i find my specific level name?

fresh pulsar
fresh pulsar
#

it's scaled to 0.1 but that doesn't change anythin

modest trench
#

or... maybe it needs to have a scenecomponent parent?

#

I never touch paper2d stuff

#

so I'm kinda clueless here

fresh pulsar
#

no option

#

only the papersprite does

modest trench
#

try adding a scenecomponent component

#

that acts as the root

fresh pulsar
modest trench
#

show the scenecomponent hierarchy

fresh pulsar
#

Oh I figured out the problem, it's the initial transform over-riding whatever I set the transform to in blueprint @modest trench

#

now to go mess around with the whole projectile component stuff

modest trench
#

ah, nice

#

just keep in mind that scale and transform etc need to be relative to... something to actually do anything in a BP

#

so most BPs will have a scene root so they can mess with the offset without changing the center of the entire BP actor

#

or just fix the offset in the actual asset angery_cat

quaint halo
#

in need of some play testers

fallow jackal
#

How do you oscillate negative values as well?

spice ruin
#

Shouldn't a sine wave do that anyway?

true ridge
#

Is there a way to visualize physics assets and their collision capsules in the editor window?

edgy berry
#

Hello everyone. Is anyone here building UE from the Git source? I have tried grabbing and building ue 4.27 a few times now. GenerateProjectFiles.bat always generates a UE5.sln. Shouldn't I get ue4?

last cloak
#

Hey yall i was wondering if i could get some wisdom on a system i was preparing to make

dire rivet
#

Hey friends, I have a question about material editing in UE 4.27. Where would be the best place to ask?

last cloak
dire rivet
#

ok Thank you

rich kayak
#

Anyone know if there will be a ue4.28? 🤔

plush yew
#

is there any way to listen for input coming from enhanced input plugin?

spice ruin
acoustic flame
#

That's a shame. Looks like 4.27 has problems with online stuff.

rich kayak
#

thats bad.

wraith aspen
#

Unless you desperately need a certain feature of 5.0, I'd say you stick with ue4

quartz ore
# rich kayak thats bad.

4.27 will probably receive various bug fixes over the next few years. If Epic devoted large enough portions of their team to develop new features for UE4, large enough to warrant 4.28, while UE5 continues to have stability and usability issues, that's really Bad. It only makes sense to continue moving forward with a new product.

rich kayak
quartz ore
rich kayak
quartz ore
gentle echo
#

Hi I am trying to lean how to use unreal engine but what computer/laptop do you think I should use

drowsy snow
quartz ore
plush yew
#

Very dumb question

#

I have ue 4.27 installed on my external ssd, and now I'm on another pc - I just installed the epic games launcher but how do I "set" the unreal folder so that my ue 4.27 appears in the launcher?

#

If I try to install it and point it at the folder it says that it must be empty

drowsy snow
plush yew
drowsy snow
plush yew
drowsy snow
#

Fine, I'll happily press the magic button.

modest trench
#

Wow now we definitely want to help lol

thin tendon
#

Your best bet and easiest method is to simply reinstall your engine with the new file path.

plush yew
#

Sorry, people that just wants to shove an useless answer on you are irritating.

#

Perfect, thank you @thin tendon

#

See? Nice and easy.

drowsy snow
#

Right, ladies?

plush yew
#

Yep, looks like it.

thin tendon
#

There would no doubt be a config file somewhere. But if re-installing is an option. Then its the least hassle.

modest trench
#

The engine creates a registry folder too

#

Which I believe sets the guid for the uproject association

drowsy snow
#

For longer term like internal drive, or after reinstalling the launcher or the Windows, then tricking the launcher would do.

drowsy snow
modest trench
#

Really? Maybe only for source builds then

drowsy snow
#

You can't just run UE4Editor.exe and call it a day

#

/s

modest trench
#

Oh lol

plush yew
#

Obviously if that was all I needed I wouldn't have asked in the first place

modest trench
#

The uproject guid can also be set as a file association but that might not affect the launcher either

#

I'm actually struggling to get it to play nice in a source build

drowsy snow
#

I mean, my idea is to set aside existing copy of the engine, and attempt to install again through the launcher. Then once it starts downloading, pause the download, move the existing engine files to the install directory, and then resume to let the launcher verifying the files

modest trench
#

It wants to change the guid every time from source control

#

Oh yeah, the classic game download strat

drowsy snow
#

But eh, I found it faster to just make a shortcut to UE4Editor.exe and call it a day

#

Especially considering the engine located in external drive, which the letter can change the moment you plug it in again

plush yew
#

That's how I did it in the end

#

Thankfully both pc and the drive are mine so I set a static letter for the external drive

drowsy snow
#

Also source build will never appear in the launcher so you gotta get used to launching from UE4Editor.exe directly

modest trench
#

I think it can appear as a version to add marketplace assets to

#

hence the registry stuff

plush yew
#

Yep

drowsy snow
modest trench
#

yeah, having a binary version sitting around is definitely a good idea

#

why can't we just download assets without an engine ;___;

drowsy snow
#

Wait, you can't? I thought that's only applied to plugins

modest trench
#

pretty sure you need the version installed to get them

#

I might be wrong

drowsy snow
#

I don't think so. For assets, it's much more lenient, setting closest engine version for a project and it will download the asset and add to the project, even if the last compatible version is older.

modest trench
#

ah, yeah

#

I think you are right

drowsy snow
#

Code Plugins, however, do require installed vanilla launcher build to be downloadable

plush yew
prime tulip
#

Is there a way to debug garbage collection? I'm having big stutters and freezes due to garbage collection but I have no idea WHAT objects or actors are causing the hitches.

#

I know it's garbage collection because when I change the garbage collection time the stutters happen at the exact time intervals I set. stat startfile recordings also show garbage collection as the big spikes, but I can't find any pointer as to what items are getting collected that cause the hitch. Weird thing is that my actor count never changes. But somehow the GC is still doing SOMETHING that causes hitching. I'm guessing setting flags for objects still referenced or something?

#

For games with large amounts of spawned actors and stuff I'd hope garbage collection debugging exists? I mean how can you make such a game without proper GC debugging?

plush yew
#

Hey everyone, I have a question related to VFX pipeline. I wasn't entirely sure if this belonged in the VFX channel or this one so apologies if it doesn't belong here

I'm looking to learn how the VFX Pipeline works with Unreal Engine, just a basic knowledge on how it's used in the industry. Can anybody recommend any courses/ good YT Channels that I can follow?
Thanks in advance!
(P.S I'm relatively new to Unreal Engine)

modest trench
#

gc.CollectGarbageEveryFrame 1 is useful for checking for GC crashes

#

but maybe not for this

fresh pulsar
#

any clue why this aint workin?

fresh pulsar
#

@modest trench you got any idea?

short plaza
#

Whats ain't working?

fresh pulsar
short plaza
#

You are hidin the widget the code is executed in

fresh pulsar
#

like the visual and code component for it, want it to all get hidden

#

for as long as well, the game is active

#

it's pretty much just a start screen with a play button

short plaza
#

You are opening a level, that means everything is killed and reconstructed on level loaded. Means the widget your triggered the button in does not exist anymore

#

try removing the OpenLevel node

#

that should hide the interface

fresh pulsar
#

when the button's pressed I want it to load that new level and I don't want the start menu to reappear

short plaza
#

Remove the OpenLevel node. Does the menu disapear?

fresh pulsar
plush yew
#

Hi! Someone has been struggling with fast speed projectiles and collisions? I need some help :S, activating the CCD property is not enought...

short plaza
#

When you load the other level, you respawn the interface

#

a completely new instance

fresh pulsar
#

I just need the menu in a seperate level so the player can't just run to their death before they even start the game

short plaza
#

@plush yew CCD never worked for me

fresh pulsar
#

so I like.. I need a way to disable this menu for the rest of the duration of the game once you press it once

plush yew
short plaza
#

You respawn the interface when loading the other level. Just don't spawn the interface again

fresh pulsar
#

how do I... make it not spawn again?

short plaza
short plaza
fresh pulsar
#

ig

#

thing is I just wanna get rid of this widget cuz the hud has other important widgets like player health

short plaza
#

You can spawn the main menu in the level blueprint of the main menu level

fresh pulsar
#

I dont even know how to get into level blueprints tbh double clicking them just opens the level

short plaza
#

then you don't get it spawned in the other levels by spawning it from GameMode and related blueprints (GameState/HUD/Player/..)

#

TopBar->Blueprints->OpenLevelBlueprint

#

LevelBlueprints can also directly reference instances in the level. See some tutorials

fresh pulsar
#

h... how on earth do I put a widget in the level blueprint it only has a node view

short plaza
#

CreateWidget?

fresh pulsar
#

ah

short plaza
#

Like you already did?

fresh pulsar
#

Okay so yeah I've done all that jazz @short plaza

#

Err it's not creating anything

short plaza
#

CreateWidget->AddToViewport

#

How did you do it before?!?!

fresh pulsar
#

I don't know but it's working now @short plaza

#

Although.. the hud is showing up over the main menu, not good

short plaza
#

Then don't spawn the hud?

fresh pulsar
#

For some reason..

short plaza
#

I thing you do most of the stuff via the GameMode and related blueprints? Use a different game mode for the MainMenu

fresh pulsar
#

..... what

#

?

#

Btw it has no event graph

short plaza
#

Do you use a template Project?

fresh pulsar
plush yew
#

15K people here, and no one knows anything about colliding with fast speed projectiles? It must be a basic stuff lol, I would continue my searching on the internet btw

short plaza
#

You should realy check out some basic tutorials of Unreal and the structure of Blueprint. Classes Like GameMode, GameState, PlayerPawn. Then understand how the template does stuff.
At the moment you are asking questions of how to do things without even knowing whats happening. How are we supposed to help you when we do not know whats happening in your projekt

short plaza
fresh pulsar
#

For now can I just focus on getting this one minor feature implemented and being done with it

#

I'm like this close and I have less than an hour left

short plaza
#

Well you can, but as I told you, we can't help you if you don't know yourself whats going on in general

fresh pulsar
#

I have like 50 minutes left I really need to get this sorted fast..

short plaza
#

Then go for it...

plush yew
fresh pulsar
#

I'm trying

short plaza
#

Anybody noticed jittery rotation when using the DefaultPawn? Rotation is very smooth in the editor, but PIE with DefaultPawn feels like the rotation is rasterized

tall sorrel
#

I think this is where this should go, but I am not sure
However, I have been searching for a way to un-instance an instanced mesh, and like have it as a copy instead at run time
For instance you are in a forest and all the foliage is instanced, and you walk up to a tree to start chopping it down, and press the button and it fires a line trace, then the tree somehow switches to an un-instanced version, or even an actor version potentially, so then it can fall over and de-spawn

I think a while ago I saw somewhere that a plugin does this, but I cant find anything on it since, and I am pretty sure there is a way to do this since I think AAA games probably do this, and it sounds optimized, but I don't have AAA experience so I am very unsure.

edit: also, although I'm not asking a c++ question, I do use c++ and blueprints, so I can get it doen in both if it can be done in one or the other.

fresh pulsar
#

@short plaza I was able to do it by checking in the code that spawns the hud if the level name matches the main menu level, if so just don't spawn it

short plaza
tall sorrel
# fresh pulsar any clue why this aint workin?

why you doing that on tick with a do once reset if button pressed is false?
you know buttons have a function literally called IsPressed, that gets called when it is pressed, just use that bro. Also why are you setting MainMenuConstructed to true after the branch? if it made it through the branch that means it was true, just some tips

tall sorrel
short plaza
#

Don't know how that stuff works, but I assume he uses a Blueprint replicate for the static mesh. Like there is a map somewhere where you need to map the static mesh to a blueprint. So the static mesh can be removed from the HierarchicalInstacedStaticMesh used for foliage and be replaced

#

Though you already can spawn Blueprints as Foliage

tall sorrel
#

but they are actors, and thats heavy on the performance, and you cant have them in a material, so useless for bushes or flowers

fresh pulsar
short plaza
karmic granite
#

Hey guys I have installed the "Advanced Village Pack" and all the assets cast shadows that write "preview" how can i fix this? or is it there because they are preview assets?

drowsy snow
karmic granite
#

Thanks for the quick answer 🙂 how can i use dynamic lighting? i am still new to all of this

#

oh just needed the light source to be movable

severe hornet
#

Hello! I wonder if someone can help me, i am fairly new to UE4, and i have a premade map, that i need to edit. When i am trying to delete some actors they will still spawn, even though edited/deleted them, so i was just wondering if anyone had time to show me how to properly delete actors 😄

regal mulch
#

Is the Collision of a StaticMesh that is used as a SplineMesh supposed to update visually?

#

Because it seems to be:

  1. Stuck at 0,0,0
  2. Not scale to match the visual part of the mesh
#

This is on 4.26

#

I searched around a lot and tried some checkboxes, but this seems odd

#

It seems to update fine during runtime, when pressing play, even though when ejecting the collision is still wrong :<

regal mulch
#

Seems to be only this custom pipe mesh

#

Maybe import settings o.o

raven nest
#

any idea why my project isn't showing any new plugins? the plugins install to the engine ok and are showing for enable/disable in the plugin window if I create a new empty project. but my existing project, they don't display in the window.. help

raven nest
#

you can't

cursive flower
#

is there a setting somewhere to stop steam VR from opening everytime i open a project?

raven nest
#

it won't if the oculus driver is loaded and linked ..

solar bridge
#

Hi there, I have a question: since a camera can follow a player, can a camera also show what another camera sees somewhere on the same level?

worn pewter
#

Can anyone show me how to change the color of the sparks? I’m using a starter pack version 4.27

raven nest
regal mulch
#

Na they were just coincidence of that picture. By now I know that it doesn't like complex collision

#

I used a hull now and that resolved it at least collision wise

gray tundra
#

Hello, I have a question about derived data caches.

What is the local cache used for exactly? Is it just where derived data is generated and accessed if the shared cache path isn’t found? Or is it a cache of the most commonly used assets in the project?

Any insight into what the local cache does would be appreciated.

Cheers.

fading ivy
#

hey i know this is a little unrelated, but i noticed the feedback channel
is that something only partnered servers get or do you need boosts for that?
i’ve never seen it before

fierce tulip
#

we got access to threads (beta)

#

eventually more servers will get it

fallow hornet
#

Is there a way to set minimum lod level on multiple static meshes in content browser?

fierce tulip
#

asset actions > bulk edit matrix. not sure if its an available option there though

fallow hornet
#

Already checked there

#

You can generate LOD groups there just not set the minimum

fierce tulip
#

hmm, then im out of ideas

limber pebble
#

Can I ask questions here? or is it just discussion?

fierce tulip
#

almost all channels are question-based, so sure

limber pebble
#

Can someone please explain why my models import like this? (2nd image)

turbid sand
#

Your faces are inverted, when you export a mesh make sure you have correct face orientation in your 3D editor before exporting.
Blender has a tool you can use to check, see the overlays dropdown in blender 3d viewport (top right), and check off face orientation

#

Now the fix, select all faces of your mesh in edit mode and hit Shift+N, the default hotkey for recalculating normals to face outside.
Basically any face you want visible and is not two-sided should be colored blue in this overlay.

#

Alternatively, when modelling your props, turn on backface culling in your viewport so that only front faces are visible

astral heart
#

which one of these will block players but allow projectiles to pass? for a chainlink fence that a player should be able to shoot through

astral heart
drowsy snow
muted iron
#

I am noticing recently that while working in unreal 4, on windows 11, if i move any tab to a second monitor, my FPS drops by 50%. Is this happening to anyone else?

modest trench
#

alsa a gsync issue where it tries to halve the rate with two windows in one exe

#

so you can try disabling gsync just for that program in the nvidia settings? maybe

strong schooner
#

why is the delete option not seen in the latest Epic Launcher UE Library for the My Projects? It only has Open, Show in Folder, Create Shortcut and Clone. Thanks

rapid wyvern
#

Anyone know how to change the display color of a mesh in the viewport? I'm trying to color-code my objects for ease of working with the scene. Right now they are all teal.

untold cobalt
#

hello i have a question can i run city sample project unreal engine 4?

#

Sorry

outer moss
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I want to clamp a value between 0.5 to 1 which is to make sure that use this value to increase chromatic aberration by the percentage of increase of speed (For example my current speed is 80 and I use nitro to boost to max speed which is let's say 120, I want to make chromatic aberration increase according to the amount at which speed is increased). Can someone tell me the formula for such a thing

spice ruin
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FMath::Clamp(val, 0.5, 1)

woeful haven
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guys can i make programs in unreal? like something to keep clients names and stuff?

spice ruin
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You can make applications just using slate if you want to. Not need for unreal part.

drowsy snow
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I myself make some dumb tools with UE4 too, because I'm not bothered to go with Imgui lol

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Even the Epic Launcher is technically an Unreal Engine program

woeful haven
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cool, time to figure what slate is!

surreal snow
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Does anyone know any good sources to learn photon with ue4 blueprints?

plush yew
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hey guys can i ask beginner questions here?

real heath
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Ofcourse

plush yew
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ok but please don't yell at me...

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ahhh what's a target xD i guess is the objekt the node represents but why does Set Static Mesh need a New Mesh and a Target

real heath
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So typically a node is a function of a class or object. Target is the instance that yoh want to perform the function on. For example SetActorLocation is a function of actor. Let's say you want to move a cube and you use a SetActorLocation node, the target for that would be the cube you want to move.

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So in your case target is what object you want to set that mesh on

plush yew
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does the mesh get set on the target or the target set on the mesh

real heath
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Mesh gets set on the target. The target is what you are executing the node on

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You are operating on that target

plush yew
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aha great thanks i looked for an answer for like 3 hrs on that, can i ask another question?

real heath
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Sorry, 1 question only

plush yew
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i now understand thanks again

real heath
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I am ofcourse joking

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Ask away

plush yew
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ok thx, so

surreal vector
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hello i have a problem, i made this in the thirdpersoncharacter bp to shoot a projectile in the direction of the camera, but sometime it doesnt shoot toward the camera but in random direction, especially when im moving the character in every direction while shooting, any help?

real heath
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Fix can be change collision channels or make it so it spawns a little in front of your character

surreal vector
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all the collisions of the projectile are on overlap and the projectile has "should bounce" unticked

plush yew
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when i connect set static mesh to Create Dynamic Material Instance, it still needs a Target, i do use the same Target as in Set Static Mesh. But i just wanted to understand why Create Dynamic Material Instance needs again a new Target.

real heath
plush yew
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AHHHH thanks

real heath
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The reason it needs a target esch time is becsuse computers are dumb and can't guess this stuff.

plush yew
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thanks thanks thanks

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xD

surreal vector
real heath
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If it does, I don't know. You'd need to look into it further

surreal vector
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okay thank you

real heath
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Ofcourse! I always forget that one

surreal vector
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@real heath i spawned it a meter in front and it still do the bug sorry

real heath
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You are definitely only spawning one projectile?

plush yew
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So on this one i connect the Return Value with Set Material Instance- why not straight to the FUNCTION NODE, and what does return value do? again i really googled a long time before asking here

candid iris
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Help, my camera wont rotate

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Like at all

surreal vector
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@real heath yes i'm only spawning one at the time

candid iris
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I'm spawning it as a separate blueprint instead of being directly attached to the character

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but it just won't rotate/ move around the player

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it follows him and all

real heath
real heath
surreal vector
plush yew
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@real heath WOW i am suprised the youtube tutorial guy didn't explain this, it seems cruical to understand thanks for the help

real heath
plush yew
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i will start there right now thanks for all your advice

woeful haven
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guys there is no tutorials on how to make applications in unreal !

wispy heart
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Redirecting captain!

hasty epoch
jolly jungle
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what is unreal actually doing while compiling shaders other than using 80% of my cpu and taking two eternities

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but what does that mean

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ok

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but why does it need to do that every time it starts

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cant it just keep the programs it made the first time?

autumn flame
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It should unless you make shader changes / modify a rendering project setting and such

Or if you load something with shaders that weren't generated

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iirc yeah it caches them all, so if you find the settings you need and want to get rid of the old shaders, you gotta delete them

Will free space but you will need to compile the current ones again

blissful trail
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ok so im trying to get a pokemon firered styled movement system but im not sure how i could smooth the movement and get the animations to play right

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heres my bp so far

slate vessel
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Can cull distance volumes be made to work with painted foliage?

quick spire
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Hi, why my editor looks like this? how can i set it as default?

brazen shale
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Hello I hate to bother people but Im getting a very odd crash with Virtual Textures and I cant seem to track it down

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Im wondering if anyone knows or has any thoughts

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it happens in a cooked build

quick spire
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nope, i pressed F and f11 doesent fix it

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okay nevermind i fixed, thank you 😉

green canopy
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Hi is there any good tutorial to make a tower defense game?

plush yew
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hamburher?

dreamy hamlet
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Hey gang. I'm live on a film set right now, using xsens for motion tracking and screen recording everything in unreal. We have the xsens stream added to unreal, and as soon as we add it, it recognizes our 3 actors, object 1, 2, 3.

After about 2 second, it collapses the 3 into 1, objects plural.

Anyone know why it's doing this, how to stop it, or how to get around it?

violet goblet
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is there a way to move a camera smoothly? i use set actor location (the value will be calculated on the fly)

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i actualy did it with delay (because it was said dont use event tick for performance issues (?))

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but when i use event tick, it runs smoothely

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🤘🏻

hearty sapphire
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super basic question but new to unreal and world building. How do I adjust my in scene rendering settings? My materails lack detail unless I'm on top of them. I know this will tax my computer a little more but would like to adjust

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Rendering distance i mean

peak bloom
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why is it that when i import a mesh from blender that has had faces extruded, the faces are invisible in UE4 from one side? (always the side that's seen lol) is there a way to fix this?
(not sure what other channel to post this question, but feel free to redirect me.)

hidden sparrow
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Hey, how do I make a material or object, that is only visible when it is inside another object like a collision box for example. I only need the part that is inside that object to be visible and the part that isnt has to still be invisible. Whats the best way to do this?

rare nimbus
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hello best regards, we are developing a pirate video game and WaveWorks 2.0 is the technology we want to use for our oceans, we need a version compatible with Unreal Engine 4.27 or 5.0

dawn gull
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If I have a particle beam inside of an actor is there a way I can have the physics relative to it? So if I have a particle beam emitter then the particles will move straight inside the actor and not be bothered by the actor's outside movements

dawn gull
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latest I can see are 4.26 preview

drowsy snow
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If anything NVIDIA seem to pull the plug on Gameworks in Unreal Engine, as Epic slowly rolling out their own solutions for physics, water, and whatnot.

dawn gull
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It was a pain in the ass to work with, yeah

drowsy snow
rare nimbus
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I contacted nvidia and they told me to contact Epic but they do not answer me by any means

rare nimbus
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😭

rare nimbus
dawn gull
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watch a youtube video on it its pretty confusing

rare nimbus
rare nimbus
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😣

dawn gull
rare nimbus
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I'm looking for WaveWorks 2.0 (because this one works without CUDA too)

rare nimbus
drowsy snow
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Not saying it's easy, but it's doable

arctic ravine
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Having an odd issue when building lighting, it'll go through the normal process and get to where it displays 0% and then just stop. Dialog window goes away and that's it. No errors, warnings, or logs that I've found

edit: solved this awhile ago but swarm was being overloaded (couldn't handle the data load). It was really being pushed over the limit by foliage lightmaps. Reduced the resolution, deleting foliage, and moving some foliage to being movable (doesnt use static light aka not baked) solved the issue.

arctic ravine
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Nothing that I've found

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[Interface:OpenChannel] Error: System.OverflowException: Array dimensions exceeded supported range.
   at NSwarm.FSwarmInterface.OpenChannel(String ChannelName, EChannelFlags ChannelFlags)

edit: May 17th, this is caused by sending too much data to swarm - not enough allocated size for the buffer. In this case, we have over 100k of foliage and its too much to be sent over. Despite sub-levels creating their own lightmap atlases, this occurs before their generation. 

So solutions are to split how swarm handles it (engine changes), make some/all of foliage be movable so swarm never touches them (incur performance hit due to being affected by dynamic systems - turn off dynamic shadows and use contact shadows to reduce perf hit while maintain some visual fidelity), or reduce/be more conservative with foliage placement across our sub-levels.
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Looked a bit harder

proud abyss
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would it be possible to create a custom collision from a character to use as physics collision when making clothing? ive made some in marvelous designer, but when it comes to adding the cloth sim, i cant get it to look good, or strangely merge together, sleeves to side of sweater when in a running pose. but they dont stick when checking in t-pose

rare nimbus
vague lake
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Hello everyone, I have a project to make in unreal engine 4/5 to make a crowd of people and be able to change the animation from cheering to fighting and running. Anyone has made a crowd before? I need help to understand how to make it, I search in Google and found the Vertex Animation can help any one have experience? Thanks

surreal eagle
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anyone know how to only partially rotate an actor to a pleyer

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i do not have a timeline node

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this is in the aigrapgh

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and i need to dew it

drowsy snow
surreal eagle
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i'm not sure what to do here

drowsy snow
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RInterp To, executed on Update event?

surreal eagle
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ig

split jasper
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Hey is there a built-in way to set a Blackboard variable via a Behavior Tree task? Because currently I'm doing a lot of bullshit like this:

sacred yacht
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Hey there, I guess there's a really simple answer but I can't figure it out. Is there a way to make a GUI border image not stretch, but get cut/tiled instead?

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oh I just figured it out lmao

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There was a tiling option in the options of the border, if anyone with the same question ever sees this

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Is there a way to make the image tile like twice the size tho?

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I have a 64x64 image and I set it as the border image, but it's tiling so many times cause it's small

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Changing the image size does nothing

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Oh it's tiling anyway, even if the image is big

sacred yacht
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Please guys does anyone know how to change the tile size in the border settings?

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I seriously can't find it anywhere

radiant river
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General ue4 question: once the editor has been open for a while, a lot of the UI starts breaking and right click menus/tooltips break until I relaunch. Is there a fix?

spice ruin
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Define "break"

radiant river
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I'll try the mentioned fix

lost fractal
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@drowsy snow ruh roh D: Im having an issue with something refusing to save. Basically I am trying to save a map (one that was downloaded from the marketplace) after I made some minor tweaks like moving objects around, but then it says that "Graph is linked to external private object" and basically its not able to save it at all.

I've actually had this issue before, on and off occasionally, in the past and I still never really learned why this happens nor figured out how to prevent this since I haven't ever been able to find anything when searching about it online. So perhaps you, or someone else, can shed some light on this... would very much be appreciated!

Also I'll paste the actual detailed message in just a moment, if needed.

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External Object(s):
Texture2D_2_BaseColor
Texture2D_18_BaseColor
Texture2D_3_BaseColor
Texture2D_9_BaseColor
Texture2D_15_BaseColor
...
  
Try to find the chain of references to that object (may take some time)?```
spice ruin
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Why is it bold 😦

lost fractal
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lol wut

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I typed alot of prior text, so it helps make it stand out better rather than blend in, or is that something that is against the rules for some silly reason? :p

spice ruin
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You could enclose the error in 3 `

lost fractal
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ah okay

spice ruin
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something
like
this```
lost fractal
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I didnt even know that was a thing, honestly

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but thank you, i'll do that

spice ruin
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Yah, I didn't until like a few months ago.

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It's pretty useful 🙂

lost fractal
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thanks! yeah much better

drowsy snow
lost fractal
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oh yeah and when I press "yes" it never works

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for me, I basically have to restart the project and try again over and over and once in awhile it actually works

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but I prefer figuring out how/why certain things happen, as it helps me understand it better cause yeah it is certainly annoying... also it only happens for other content I've downloaded but not my own

spice ruin
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It's like you're using a texture in your map that exists in a different asset.

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Are you using the level graph?

lost fractal
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No, just moving objects around basically before saving. Theres nothing in the Event Graph

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in fact it actually does it even if I change nothing at all and merely just open the map and then try to save

spice ruin
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Copy your map file (in explorer)

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Then open the map, delete everything and try to save it. If that works, delete actors 1 by 1 until it saves.

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You'll find the issue.

lost fractal
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alright i'll try that out

stone maple
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hello..

drowsy snow
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Hello from the other side

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Oh wait wrong channel

leaden blade
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Heyo all, got a problem with ue4 thinking about an incorrect java home variable

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any ideas?

stone maple
leaden blade
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(so the home should be 202 but its reading the old variable, 331)

leaden blade
drowsy snow
leaden blade
stone maple
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i also got a problem with the Door Blueprint

leaden blade
stone maple
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the problem

surreal cloak
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do most of the rocks on quixel bridge only have 3 LOD's?
I'm like 10ft from my rocks and get moderately good detail but 10,000ft away they are rendered with the same LODS.

LOD's look fine, it's just that the lowest resolution LOD is still way to detailed and tanking FPS.

Are most of their rocks like this?

fiery scroll
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Hi mates! 🙂 Does anyone know how to Uncap the Frame Rate in a Packaged Game?
t.maxfps 200 works to uncap the FPS in Editor.
But using that console command does not work in a Packaged Game, even if I execute the command in Blueprint.
Anyone got a solution? Thx

silk flare
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I'm not sure which channel should I go to with this:

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How do I make and work with grids in unreal?

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stuff like minecraft, chess etc.

spice ruin
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Or hex grids or whatever other grids you want.

silk flare
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so I can make an array with 1 million elements and unreal won't fry my pc?

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anyways I'll take this to blueprint/cpp

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thanks guys

spice ruin
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You could easily make an array with a million elements.

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I'm not sure it'd be very wise to do so.

silk flare
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yeah I imagine

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the fact that you pf looks like a wizard makes this argument even more convincing

spice ruin
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Exactly.

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You're gonna get cache misses though.

plush yew
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Hello, I don't know if this is the right server to ask this but are there any resources here to learn how to modify textures and do map swaps for UE games ?

spice ruin
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Map swaps?

plush yew
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Like swapping stages / maps

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For example stages from Guilty Gear Strive being changed into other stages from different games provided the fbx file for the stage I have exists kinda deal

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Someone have an Aimbot for ut2004 maybe?

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Thank you, I found a server 😄

surreal cloak
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do most of the rocks on quixel bridge only have 3 LOD's?
I'm like 10ft from my rocks and get moderately good detail but 10,000ft away they are still rendered with the same LODS.

LOD's look fine, it's just that the lowest resolution LOD is still way too detailed and tanking FPS.

Are most of their rocks like this?

surreal cloak
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are megascans assets not designed to populate a big open world map?

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I know, so they shouldnt be used like foliage?

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what other tools are available other than those 2?

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Any resource you can recommend to learn more about this?

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Thanks!

unborn dew
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how would i get this to stop

fickle wharf
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uhm so i've imported a large mesh for a project and out of ~900 mesh parts

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4 of them come with inverted normals for some reason

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if i view the model in blender/3d viewer (windows)

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the normals look normal

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but in the engine these 4 parts have inverted normals for some reason

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im using all default import options

random island
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Hi, what’s is the tutorial system called that people use when they want to guide you through their plugins in the editor?

oak patio
oak patio
fickle wharf
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... they're showing as correct in blender

oak patio
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Yes cause blender shows both sides of faces, unreal culls backfaces

cerulean geyser
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if i get a montage varible and put it as input object reference of a ? is valid, shouldnt it be if its none it goes to is not valid exc pin and valid is valid? its always outputting is not valid for some reason

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ok i guess the problem is that the instance editable montage isnt populating properly

tough vine
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when it comes to multiplayer fps games is it more convenient to:
A. have an arms rig for the first person perspective and an entire player model which other players could see?
B. Have one whole player model with an alpha clip/mask thing?
i'm using c++ btw

drowsy snow
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Considering you use C++ and making FPS MP, so does the ShooterGame template.

peak oxide
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Can I disable foliage objects when test rendering sequences? I can turn off their visibility in the viewport but they will still render, I'd like them to be temporarily disabled.

real heath
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You could try setting in MRQ the console command sg.foliagequality 0

modest trench
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perhaps make the foliage actor hidden ingame

peak oxide
peak oxide
# modest trench perhaps make the foliage actor hidden ingame

That's my back up plan, I didn't want to tempt fate and destroy my foliage by mistake by messing with its base objects. Also didn't want them to change any indexing, rotations or positions, so I could continue to rely on them when having to rerun a short sequence etc.

clever marsh
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I am trying to make a champion system like in Fight Night Champion, where you have a player who starts out at unranked, then fights contenders leading all the way up to becoming the world champion. How would I do something like this? Is there a tutorial I can find for something similar?

tranquil apex
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Hello everyone. I am new to UE and have a question. I have a 3D map in FBX format. Can I somehow import it into a map or something?

So far it always becomes a static mesh lol

tranquil apex
clever marsh
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do you know how to create a landscape

tranquil apex
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yes, I have learned that by now

clever marsh
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okay go onto landscape mode

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then on new landscape, above the material, hit import from file

tranquil apex
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yes i see it